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Language Games, 2002. Discusses Ludwig Wittgenstein's idea of sensation. 1,575 words (approx. 6.3 pages), 6 sources, $ 55.95 »
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Abstract Discusses Ludwig Wittgenstein's idea of sensation. Linkage of the sensations (art, aesthetics, religion) as individual sensations linked by language. Idea that language is unexact means of describing the senses. Language games as semantics. The language of aesthetics. Wittgenstein's exercises. Wittgenstein's theories and changing concept of language games. Notion of human culture.
From the Paper "LANGUAGE GAMES
INTRODUCTION AND THESIS:
Wittgenstein separates the idea of a sensation with that of a word to describe it. How often, for example, have we heard someone say "I feel; your pain!" which, as Wittgenstein would be prompt to point out, is impossible. The sensations, art, aesthetics, and religion are individual sensations, with a communal linkage called "language". But, compared to one's sensations, language is the most inexact means of describing what one feels or senses.
People, as Wittgenstein theorizes, "cannot be said to learn of my sensations only from my behaviour, for I cannot be said to learn of them-I have them" (Wittgenstein, 1953, p. 89). On the other hand, this sort of "investigation" of sensations makes Wittgenstein ask whether "..."
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Games and Puzzles in Language, 2002. This paper looks at the importance of games and puzzles in learning a new language. 1,400 words (approx. 5.6 pages), 5 sources, $ 53.95 »
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Abstract This paper discusses how language teachers are discovering, too, that incorporating word games and puzzles into their second-language instruction helps the student absorb the necessary information in a manner that is both fun and challenging.
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"Inside Game/Outside Game", 2005. A review of David Rusk's book, "Inside Game / Outside Game: Winning Strategies for Saving Urban America". 1,481 words (approx. 5.9 pages), 2 sources, MLA, $ 48.95 »
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Abstract This paper looks at how Rusk's book is an insightful and well-researched addition to the current understanding of urban management and public administration. The writer explains that Rusk argues convincingly that improvement in inner city neighborhoods can only come from a coordinated effort that includes regional approaches to reducing suburban growth, the concentration of poverty, and financial differences.
From the Paper "In Inside Game / Outside Game, Rusk argues for reform of metropolitan regions based on the interrelationship between urban management and management of other, outside concerns, like taxation, suburban growth, and housing practices. Rusk argues that revitalization of neighborhoods, affordable housing, preservation of open space and fiscal policy reform are closely related. As such, changes in factors like taxation or housing practices can have a profound effect in urban neighborhoods."
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Sports and the Language of War, 2002. A look at the growing violence between sports fans. 1,150 words (approx. 4.6 pages), 3 sources, $ 44.95 »
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Abstract This paper, is a brief analysis of how the language of sports is similar to that of warfare. In it, the author analyzes how sports fans have become increasingly violent and how the language used to refer to sporting events reflects this shift. The author suggests that warfare itself is often described in "game" terms and how games have become more warlike. The author theorizes that perhaps this trend, in a time when wars are few and far between, is evidence of modern society's inherent need for conflict and conquest.
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Descartes and Wittgenstein, 2005. Examines relativism in language games through the philosophy of Renee Descartes and Ludwig Wittgenstein. 1,125 words (approx. 4.5 pages), 3 sources, $ 44.95 »
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Abstract In this paper, it is shown that the ever-changing cycle of language over a variety of cultures present relativism as the main argument for language games in the work of Wittgenstein and Descartes. Invariably both philosophers agree on relativism as a basis for understanding language, but differ greatly on how to perceive meaning. The paper shows that although Descartes presents reasoning as the key aspect of language that imparts greater status to human beings, he cannot provide any real hard evidence to decry the ostensive nature of words that Wittgenstein imparts on language.
From the Paper "This philosophical study will examine the relativism that resides in language games that are discusses in the writings of Ludwig Wittgenstein and Renee Descartes. By analyzing the various elements of Wittgenstein's "ostensive' relativistic approach to word meaning in language, one can realize how this compares to Descartes' relativism in declining real meaning at all in language games. In essence, one can compare and contrast the relativism associated with language games within the philosophical concepts brought forth by these philosophers. Ludwig Wittgenstein evaluates language through the concept of "ostensive" approaches to language. This form of relativism defines language as a meaning that is defined by a certain culture or belief, which cannot truly verify meaning through societal and ethnic bias."
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Gender Transgression and Video Game Culture, 2007. An examination of gender transgression - specifically, the violation of traditional gender roles by females - in video games and video game culture. 2,312 words (approx. 9.2 pages), 9 sources, MLA, $ 71.95 »
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Abstract This paper explains that video games represent a site for role-playing in ways that violate both the corporate-constructed gender roles of game worlds, as well as the norms of masculine and feminine in our society. The writer discusses how this analysis applies to a range of levels in video game culture: the design level with its sub-culture of game patch design where users patch existing video games to fundamentally re-design game worlds that reflect distinct constructions of masculinity and femininity and the game play level where both female and male users play games in ways that challenge normative gender roles. The writer's main focus is on female game designers and players, whose interactions with video game culture critically undermines common conceptions of female gender identity.
Outline:
Introduction
Gender Bias as a Methodological Problem
Women Coding Women: The New Gaming Female
Conclusion
From the Paper "In reviewing the scholarly literature upon gender roles and video game culture, it is important to recognize the operation of gender bias as a methodological problem. Before one can address the subject of video game and gender role transgression among females, one must note the profound degree to which traditional gender biases appear to impact scholarship on the subject of video game culture. Consider, for example, the question of the popularity of video games among males versus females, as well as the view that males prefer "violent" games while female players tend to reject these games for games that better reflect "feminine" qualities. There is a substantial body of research literature that has argued since the late 1980s that video games are a predominantly male cultural preoccupation. Surveys tended to reveal an extraordinary disproportion both in terms of numbers of players and the lengths of time devoted to gameplay. For example, adolescent boys have been shown to be as much as three times more likely to play video games as adolescent girls."
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Exploring Interactivity in Computer Games, 2002. The paper analyzes the nature and role of computer games and focuses on modern additions such as interactivity and streaming technology. 5,433 words (approx. 21.7 pages), 9 sources, MLA, $ 133.95 »
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Abstract The paper traces the rise of interactive entertainment and in particular computer games. The paper examines the genre of "Interactive Fiction" whereby interactive games are created in a sophisticated fashion, based on movies and books. The paper looks at the use of broadband and streaming media in the gaming industry. It also details the process involved in creating such games and the attractiveness of interactive games.
Table of Contents
Introduction The Rise of Video Games
Games as a Major Form of Entertainment in Today's World
Studying Games
Games, Media and Interactivity
Exploring interactivity in Video Games and Movies
Home Entertainment Networks
Violence in Games
Are Games Just for Boys
Indiana Jones and Tomb Raider
The Use of Streaming Media in the Gaming and Video Industry
Online World of Games called Linden Lab: An Example of Streaming Technology
Problems Associated with Streaming Technology
What makes Streaming Technology so Successful
Conclusion
References
From the Paper " In 1999, more than 20 billion game sets and software were sold, surprisingly more than the Hollywood box office for the first time in history. This just tells us that more and more people are playing games than they were before. This also means that more people are playing games instead of watching movies or even reading books. Making games the most popular form of entertainment on planet Earth. This also makes us see the transformation of digital entertainment into a proper art form."
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Computer Gaming Technology, 2002. This paper discusses computer gaming technology, the use of gaming ?engines? to provide an experience of entertainment to the user. 1,870 words (approx. 7.5 pages), 6 sources, MLA, $ 59.95 »
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Abstract The paper points out that gaming is used also in the army, education, transportation, and many other industries to realistically simulate training situations although the biggest use is for entertainment. The author states that, as the games have become more realistic and more violent, the ethical issues around gaming have increased.
This paper includes colored scene captures of games.
Table of Contents
The Nature of the Innovation
The Role and Importance of the Innovation
The Factors Underlying Success of the Innovation
Ethical Issues in Relation to the Innovation
The Impact of the Innovation on Australian Society
From the Paper "Violence has been an issue with video games since their birth, but not with out due reason. Although some games only have little if any violence, at the other end of the spectrum there is games like Grand Theft Auto, Soldier of Fortune, and Hitman1&2. In Grand Theft Auto (GTA) players are rewarded for the theft of cars, the killing of innocent bystanders by either running them over in a car or shooting them with a weapon. While in the original version of GTA, which had a birds-eye view perspective, and unrealistic graphics, by the release of GTA3 it is a third-person view, with realistic graphics and highly realistic driving physics (it was originally banned in Australia)."
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War Games Analysis, 2007. This paper examines the role of war games in the strategic planning of war, considering in particular a Nigerian war game. 5,942 words (approx. 23.8 pages), 9 sources, APA, $ 141.95 »
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Abstract This paper presents a project that attempts to verify the role of strategic level war games in war-planning and to determine, in particular, the potentials of the Doziet strategic war game invented by Dozie Nwanna. The author cites the long history of war games and their impact on actual military strategy and success. The first part of the paper is comprised of a theoretical study of the general role of war games; the second half consists of a comparison of the Doziet war game with other popular war game devices. The author concludes that the introduction of increasingly sophisticated war gaming technology such as Doziet and Grand-Doziet have provided policymakers and military planners with the opportunity to better understand the potential implications of a given set of variables on the outcome of a military conflict.
Outline:
Introduction
Research Objective
Methodology
Contribution to Existing Body of Knowledge
Review and Discussion
Background and Overview
Traditional and Emerging Purposes of War Games
Doziet War Game Description
War Game Strategy of Doziet
Physical Aspects of Doziet
Modus Operani of Doziet
The Ultimate Game - Grand-Doziet
Physical Aspects of Grand-Doziet
Potential Applications of the Various Models
Impact of Doziet and Grand-Doziet Technology
Overview of WASP Technology
Current and Future Trends
Conclusion
From the Paper "With a war on terrorism being actively prosecuted on two fronts today, and with the potential for two (or three) more in the future, the U.S. military is stretched very thin indeed. Because resources are by definition scarce, it is important for the armed forces to make the maximum use of the tools and talent that they have available to accomplish their organizational goals. In this regard, the Chief of Staff of the United States Army announced recently the intent to develop a strategy that will transform the Army over the next two to three decades into a force that will remain dominant across the full spectrum of operations while becoming more strategically responsive (Gonzales, Iv, Howe, Johnson, Moore & Pimie, 2001). These objectives, though, are constrained by the increasingly high costs associated with combat training and the need to maintain constant vigilance while pursuing any directly noncombat-related training endeavors such as war games, which are discussed further below."
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The Olympic Games, 2005. An overview of the history of the Olympic Games from their origins in Ancient Greece. 1,619 words (approx. 6.5 pages), 9 sources, MLA, $ 52.95 »
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Abstract This paper traces the history of the Olympic Games from the first record of the games at Olympia in 776 BC. It looks at how the first Olympic Games were not the games of today that represent a worldwide competition between the best athletes of the world. The ancient Olympic Games were dedicated to the Gods and only involved Greek athletes. It also examines the beginnings of the modern Olympic Games from their inception in France in 1900 and how they have over the years endeared political influences, performance enhancing drugs and the bribery of the IOC (International Olympic Committee).
From the Paper "The ancient Greek Olympics were held every four years from 776 BC for the next 12 centuries. The ancient games lasted until 393 AD. The Romans had won the wars against the Greeks in 146 BC and were now in control of the Olympics. The games lasted until 393 AD, when the Roman Emperor Theodosius I (Rolfe 14) decided to end the games. The Emperor was incensed that the people were worshipping the gods and he wanted them to worship him. The Romans ruined the Olympic stadium and what was left was destroyed by natural events, such as floods and earthquakes. This was the end of the ancient Greek Olympic games. It would be centuries before the games would be reinstated and they would be different from the ancient games, but the influence of the ancient Greeks would forever be evident in the competitions."
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Video Games and Violence, 2006. A position paper arguing that violent video games promote violent behavior amongst its audience. 1,575 words (approx. 6.3 pages), 4 sources, $ 62.95 »
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Abstract Since the introduction of video games and computer games in general, there have been concerns about their possible ill effects. This paper discusses those possible ill effects, which include promoting and increasing violent and aggressive behavior, particularly in children and teenagers. The paper points out that many video and computer games have violent content. The paper also describes the objective of some of these violent games such as one-person shooter games where the object of the game is often to shoot or kill or even eat various opponents. The paper also discusses how the constant improvement in computer and Internet technology has led to graphics and content that are more complex, detailed, realistic and even more violent.
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Video Gaming, 2007. This paper discusses the history, advances, concerns and future of video gaming. 2,492 words (approx. 10.0 pages), 9 sources, MLA, $ 75.95 »
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Abstract In this article, the writer notes that at the time video-gaming entered society, no one could have guessed the manner in which video gaming would integrate into all aspects of today's world as much as it has. The writer points out that video gaming has been studied and been shown to have both positive and negative effects upon those who play video games. The writer researches the history, advances, concerns and future of video gaming, citing scholarly sources in the research. The writer concludes that video-gaming started out as simply a recreational past-time, but it is presently being used for training employees such as for instruction within the educational sector and for the creation of real-life or simulated activities in the science sector.
Outline:
Objective
Introduction
The History of Video Gaming
The Advances in Video Gaming
Concerns Related to Video Gaming
The Future of Video Gaming
Summary & Conclusion
From the Paper "Other recent research reported is that of the studies, three in number that were set for release in January by Anderson, Gentile & Buckley. These three studies include a correlational study, an experimental study and a longitudinal study (the first) with children. The experimental study consisted of 161 9-12 year old and 354 college aged students playing violent and non-violent video games. Findings state that violent games increased the aggressive behavior of both groups. The correlational study was conducted by surveying 189 high school students stating findings that those who engaged in games that are more violent also engaged in more behaviors that are violent. The longitudinal study was conducted over the period of a school year and state findings that the children who were witnessed to have increased their aggression were the same children who played more violent video games over the course of the school year."
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Violent Online Video Games. This paper is a research proposal to study the effect of violent Online video games on adolescent behavior. 14,570 words (approx. 58.3 pages), 165 sources, APA, $ 249.95 »
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Abstract This paper explains that the video game industry is the fastest growing entertainment industry and second only to music in profitability, but there is concern regarding the link between violent video games and a number of negative behaviors in children and adolescents who play them. The author lists the goals of this research project, which are (1) to study the violence level of adolescents who regularly play on-line video games, (2) to examine the relationship between violent on-line game exposure and violence level of adolescents, and (3) to recommend ways to reduce the effect of violent online video games on adolescents. The paper reports that this research will use a confidential email questionnaire drawn from a sample population of participants from online game centers in Hong Kong, soliciting their video game usage and opinions about how it affects them. Illustration and graph.
Table of Contents
Introduction
Statement of the Problem
Aims of the Research
Hypotheses
Literature Review
Myths and Facts
The Online Gaming Industry
The Atmosphere of an Online Gaming Center
Effects of Violent Online Games
Risk and Protective Factors for Youth Violence
Theoretical Perspectives
Methodology
Ethics
Participants
Design and Materials
Procedure
Survey Instrument
Sample and Implementation
Analysis
Positives
Negatives
Summary of Findings
Observational Studies
Self-Report Studies
Experimental Studies
Other Studies
Conclusion
From the Paper "Two features of video games have generated a renewal of interest by researchers, public policy makers, and the general public. First, the active role required by video games is seen as both beneficial and negative. It helps educational video games serve as invaluable teaching tools for motivational and learning process reasons. However, it also may make violent video games more hazardous than violent television shows or movies. In addition, the arrival of a new generation of violent video games resulted in large numbers of children and youths actively participating in entertainment violence that went way beyond what is available on television or in movies. Recent video games reward players for murdering citizens, police, and prostitutes, using guns, knives, flame throwers, swords, baseball bats, cars, and martial arts. Some include movie clips of strippers and drug deals. In some games, the player plays the hero, while in others he is the criminal."
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Internet Gaming Addiction, 2005. This paper discusses internet gaming addition focusing on three genre: MMORPG (Massively Multiplayer Online Role Playing Games), RTBS (Real-Time Battle Strategy) and FPS (First Person Shooters). 1,290 words (approx. 5.2 pages), 4 sources, MLA, $ 43.95 »
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Abstract This paper explains that, when someone thinks of an addiction, internet gaming doesn't generally come to mind first but it is dangerous. The author points out that some of the indications of addition are worsening school grades or work performance, becoming obsessed or preoccupied with being on the game even when not connected to the internet and choosing to play video games over socializing with friends. The paper relates that MMORPGs are crafted to reward quickly the player in the beginning, allowing the player to level up in a very short amount of time, quickly developing talents and skills thus increasing the release of the neurotransmitter dopamine, which is associated with addictions.
From the Paper "My roommate, Jason, has suffered from addictions to multiple games, including "Red Alert 2", a RTBS, "Counter-Strike: Source", a FPS, and most recently "World of WarCraft," a MMORPG. Each game is completely different, and very involved, requiring months to learn how to be a good player. During the time in which Jason was addicted to Red Alert 2, he would play over the networks against only one or two different people. He wasn't playing for the social aspect, rather, just for the rush he got from winning. At the time when he was addicted, he was working the graveyard shift as a security guard, from midnight to eight in the morning. His girlfriend at the time was working full time, as well, nine in the morning until five in the afternoon. As such, they had very little time to spend together. Almost an hour in the morning, and only a few hours in the evening, Jason spent this time on Red Alert 2."
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Video Games, 2002. A study proposal to examine the effects of interactivity and vividness on video game technology. 5,766 words (approx. 23.1 pages), 28 sources, MLA, $ 138.95 »
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Abstract This paper discusses how video games intrigue children, young adults and adults alike and how each seeks out a thrilling and challenging experience when buying a game. It looks at the potential effects of increased interactivity and vividness in gaming development using the theory that increased interactivity and vividness will not only promote greater reasoning and logical thinking among game users, but also increase purchase and sales of video games in the future. It examines what kinds of games captivate consumers, whether more interactive games achieve more positive press and assesses how video games of the future should be developed.
Outline
Introduction/Problem Statement
Literature Review
Research Design
Instrumentation
Cost Centers
Population And Sample
Data Collection
Data Analysis
Expected Outcomes
Ethics
Summary
From the Paper "Interactivity is defined as the ability of a medium to respond to user input. Creativity is the extent to which a video game will utilize various intellectual stimulants to engage the user. For example, the use of multiple function playing keys that direct movement and sound directly relate to creativity. Challenge may be defined as the ability of the medium, in this instance video games, to engage the logical thought processing centers of the mind. Challenge directly relates to the degree which the consumer perceives the game as difficult (Rogers, 1986) Control is the level of power the user has when engaging in interactive play. The degree to which a user can control input, and the amount of input, directly correspond to the control variable. Sensory gratification is the amount of perceived pleasure the user receives from interacting with the game."
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