Monday, December 23, 2019
Video Games The Perfect Outlet And Source - 1625 Words
Video games are the perfect outlet and source to pour oneââ¬â¢s soul into, especially if the game at hand deals is relatable. Usurp-Road to Valhalla is such a game as it deals with the various themes and issues that accompany growing up, dealing with adversity, and the pressure that parents can place on you. As of now the project is just an idea but I believe that it deserves funding so that it can be made into an actual game. All of the aspects such as target audience, features, and concerns have been looked into and have been assessed to prove that this game will be one that is greatly appreciated and loved by all. A vision is only that unless it has the force behind it to be acted upon. Before going into detail as to why this game is worth funding, there has to be an explanation of what this game truly is. Usurp-Road to Valhalla is a third-person action role-playing game that draws heavily from Norse mythology. It puts the gamer in control of the goddess Hel who in this universe is a sixteen-year-old high school student who attends Hindarfall High School in Bangor, Maine. Hel is psychologically tormented by her father, Loki, and wants to overthrow him and they only way to do so is by taking down the student council which is run by teenage versions of other Norse gods and goddesses. Along the way Hel encounters many obstacles she must overcome and depending on how she handles the situation, her true personality will begin to show (varies between her good (light side) or badShow MoreRelatedMass Media Such As Television, Newspapers, And Internet1457 Words à |à 6 Pagesrelies heavily on mass media for their news, education, entertainment, and their socialization. It can inspire, persuade, and change the behavior of the audience depending on the objective. The public is often misinformed and uninformed by media outlets to control the information that reaches the public. As technology continues to grow, access to mass media continues to grow as well. Society has 24/7 access to news at all time whether it be on television, computer, cell phone and so on. The constantRead MoreThe Effects Of Media On Young Children1742 Words à |à 7 Pagesthat, I will explain how the media causes aggression in consumers, especially those of youth. This paper will also expound on the powerful effect modeling has on behavior. I will provide extensive examples of the impact of the media using multiple sources. Observational Learning the Young Child Observational learning can be best defined as learning that occurs through observing the behavior of others. It occurs from observing, retaining, and reproducing a behavior observed from aRead MoreThe Vs. World : Why Video Games Are A Good Thing1400 Words à |à 6 Pages Redstone vs. World: Why Video Games are a Good Thing Video games have become a common pastime for children and adults of the modern world. However, there is widespread concern that children are becoming violent due to these virtual realities. There is a large amount of ââ¬Å"grey areaâ⬠in this subject, where the lines between right and wrong become blurred by confusion and misinformation mixed with uncertainty and big business marketing. The virtue of video games is being discredited or shunned by peopleRead MoreThe Importance Of Violent Video Games932 Words à |à 4 PagesWhile video games are fun for a lot of people, violent video games have proven to lead to more than just high scores and a source of entertainment. Violent video games need to be limited to our maturing youth. First, violent video games are one of the biggest and increasing outlets for providing our youth with deranged thoughts and aggressive impulsions. 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This is very evident in the female sex, especially through media. ââ¬Å"Americans spend about 68 hours per week exposed to various forms of mediaâ⬠(US Census Bureau 2009). This media exposure through outlets such as t.v., radio, music videos, movies, and the internet, all influence the way people think about gender. The media influence is very evident in the way people view women and think about women in different cultures. Media influence onRead MoreThe Effects of Video Game Violence2388 Words à |à 10 Pagesmusic. However, with time films have began to be respected as art and with that, many people analyzre the various ways they effect people. In a mirror image, video games have only been around since the early 1980s having many people believe the same thing that they did when films were first cr eated. What follows is an analysis of how video games affect the end-user i.e. Gamer physically, mentally, socially, emotionally, and culturally. First and foremost, the effect on users physically is oftenRead MorePersuasive Essay About Dancing1571 Words à |à 7 Pagesjust embrace it and dance anyway. I have wanted to go to a dance class for the longest time to actually improve my moves. I have yet to do that, and probably never will. But ask anyone on the hockey team, I am always jammin out to the music before games and practices. Not only does dancing before a workout pump me up, but it also puts me in a good mood. Thereââ¬â¢s a reason why you always see people in movies or TV shows dancing when theyââ¬â¢re sad- itââ¬â¢s an immediate mood booster. For example, Meredith GreyRead MoreNike : A New Year1688 Words à |à 7 PagesBowerman (Nike History and Timeline), the brand we know as Nike, circa 1971 has infiltrated and successfully has become a lifestyle to millions of people at a global level. With an ever changing world, Nike has overcome hikes in technology, digital outlets, consumer behavior, market demograp hics and last but not least, social media. A company that is constantly changing their mold and core strategies for their changing consumers naturally would prosper in the new age of social media that has taken overRead MoreUnbridled Technology1083 Words à |à 5 PagesUnbridled technology There is no doubt that technology has advanced tremendously in the last half-century. Technology has provided extraordinary improvements to our world; being an endless source of entertainment and nonstop communication anywhere at any time. But are these technological advancements a good thing? The youth of today are constantly immersed in these technological advancements whether through cell phones, gaming systems, or laptops. As technology continues to advance it is negatively
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