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Extracurricular activities effect on students
The effect of video games on society
The effect of video games on society
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Recommended: Extracurricular activities effect on students
Please briefly elaborate on one of your extracurricular activities or work experiences that was particularly meaningful to you. (About 150 words [250 MAX]) Every summer since I was 14 years old, I have been an intern at my local theatre. The Clinton Area Showboat Theatre has a program where teenagers in the high school age range can give up their summer to become an unpaid slave to the theatre. I had acted on the Showboat before and since I didn 't have very many friends that I hung out with during the summer, I auditioned. Being an intern was the first time I had had something that was similar to a real job, even if I didn’t get paid. In the program I learned a lot of things about how to help out with the different shows from professionals-the …show more content…
There are not that many people who fit that description." -Shigeru Miyamoto. Ever since I was a little kid I was interested in video games. I wouldn 't say I was ever addicted to them, although I do play video games quite frequently, but ever since I saw my friend pick up a GameCube controller I was interested in the way video games work. Video games fascinated me, I wanted to understand how they operated and how they were made. That curiosity holds to this day, I want to understand how the technical aspects work, how to code them, and about the games as an art form. That same drive and curiosity drives me today, and I want to create new experiences so that other people can have the same wonder and enjoyment I have when I play video …show more content…
I want to make people feel and understand not only how fun video games can be, but also explore other emotions and feelings that some developers might have shied away from in the past. Game designers need to think like Mr. Miyamoto says if games are ever going to expand as an artform. If designers stop thinking creatively and stay in their comfort zone, and just keep making the same games we will just remain the same and all of the naysayers of the games industry will be proved right. The same thing will happen if the developers simply made whatever the publishers thought would sell; the industry would be filled with whatever was successful a year ago. This already happens today, but if developers gave up the creative push then the industry would be run by businessmen that saw some charts that said Halo is selling very
One extracurricular activity that I am very passionate about would be the FFA. FFA has taught me so many things and it has brought me so many places. I 've learned how to be a great speaker from different events my advisor has challenged me to do. Public speaking has taken me so many places and I have attributed most of my success to FFA. When I was a freshmen I competed and received gold in the creed speaking competition. As a sophomore, I tried extemporaneous speaking and received a gold for that as well. As a junior I really wanted to challenge myself so I took up agricultural sales as my winter career development experience. I ended up being recognized as the state runner up individual agriculture salesman as well as the 15th best agricultural sales man in the nation. Now as a senior, I have been going around speaking at different school board meetings, advocating
My extracurricular and academic activities have helped mold me into a person with character and good qualities. These qualities--respect, humility, kindness, ambition, appreciation for diversity and collaboration, and courage--have not come without valuable failures and lessons. I can continue to develop these qualities and build upon these lessons as I go forward with my university goals and the desire I have to enter the healthcare profession as a nurse. I am able to look beyond the exciting, glamorous parts of both and see that there will be lots of hard work and difficulty. I am ready to face those challenges and do my best and give my all.
1. Leadership/Group Contributions: Describe examples of your leadership experience in which you significantly influenced others, helped resolve disputes, or contributed to group efforts over time. Consider responsibilities to initiatives taken in or out of school.Required
In my freshman year at Lewisville High School I joined the wrestling team. Originally my only reason for joining this discourse community was to lose the weight I gained over the previous summer, but that changed when I got to experience the joy of wrestling firsthand. Being a part of the wrestling team helped me understand the inner workings of the sport, the importance of team chemistry, and what perseverance can accomplish. Joining this discourse community was the best decision I made high school by far.
Over the years I have been very involved in my community and school. Being a part of something helps to define who you are as a person and the principles and values you hold as important. A personal experience that helps to show my talents and skills can be illustrated by my trip to Italy last April with the MHS Language Department.
In what other ways have your experiences and involvement here at SDSU shaped who you are?
Video games primarily are used for a time burner, something that will allow you to forget reality or let you relax as a reward. Many of the time people use video games to forget the real world and adventure on quest of amazing tales, or allow you to relax to a soothing game of 2Civilization Revolution as a reward of a hard day’s
Over the four years that I have spent at Good Counsel, I became part of many activities. Each helping me evolve as a person and become stronger yet. Simple lists could be made of every activity that I have ever been involved in but it could never express to a person what I have learned and how it helped me to grow. Every environmental club, science club, political science club, service work, and S.A.D.D. club I was part of had a very special message to deliver to me. Whether the message was one of responsibility, or a life lesson, I grew from it. The Political Science club opened me to many new experiences. It allowed me the chance to attend the Model U.N., where I was asked to address today's top world issues. This club was very beneficial to me because I was exposed to topics and ideas that I had not previously been able to discuss or learn about in a classroom situation. The science club allowed for me to experience extra educational situations as well. I took part in a hovercraft competition, which was very educational while also allowing me the chance to work with others for a common goal.
I began to make personal connections with many of the students at Homecoming. When the event was over, I was, for the first time, disappointed. This was the first event where it did not feel like a chore; it was actually something I was genuinely passionate about.
Video games have come a long way. They have evolved from the simple game of Pong into a complex, multi-platform, multi-genre, multi-billion dollar industry.
Video games have become one of the most popular pastimes for kids these days. With the advent of powerful graphics processors and more innovative chip designs, games are becoming incredibly realistic. This realism is what brings many gamers to the industry. Realism, in a sense, is why the gaming industry has taken off and increases profits every year. Video games are not just a fun hobby or pastime, they are way for gamers to escape the world and imagine themselves in an entirely new landscape. Video games are dreams with controllers. While driving through a racetrack in a video game, one doesn't feel as if they are sitting in front of a TV playing a game, they feel as if they are the car. This is a hard phenomenon to explain but video games are such a global activity inside the brain that the user actually feels as if he is in the game living the experience. This, is obviously lim...
We should develop games that people want to spend time on that are also educational, increasing the attention span of people, visual acuity, and multitasking abilities of all generations. The author very effectively portrays her message of by connecting with her audience charismatically, visually, personally, and logically. In the age of technology we must come to terms with the changing hobbies and daily activities around us. Rather than passing them off as bad campaigning for them to be cut back, censored, we should be focusing on the good that is already done by video games and how we could continue to improve
Video games have been around about 50 years and they contribute a big part of the U.S. economy. People interact with video games every day throughout different ways, such as cell phone devices, computers, consoles or whatever which has a screen on it. In fact, it has always affected people’s lives. However, not so many people understand the benefits of video games. With video games, people can not only relieve themselves from stress and suffering, but it also improves people’s social experiences while they are exchanging and absorbing knowledge with other people; more than that, people can learn many other things from video games which can help them to achieve great things in lives.
Some students have played violent video games to have fun with their friends or siblings while they are online and offline. Plus they play to try to release their stress, frustration, and pressure after having a hard time doing their homework or in class. Video game developers goal is to make fans happy when they are playing their games. Video games are meant to have feeling of adventure, enjoyment, and excitement. It is helping the player to play video games without harm. Video games also help players to...
In society’s current era of technological advancement, video games have gone a long way since they were first created. Video games in the twenty-first century are no longer just toys or junk in the lifestyles of the youth. They have become innovative inventions that not only entertain its users, but also help aid the people in both the academic field and in jobs. The influences that video games bring about in the culture of the youth today are, in fact, not the negative influences that most people think. Video games are actually this generation’s new medium for educating the youth. The information they learn are also mostly positive and useful things that they may apply in their future lives (Prensky 4). In a generation that revolves around technology and connectivity, developers and educators have already been able to produce fun and interesting games that can teach and train people. Video game developers and educators should continue to collaborate in order to create more positive, educational, and appealing games.