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Conclusions on social media and mental health
What gaming effects the life of teenagers
What gaming effects the life of teenagers
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Recommended: Conclusions on social media and mental health
What is wrong with playing Star Wars on the playground? I thought that I was having fun pretending to be Ren Starlock, Jedi Master, but as it turns out I was actually an outcast whom the other kids considered a loser. Considering I was in first grade, I’m sure that the other kids didn’t care that I was playing by myself, but the teachers thought otherwise. I was ordered to the Guidance office. Not knowing why, I reluctantly went thinking I was in some sort of trouble. “Your teachers are worried about you J. They noticed that you are playing by yourself during recess and we were wondering if there was something wrong.” “Well, I wanted to play Star War with the other kids, but they said no. So I decided to play by myself.” “Well, we are really
A voiceover asks the characters, “What are some of your most memorable experiences as kids?” A father-daughter duo is interviewed first. The daughter says, “My dad would always take me down to the creek and we’d look at the fish in the pond. As soon as I finished my homework.” Next, one woman who is with her sister responds, “My sisters and I would play hide and seek. Mom would always yell at us for drudging mud into the house afterwards.” These characters use a casual and friendly tone of voice that is familiar with the target audience. A parent telling a child to finish their homework before play, the drudging of mud into the house, spotting fish in the local creek—these images are all too familiar to the western audience and generation of parents. Their stories evoke a sense of longing and return to the past when many individuals are becoming increasingly uncertain aboutthe future. A stark contrast is presented with the child playing on the ipad. The relaxing background music abruptly stops as he candidly states, “I play on my ipad. I think I play games on it for three hours a day. Sometimes more.” The purpose of using a small child for a scene that portrays video games in a negative light (as opposed to an older individual) is due to the fact that a child’s concerns is rarely deemed “offensive” to others. Ultimately it’s the children that can provide
Heroes are often perceived as characters who leap great distances in a single bound. However, they actually have three distinct stages where they develop into the character we grow to love. In George Lucas` “StarWars IV: A New Hope.” Luke Skywalker is a quintessence of of an archetypal hero because he goes through initiation stage through distinct phases of separation, transformation and the return stage. Luke Skywalker begins his journey as farmer boy on a remote planet and becomes the hero of the galaxy. However, this process the not happen quickly. Rather, it is a difficult journey where is is faced with multiple tests and obstacles and pushes his endurance to the limit.
Motion Pictures have always had a strong influence in today’s culture, but maybe none as prevalent as Star Wars. Originating with Episode 4 A New Hope, the series boomed from 1977 to 2005 with yet another addition coming in 2015. The strongest of the series was the original trilogy episodes 4, 5, and 6, all generally released in the 1980s. As one of the strongest film francaises still today, it’s impact within the 1980s was only the tip of the iceberg. Children and adults alike still anticipate the new edition of this seemingly endless journey. If any singular film series still holds prevalence in its future decades it is Star Wars: Original Trilogy.
In the fiction world heroes have been one of the most entertaining figures. It has always been fun and interesting to read about heroic stories and about different obstacles that heroes had overcome. When someone mentions the word "hero" it is more likely to think of characters like Batman or James Bond, but it is for sure that if we had the chance to ask the same question centuries before, the answer would have been different. From comics or TV it is seen that heroes change physically and spiritually through time, but the heroic pattern stays always the same when moving from ancient times to today's heroes.
The Star Wars Trilogy seems to embody within the form of cinema many of the classic elements of epic. In tracing the English epic from the Homeric odes to Tom Jones on the large screen and observing the various forms of epic development in response to changing cultural needs, it shows how the Star Wars Trilogy shares the purposes and cultural functions as well as the devices of traditional epic. And by connecting these films to epic, I hope to illuminate how the evolving genre of epic may assume the cinematic form.
Cool Hand Luke is a film that takes place at an old prison. Luke the main character ends up drunk and destroying public property ending in him getting caught and thrown in jail, this is where the prisoners are expected to listen to higher authority, making sure to follow all of the rules or they will end up in the box. Luke and fellow prisoners live a structured day to day schedule; eat, sleep and work. After a while of being in prison he hears of his mother’s passing. Luke becomes tired of being locked up and attempts to break out of prison three times only to be caught. The third time he gets caught he is shot leaving one to assume that he died. The end scene of Luke is of him smiling as his friend claims he had on his “Luke smile” which
The first set of cold, clammy hands closes around my ribs. Another circles my ankle, my arm, my neck. With an irritated sigh, I restart the level for the third time as the words, “Game over” flash across the screen. Sound familiar? This scene is very common among modern zombie apocalypse games. Though the titles of these games vary, the theme remains the same: to fight for one’s life. Users are thrust into a world where they must combat violence thrown at them with violence of their own. The sheer thrill of it can be very exciting and relates well to many youth because of its life or death component. All of a sudden, eight year old boys are armed with machine guns to blast the heads off of shuffling zombies, bug-eyed aliens, and more commonly, modeled soldiers. But, while the video games continue to be mass produced, the cognitive and social skills of America’s youth suffer. With the mental health of the newest generation on the line, is it really justifiable to pass off buying the newest violent video game as innocent fun?
C. Braun and J. Giroux (1989) determined that the most popular category of video games is the war-type game. These are usually the most violent games, as most of them involve destroying objects and other people. This destruction can range from one-on-one combat to mass annihilation of other humans or creatures. In 1982, Surgeon General C. Everett Koop (Orlofsky, 1982) stated that video games could encourage children to mimic the violence displayed on the screen, and that these games may have adverse physical and mental effects on teenagers. Ever since Koop’s warning, parents have become increasingly concerned about the video games their children play.
I chose to analyze Despicable Me, an animated film geared towards a younger audience, because I was interested in examining underlying theories and messages that this film would be relaying to its viewers. Often times, when watching animated films, children are not aware of these messages, as they are absorbed by the characters, special effects, and humor. But as we have learned throughout this semester, our brains are subconsciously primed by the various surroundings we are exposed to. Since we also studied the impacts of entertainment, such as television and video games, on children, I wanted to see how a popular children’s film might also affect them.
A tale as old as time itself, star crossed lovers, separated by forces bigger than themselves, crossing cultural boundaries to be together and paying the ultimate price. Our story starts in New York, New York, 1936. Joseph and Kelly had always been together, and now Joseph was going to study abroad and visit family in Germany. The two hugged and said their goodbyes as Joseph boarded the boat and took off. Kelly heard from him every day, until all at once the letters came with part blacked out with thick, heavy ink. Kelly became very concerned with the censorship of the letters and received no communication from Joseph about it, or maybe they did, and it was just redacted by the German censor bars. Things continued like this for awhile, then
"Monkey see, Monkey do." Everyone has heard this phrase sometime in his or her life. This phrase is simple, yet very applicable to today's debate. When a child sees someone or something doing something. They will of course follow suit and imitate the action being performed. Children do not know any better. Therefore they are innocent and deserve to be respected. It is for these following reasons that we argue for the censorship of harmful materials that could influence a child or children into violent acts, expressions, and other dangerous actions. Through television, video games, and movies, children and teens view countless acts of violence, brutality, and terror as part of entertainment. They become conditioned to associating violence with entertainment. First-person shooter video games develop our children's skills in operating weapons. The games reward marksmanship, and further reinforce the association of killing with entertainment. In the past, the heroes of movie and television shows were usually people who strictly followed the law. Now, heroes are often people who take the law into their own hands, who see an injustice or evil and seek to rectify it personally, sometimes brutally, regardless of the consequences. Such portrayals signal, to a child, society's approval of that behavior.
Going against certain norms makes me feel less like a child. I remember being the one of the weakest people in fifth grade. The norms of being a cool boy included having the ability to perform well at “real” sports. I place in the category of “nerds”, which is something some people perceive as “free homework help”. One day, I am invited to play wiffle ball with my friends. I observe the good players throw the ball up to the right altitude and take a bold swing, sending the ball several meters away and making the usual “pok” sound. This can’t be too hard, I thought. I head out and throw the ball lightly into the air. Suddenly, the bat feels heavier and I swing it as hard as I can. I miss and the ball lands on the floor. FIRST STRIKE! declared
This report offers information on the influences of video games on children and how it will affect their behavior and mental health. This report will analyze each individual information source and will provide a review of the findings. The report will interpret both good and bad effects of video games on children.
Looking back on a childhood filled with events and memories, I find it rather difficult to pick on that leaves me with the fabled “warm and fuzzy feelings.” As the daughter of an Air Force Major, I had the pleasure of traveling across America in many moving trips. I have visited the monstrous trees of the Sequoia National Forest, stood on the edge of the Grande Canyon and have jumped on the beds at Caesar’s Palace in Lake Tahoe. However, I have discovered that when reflecting on my childhood, it is not the trips that come to mind, instead there are details from everyday doings; a deck of cards, a silver bank or an ice cream flavor.
Role playing games with simulated violence are perilous for kids because the kids can start to think guns are something normal. To win the game you have to “Kill Someone.” You have to plan everything in the text is says “The game the school becomes a souks of intelligence-gathering and disinformation.” Although this may seem like a good idea to do and work together, it still isn't doing this at a young age or at all is like practicing an actual shootout. It may be all fun and games now that for role playing games but in the real world people get messed up in the head, with real guns many people get hurt and lose loved ones.