Gaming Essays

  • The Gaming Stereotype

    1053 Words  | 3 Pages

    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.

  • Affective Gaming

    1013 Words  | 3 Pages

    ‘emotion engine'. Clearly the gaming community understands the importance of emotion in games, so why do most games offer the player such a shallow emotional play experience? The reason is partly due to the relative immaturity of the games industry. Whereas the film industry has a mature and well developed structure for how the auteur might evoke tears in the eyes of the audience, the digital games industry is still in the process of writing the rule book. With digital gaming being a visual medium, you

  • Responsible Gaming: What Is Responsible Gaming?

    1767 Words  | 4 Pages

    Responsible Gaming What is Responsible Gaming According to an article on gambleaware.co.uk, “Responsible gambling means staying in control of how much time and money we spend gambling. (gambleaware.co.uk, 2016)” To me, responsible gaming means only taking in what you can afford to lose and walking away when you are ahead. Introduction Gambling is a major problem for some people. It can cause people to have major financial issues, health issues, as well as mental health problems. It can become

  • Online Gaming in South Korea

    1633 Words  | 4 Pages

    Online Gaming in South Korea The rise of online gaming in South Korea has brought improved economic prospects and notoriety, but at what price? Beginning in the late 1990’s South Korea has quickly become the undisputed king of the online gaming world. Gaming and the culture that has grown up around it are now the defining aspects of the lives of many South Korea youths. While this eruption of online gaming has created revenue for the country and made South Korea a global hotspot for international

  • The Legal and Ethical Issues of Online Gaming

    3198 Words  | 7 Pages

    into the gaming community, playing games for money compromise what many consider to be the purity of the gaming experience. It used to be that computer games were for kids, or grown-up "techies." While kids were just out to have fun, grown-ups played for entertainment or pride; being good at a game garnered respect from other gamers. Gradually, the gaming world broadened with the advent of adult themed games, the Internet, and the phenomenal growth of the personal computer. Today, the gaming market

  • The Popularity of Virtual Gaming

    556 Words  | 2 Pages

    Gaming is one of the largest growing communities today. With a total of over 79 million unique subscribers within the gaming category on YouTube, and huge annual gaming conventions held around the world, virtual gaming almost seems a sport. Gaming has become so popular that annual conventions are held worldwide. One of them being MLG (Major League Gaming) the largest gaming convention in the world. Since it was founded in 2002 MLG has hosted millions of viewers. In June of 2013 20,000 people packed

  • The Rise Of The Professional Competitive Video Gaming

    1520 Words  | 4 Pages

    Imagine that more than twenty years ago people didn’t even know about professional competitive gaming. They would never think that in the future eSport (electronic sport), would be growing up extremely fast. “Last year, tournaments awarded more than $15 million around the world, up from just over a $1 million a decade ago” (Holden 87) according to the statistics from the esportsearnings.com. Just think about it, the first place team can be guaranteed to get at least $1 million dollars, and this is

  • The Indian Gaming Regulatory Act

    981 Words  | 2 Pages

    federal laws regarding gaming existed at this time. Shortly after the Cabazon ruling, profitable gaming, including high stakes bingo began to be offered by various tribes across the country. The states, unable to regulate Indian gaming, began lobbying the federal government to grant them the ability to do so. In 1988 the Indian Gaming Regulatory Act (IGRA) was passed into law. In essence, different types of gaming fall into different categories, and casino-style gaming falls into Class III.

  • Esports Should Be A Sport

    1871 Words  | 4 Pages

    challenge you, everytime you pass a level, the next one is harder. t's a mind sport. If poker card games and chess both have the players sitting down and are considered sports, why not virtual gaming as well. There are two kinds of sports: one physical and one mental. There is no good reason to debunk virtual gaming as a sport, and I believe the participants of such virtual PvP events have the same mentality as physical athletes. Because your doing something instead of watching tv which takes no skill

  • Analysis Of Pokemon Go

    1038 Words  | 3 Pages

    As a member of 8 years of the gaming community, I am proud to say I play Pokemon Go. Pokemon Go is a game in where you walk around and capture these creatures with Pokeballs. Some members of the Game Center don 't agree with the new augmented reality, and real world locations applications because they find it dangerous. Lately, the news has been broadcasting players getting hurt, jumped, and even arrested. Very few players found themselves in car accidents, being lured into gunpoint robberies

  • Pro Gamer Stereotypes

    1364 Words  | 3 Pages

    Dedication is what turns someone into a professional, looking at the young industry of professional gamers all that hard work is starting to pay off for the ones who are gaming for a career. Hours upon hours spent grinding out a game solo or with team could be a harrowing task, but fulfilling for gamers alike. As a new group emerges from a new scene of course stereotypes and misconceptions are going to arrange. Stereotypes are intended to categorize a group of people that illustrates a mental image

  • League Of Legends Argumentative Essay

    699 Words  | 2 Pages

    However, this does not mean that I have never played videogames before; it just means that I am not competitive. I unknowingly acquired a bunch of League of Legends gamers as friends this past semester and it seemed only natural to test out this gaming lifestyle of theirs. I thought it would be like playing Jackbox or Quelf; a fun game to play with friends but I was wrong. First off, League of Legends is freaking huge. The game and its players live inside of a little bubble, so it can be hard

  • An Interview with a Video Gamer

    551 Words  | 2 Pages

    assumptions with proud confidence, “Everyone is different.” According to him, passion for playing video games isn’t a typecast. Gamers are not how the stereotype says they are. In America, it’s a common thought that many gaming men and women have no time to mingle. In reality, video gaming is simply not a respected hobby, which makes way for exclusion and bullying. Wong’s coming up defies what it’s supp...

  • Persuasive Essay On Magic The Gathering

    676 Words  | 2 Pages

    Without a doubt Magic: The Gathering can be an expensive game to play. With the explosive growth in popularity and the relatively low supply of some older cards, it’s no wonder why some cards are literally worth more than their weight in gold. Depending which format you play, you can spend as little as forty to sixty dollars for a top tier Pauper deck, to two to three thousand dollars for a Legacy deck. If you haven’t fainted from the price tag yet, hang on it gets worse. If you started playing Magic

  • Legislation Against Pit Bulls Should Not Be Enacted

    1661 Words  | 4 Pages

    What words come to mind when one hears the words “pit bull?” How about aggressive, violent, or dangerous? In many cases, this isn’t actually true. Because of the negative media attention for attacks on humans and other dogs that pit bull breeds receive, many Americans place a stigma on pit bulls, tagging them as dangerous and vicious. This stigma typically applies to all pit bulls, not just the ones that are actually dangerous. To remedy the issue of dangerous dogs attacking other beings, the legislative

  • Mobile Gaming: The Future Of The Gaming Industry

    1349 Words  | 3 Pages

    Gaming has developed very much sense the beginning, from large arcade games to computer and console games, and now smartphones. The question must be asked, where is the gaming industry heading? In current day there are two major branches of gaming, the half that are with consoles and computers, and the other half mobile gaming with smartphones. The console and computer half of the gaming industry tends to have much better graphics, more content, lore, and is the older style of gaming. The smartphone

  • Gaming: Video Games, And Misconceptions Of Gaming

    889 Words  | 2 Pages

    Misconceptions of Gaming Video games have been intensely speculated and observed since the day were released, and continues to be studied. Gaming has become very popular in the last decade, and its very common for someone to own some sort of entertainment system. Video games are open to all ages but attracts a great deal of the younger crowd. As any parent would, they want to make sure that their child is safe. Unfortunately, the stereotypes surrounding the gaming community, have given video games

  • The history of gaming

    1106 Words  | 3 Pages

    Video gaming, First started in the late 1940’s, games were nothing like they are today. Games have continued to evolve over time to set new standards in the industry, and provide top end systems for the consumer. From arcade cabinets to handheld to computers and smartphones, there are many different options for today's’ markets, and different reasons why gaming has changed. Here are a few. Video games, games operated by computer circuitry, are completely virtual. Besides from peripherals, they operate

  • Violence in Video Games

    2484 Words  | 5 Pages

    the market, the home video gaming industry surged and immediately became popular among children. Since then, not only have video games increased in popularity, but there have been vast improvements in graphics, game play, and forms of gaming. Today, video games have become the preferred choice of entertainment among children and teenagers. Research done in 1998 has shown that kids who own video games spend an average of 90 minutes a day playing them. Clearly the video gaming industry is a profitable

  • Gaming Observations

    1032 Words  | 3 Pages

    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.