Monday, February 24, 2020

Promotion of Violent Commotion through Video Games Essay

Promotion of Violent Commotion through Video Games - Essay Example Various platforms (devices that allow a videogame to operate) are generated in enormous numbers year after year. The types of games which are introduced range from arcade to adventure and from educational to racing. There would be hardly anyone let it be a child, a young adult or an grown-up who would be unaware of videogames, which is why Berger states â€Å"Most Americans are well aware of the existence of video games.† (4) The most talked upon controversy which is being discussed and debated upon and which is spreading like fire all around the social media is whether video games promote violent activity or not. Different beliefs are held by different people; similarly various researches show various results. Some perspectives have indicated that videogames cast an extremely negative effect on people who play them, while other outlooks show that videogames do not cast any sorts of negative effects on their players. There are standpoints that point out that some videogames al so shed constructive effects on the people who play them. Hence, for the clarification of this controversy all the sides have been provided and presented objectively for the formulation of the readers own opinion, as the viewpoints provided are completely valid and applicable. From the early period when home computers were a vogue word, to today’s in progress consoles, people have been playing games after games, due to which video games have been tagged as one of the most well-liked type of amusement in the world within the past few decades. Hence, several of video games are developed and introduced; these genres of videogames include action, shooter, action-adventure, adventure, role playing, strategy and stimulation games. Besides these genres there are many other noble games which include educational and informational video games. The question which pops up in our minds is ‘but how would games promote violence?’ or ‘how would such games cast a positive e ffect?’ The answer to these questions is that just because it is a â€Å"Video Game† does not actually mean that its significance shall be avoided. Children or adults are both affected by video games whether in a positive or a negative way similar to the way we they are influenced by television or novels, even though the latter is being spontaneously pushed far into the cupboard. Viewing the first outlook which verifies that videogames endorse violent activity amongst its players we can bring in light Dulan’s statement that authenticates that â€Å"Unfortunately, video games promote violence because after shooting, blowing up and running over a bunch of gangsters, zombies, etc., you win the game and all is well for you.† (309) Therefore, the fact that the negative effects are casted by all the shooting and spurting games cannot be closed the eyes to. Violent video games have become popular amongst the boys specifically and the popularity of such games has reached extraordinary scope. Stoff, Breiling and Maser stated that â€Å"Video games also have become a focus of concern due to the high level of violence they contain and the fact that children are active participants in violence.† (186) The relationship between brutal video-game play and aggression can be studied by viewing the notional line of reasoning that puts forward this relationship. This line draws on

Saturday, February 8, 2020

Status of commercialization in sports Research Proposal

Status of commercialization in sports - Research Proposal Example Settlement for the topic was due to various reasons that will be prioritized in the research. Adequate knowledge of what is meant by commercialization of sports will be tackled. The researcher and the readers need to have a good knowledge of the topic and the general idea of what it entails as it provides proper guidance for the research (Cummings, Lofaso & Cummings,  2010). The other area that will be tackled will be the advantages and shortcomings of commercializing different sports. Identification of similarity or the difference between the commercialization of different is a crucial aspect of the research in the quest to determine both the negative and positive effects of the same. The use of relevant examples is essential in such a scenario to ensure the point is well understood and intentions clear. Also, the methods of commercialization and the relevant bodies or rather bodies associated with the commercialization are paramount in the research (Humphreys & Howard,  2012). The research has several objectives that provide guidance while carrying out the data collection process. Establishment of the various reasons behind commercialization is the first goal of the study. The increased rate of the commercialization raises eyebrows and thus the need to understand the driving force behind the act. Determination of the positive effects of the commercialization of sports is the other objective. In comparison to other business opportunities, sports such as soccer and American Football have hit top bars and indicating that there is a plethora of benefits that accrue from the same. It is a critical objective in this research as the findings from this research help determine whether the process is of an additional value to the society (Ribowsky, 2012). Furthermore, it is equally essential to analyse the adverse impacts of