At 1:15pm Saturday afternoon, I am currently hanging out at the student gaming center with the pool tables and a line of arcades in front of me. At least nine to twelve players are gathered around 2 gaming arcade machines in front of me. The two main popular ones that are of interest would be the Street Fighter 3rd Strike and the Marvel vs Capcom 2 machines. The gamers are heavily immerse in watching the players and cheering them on. I am observing four players playing on two separate machines. The two players who are on MVC2 are wearing both hooded jackets and baggy jeans with tennis shoes. It seems they were here for quite a while. Backpacks are off to the side of the machines or lying around randomly near them on the ground and some half eaten snacks can be seen on the tables nearby. A quick glance around allowed me to take in the surroundings. There are three pool table games in session occupied by two to four players per table. Three girls are having a drink to the table directly adjacent from my stool across the room. My location is near enough from the arcade machines to allow me to easily view the players and note all of what is going on and far enough to remain hidden and unsuspected of recording the scene. I am recording with my Nokia N95 with Carl Zeiss optics 5 mega pixel lens with creative sounds voice amp. I am wearing a zip up hooded jacket and some baggy cargo pants with a pair of vans allowing me to easily blend in as a normal spectator. Soon after, there are at least six to seven guys spectators for the four players. And also noted at ten minute intervals, the losers rotates out with one of the players lining up to be the new challenger of the victorious. The guys seem to be much louder and animate on the MVC2 ... ... middle of paper ... ...game, he still continues to dominate his opponent within the games. The players who were losing to him are highly agitated as noted due to them cussing out loud and intense profanity is being used directly and indirectly towards said game and player who is winning. After the guy’s fourth win, everyone dispersed and while half the crowd was patting the winner’s back, many of the players left muttering swear words beneath their breath obviously disgruntled by the transpired event. The first interview I conducted was the player who was on the Street Fighter 3rd strike machine where I asked him if he can spare a few minutes to answer some questions for a research study I was conducting. The interview was done at one of the dining tables located conveniently right outside of the student center next to the food stands. The interview time was on Saturday at around 5pm.
Elray Resources Inc has announced record breaking 271% increase in revenue by its subsidiary, Elray Gaming and online gaming and turnkey solutions. The results show a phenomenal increase in revenues from quarter to quarter. According to a report appearing on PRNewswire, revenues for the second quarter of 2015 were 271% higher compared to those of the first quarter of 2015. The company also announced that the operating expenses for the second quarter of 2015 were 14% lower compared to those of the second quarter of 2015. The CEO of the company, Brian Goodman attributes the record double digit earnings on monthly revenue increase since the third quarter of 2014, the report adds.
1. a) The simile that I found was, “ An apprehensive night crawled slowly by like a wounded snake”. I choose this simile because it creates a type of suspense and makes the reader become engaged with the story. When a story is set in the dark it often has suspense, which tells the reader that something scary is about to happen. If this part was not included in the story then it would not tell us the pain Rainsford must have been in when this part of the story was happening. In this simile the part that says snake gives us goosebumps. Snakes are always scary. Snakes are vicious and venomous. They are especially scary in the dark. The simile gives us the setting and a picture in our mind of the story.
The documentary that I watched is named Mind Games: The Power of Video Gaming by filmmaker Ron Thomas featuring Brad Bushman, James Paul Gee, and Martin Burnbaum. Ron Thomas uses pathos, ethos and logos to explore the advantages and disadvantages of video gaming. I think the filmmaker succeeded in building a strong argument through his appeals to ethos, pathos, and logos. Ron conducts interviews with retro gamers and experts in psychology, linguistics and education.
The consumer video game systems offer an exciting opportunity to discuss and analyze the design of technology based on the strategy of each of the players within the industry. We will focus our analysis on the next generation of video consoles: Nintendo’s Wii, Microsoft’s Xbox 360 and Sony PlayStation 3 (PS3).
There is a certain contentment I feel that comes from sitting down and playing my favorite game. There is an element of relaxation in being able to lose myself within my game for hours at a time. These are feelings that I cannot describe any other way than someone who comes home and is able to watch TV for hours because it is what they love to do. Gaming allows me to relax in a way that TV or reading cannot fulfill. Console gaming and PC gaming fulfill one basic purpose, but the way that they fulfill that purpose leads to two very different experiences.
The term “gamer” tends to be synonymous with “geek” in many people’s minds. They see gaming as a device that absorbs the majority of the time of the user, leaving them as mindless empty, pale husks with no ambitions other than beating that next boss or shooting the enemy in the face. However, few gamers waste their life away. On the contrary, many of these so-called geeks tend to be more social than the average person, and farther down the technological curve than most. For the truth is that gaming is a rather useful and beneficial hobby. It gives people an outlet to focus on, and can connect them with many others worldwide. It can teach and entertain at the same time, and can be a useful distraction at other times. In this essay then, closely examining the gaming hobby in comparison to other methods of entertainment will show that gaming is obviously the better method for using free time and connecting people.
When one hears the word video games what is normally thought of? “Donkey Kong” possibly, or maybe the newer games like “Call of Duty” (COD) or “Halo” and “Grand Theft Auto” (GTA). Either way video games have gone though many advancements over the years. Since back in the 80’s when arcade games and games like “Donkey Kong” were around games could only go linearly up and down or left and right. For insistence in “Super Mario” the character could not move backwards only forwards and up and down (jumping). Now when looking back to those old, classic games they seem cheap, glossy and even not appealing to the new gamers of the current generation. This is because of the new development in games, such as, “Lara Croft Tomb Raider” where the graphics, sounds, vibrations from the controller makes the game so realistic. It’s almost as if those playing are in the game and are experiencing what ever it is the main character is going through. These games however fun and realistic they are, seem have a bad side affect to the youth. Games like GTA can affect the upbringing of young children who play even though they are not yet at a development stage to handle the level of violence in the game. There have been cases where children have reenacted the games, and many children who play start to think that the violence is okay.
The author primarily appeals to the audience using logos. He brings statistics and data from research studies throughout the essay. He either provides background information on why the studies are misleading or just presents a fact. For instance, “According to a 2001 U.S. Surgeon General 's report, the strongest risk factors for school shootings centered on mental stability and the quality of home life, not media exposure” (Jenkins, “Reality Bytes: Eight Myths About Video Games Debunked”). He provides data like this through the essay. He is strongly trying to appeal to the audience’s sense of logic and
So growing up we didn't really play video games, well except Mario on the old nes. When the first person shooting games started coming out on systems I would see people play them, and I would get motion sickness just from watching. My brother forced me to try and play one day and I got physically ill, it was ridiculous. However, once I was older and more in control of my ability to not get motion sickness from it, I started playing all the new fps (first person shooting) games. Now I am a YouTube gamer, although I have stopped streaming lately so I can focus on my school work.
Video game effects are relatively new in modern society. Even though these games are often entertaining, the content of the game has been increasingly more and more violent as technology becomes more prevalent. The popularity of violent video games has caused an increase in controversy. Parents and experts feel that some games are just too violent and they demand the government to regulate the sales of these games. However, violent video games do not cause an increase in aggression, in adolescents. The forceful plan by the government is caused by an exaggeration of the effects of violent video games and this plan are indeed pointless.
Video games are games that allows interaction with one user playing against the system or two or more players against each other on a video screen such as a TV or computer monitor. Video games are good ways to understand and master skills in the game. When comparing Madden and 2k, the two games are very similar in a way such as, they are both a physical sport. They are both controlled by a person behind an analog stick. The games have some of the similar controls. The games are very effective in our youth lives. This effect could be a good and a bad thing, because the game could keep the youth in the house and out of trouble, or it could cause damage in the long run because of the youth being in front of a Television for a long time.
Whether they be first-person shooters like Call of Duty, sports games like Madden or Fifa, racing games like Forza or Mariokart, or even games and apps on your phones, there are quite a bit of gamers in here. According to the Entertainment Software Association, about 59% of American play some sort of video game, so gaming isn’t all that uncommon (Entertainment Software Association, 2014). As such, there must be some sort of effect on the audience of this growing form of entertainment.
Video games are commonly known as games that you play for fun or as a hobby, but what if this fun could turn into your profession. Most video games started out as arcade games played to reach the highest score. People played with a "fistful of quarters" each day to try and reach the top of the score board. A prime example of someone who is well known on the high score board is Billy Mitchell. In the documentary, King of Kong: A fistful of quarters, Billy stated,
Over ten years ago, a game known as Halo came out and was played by millions. One thing that made it interesting was that the multiplayer came with a theater mode. One player could go flying through the air and act as camera as the others ran around as the default space suit su...
Video games are a popular form of entertainment in today’s society. People of every age play video games during their spare time, whether it is on console or computer. Video games now come in the form of millions of different categories and titles. Video game companies will do anything possible so that each game appeals to its audience. This makes a strong connection between people and video games. Video games are known to be time consuming and addicting. Games are also designed to be enjoyable for hours and have some sort of replay value. It causes people to excessively play video games and result in negative side effects. Excessively playing video games cause people to be socially inept, have aggressive behavior, and develop personality issues.