Home — Essay Samples — Entertainment — Video Games — How Video Games Are Created

test_template

How Video Games Are Created

  • Categories: Digital Era Video Games

About this sample

close

Words: 1266 |

Published: Oct 31, 2018

Words: 1266 | Pages: 3 | 7 min read

Table of contents

Terms of reference, story development and concept art, postproduction.

Image of Dr. Charlotte Jacobson

Cite this Essay

Let us write you an essay from scratch

  • 450+ experts on 30 subjects ready to help
  • Custom essay delivered in as few as 3 hours

Get high-quality help

author

Verified writer

  • Expert in: Information Science and Technology Entertainment

writer

+ 120 experts online

By clicking “Check Writers’ Offers”, you agree to our terms of service and privacy policy . We’ll occasionally send you promo and account related email

No need to pay just yet!

Related Essays

6 pages / 2554 words

2 pages / 947 words

2 pages / 1132 words

2 pages / 1020 words

Remember! This is just a sample.

You can get your custom paper by one of our expert writers.

121 writers online

How Video Games Are Created Essay

Still can’t find what you need?

Browse our vast selection of original essay samples, each expertly formatted and styled

Related Essays on Video Games

In recent years, video games have become a significant part of popular culture, with millions of people worldwide playing them daily. While some may view gaming as simply a form of entertainment, it is also essential to [...]

Video games have become an integral part of modern society, with millions of people engaging in gaming activities on a regular basis. The prevalence of video games raises important questions about their impact on individuals, [...]

The notion that video games cause violence has been a topic of debate and concern for many years. However, a wealth of research challenges this belief, suggesting that the relationship between video games and violent behavior is [...]

Video games have become an integral part of modern society, with millions of people around the world playing games on various devices. From consoles to mobile phones, video games have become ubiquitous and enjoyed by individuals [...]

If you do not stop now, your kids will become highly addicted and hard to pull away from the screen. Fortnite is a video game with fun colors, with players all around the world. It is free, and you can play anywhere, and this [...]

An article “Student Opinion: Video Gaming Can Be Harmless and Even Helpful” by Cheney Wu talks about benefits of playing video games. He also says that too much video game is not a good thing, but with right the portion of [...]

Related Topics

By clicking “Send”, you agree to our Terms of service and Privacy statement . We will occasionally send you account related emails.

Where do you want us to send this sample?

By clicking “Continue”, you agree to our terms of service and privacy policy.

Be careful. This essay is not unique

This essay was donated by a student and is likely to have been used and submitted before

Download this Sample

Free samples may contain mistakes and not unique parts

Sorry, we could not paraphrase this essay. Our professional writers can rewrite it and get you a unique paper.

Please check your inbox.

We can write you a custom essay that will follow your exact instructions and meet the deadlines. Let's fix your grades together!

Get Your Personalized Essay in 3 Hours or Less!

We use cookies to personalyze your web-site experience. By continuing we’ll assume you board with our cookie policy .

  • Instructions Followed To The Letter
  • Deadlines Met At Every Stage
  • Unique And Plagiarism Free

a thesis statement about video games

Open Access Te Herenga Waka-Victoria University of Wellington

A History of Video Games

This research begins with the premise that while video-games have become a pervasive cultural force over the last four decades, there is still a dearth of educational and historical material regarding the emergence of video game home consoles and their content. Games have an extensive history, dating back to early radar displays and oscilloscopes of the 1960s (Tennis for Two, 1958) and early home video game consoles of the 1970s (Magnavox Odyssey, 1972). From the JAMMA (Japanese Amusement Machine and Marketing Association) arcade standard of the 80s to the high powered processors of Sonys PS4, video games have come a long way and left a wealth of audio-visual material in their wake. Much of this material, however, is archived and engaged within a traditional manner: through text books or museum exhibitions (Games Master, ACMI 2015). Through interactive design however, this data can be made easily comprehensible and accessible as interactive data-visualisation content. This design research project explores processes of data visualization, interactive design and video game production to open up video game history and communicate its developmental stages in a universally accessible manner. Though there has been research conducted utilising game engines for visualizations in other fields (from landscape architecture to bio-medical science) it has rarely been used to visualize the history of gaming itself. This visualization (utilising the Unreal Engine and incorporating historical video content) creates an accessible preservation and catalogue of video game history, and an interactive graphical interface that allows users to easily learn and understand the history of console development and the processes that lead video games to their current state.

Copyright Date

Date of award, rights license, degree discipline, degree grantor, degree level, degree name, anzsrc type of activity code, victoria university of wellington item type, victoria university of wellington school, usage metrics.

Theses

  • Computer gaming and animation

CC BY-NC-ND 4.0

Should Video Games Be Considered a Sport?

Introduction, definition, background, and history, lack of physical activity, lack of athletic ability, why should video games be considered a sport.

The development of the personal computer marked the emergence of a new genre of competitive games referred to as “eSports.” The popularity of eSports has led to a greater focus on the controversial issue of whether video games should be considered a sport or not. Video games share numerous similarities with conventional sporting events such as massive audiences, high earnings, and the application of rigorous strategy and skills. Proponents of video games present the aforementioned similarities to support the argument of classification as a sport. However, the similarities are not good enough reasons to promote competitive games to a sport. Video games should not be considered a sport because they do not involve any physical exertion or the application of athletic ability that conventional sports require.

A Sport is a contest in which people participate in a physical activity, compete against each other, and follow certain rules (Brookey & Oates, 2015). A recent study conducted by Baronowski et al. (2012) found out that providing active video games to children does not provide any health benefit to children because it does not additional physical activity when compared to passive video games. In the spring of 2015, a cable and satellite television channel (ESPN) aired a tournament of college students competing in a video game known as “Heroes of the Storm.” The broadcast was criticised by individuals who were opposed to the classification of video games as a sport.

Opponents of video games argue that television networks that are devoted to sports should only broadcast tournaments that involve physical activity (Borg, 2015). One of the features of conventional sports is organisation. Sports are organised into leagues that are differentiated by the levels of expertise possessed by players. In contrast, video game tournaments are poorly-organised (Borg, 2015). The main weakness of video game leagues is the lack of a proper strategy to manage players. The only strategy used is the imposition of fines. Moreover, players can play independently or participate in international competitions without joining any league (Borg, 2015). This essay will argue that video games should not be considered a sport because of the lack of physical exertion, which encourages sedentary lifestyles that are non-existent in conventional sports.

Playing video games is not a sport but a hobby. It is a pastime activity that people engage in when they are bored or when they want to relax. The difference between a sport and a competitive hobby is the amount of physical exertion involved (Cashmore, 2010). Many people choose video games as hobbies because they do not involve physical movement. According to the World Health Organisation, one of the challenges that young people face is the negative health effect of embracing sedentary lifestyles because they encourage the development of conditions such as obesity and diseases such as diabetes. The organisation recommends participation in sports as one of the strategies to reduce the incidence of diabetes and obesity among children and young people. Video games are not recommended because they encourage sedentary lifestyles that numb people to the world around them. Prior to the emergence of the personal computer, sports were primarily defined by the amount of physical and mental strength required to master an activity and gain excellence (Cashmore, 2010). In contemporary society, international tournaments only include events that involve physical contests of strength and stamina. After the emergence of the personal computer, the term “eSports’ was coined to refer to games played through the aid of electronic devices (Newman, 2008).

Video games should not be considered a sport because they do not involve physical activity (Brookey & Oates, 2015). Online multiplayer games require significant amount of training, skill, and strategy. However, mental exertion cannot be compared to physical exertion. Video games require mental exertion only while conventional sports require both mental and physical exertion (Berger, 2002). The lack of physical exertion in video games denies them the opportunity to be considered a sport. Video games are gradually becoming the most common pastime activity among young people and some adults (Vorderer & Bryant, 2012).

They should not be considered a sport because even though they have similarities with conventional sports, they do not involve physical movement (Consalvo, Mitgutsch, & Stein, 2013). Sports are beneficial because they enhance physical fitness, aid in weight loss, strengthen the body, and encourage the development of healthy eating habits. None of these benefits can be enjoyed from playing video games. Researchers have argued that video games players do not become physically stronger or healthier because of the lack of physical exertion (Baronowski et al., 2012). Conventional sports and video games require significant amount of training, strategy, commitment, and mental acuity (Berger, 2002). However, the lack of physical activity disqualifies video games from receiving the sport status. Mastering a sport like basketball or football takes time, energy, and effort (Brookey & Oates, 2015).

Not only do people fail to understand that video games cannot be considered a sport because of lack of physical exertion, but also lack the application of athletic ability. Players do not need to possess any athletic ability in order to participate in tournaments. Conventional sports such as football, basketball, tennis, swimming, and cycling entail great commitment and training (Cashmore, 2010). Great athletic ability is attained through intensive physical training and mental conditioning. Any person can become great at playing video games because it does not require any athletic ability (Berger, 2002). The only physical movement involved in playing video games is the movement of fingers when pressing buttons on the controller. The skills needed to play video games are developed mentally and not physically (Vorderer & Bryant, 2012). Athletic prowess is achieved by undergoing brutal sessions of physical and mental conditioning for a certain period of time (Cashmore, 2010). Athletes regularly test the limits of their abilities by enduring the pain of suffering life-threatening injuries. Moreover, the exhaustion experienced in conventional sport comes from physical and mental exertion and has numerous health benefits (Cashmore, 2010).

Video games should not be considered a sport because they neither involve physical exertion nor the application of athletic ability. However, many people feel that the amount of training, strategy, and mental exertion required to play video games are similar to those involved in conventional sports (Young, 2016). Some researchers argue that just like conventional sports, video games attract massive audiences, are highly competitive, earn professional players a lot of money, and have become a major part of mainstream cable television networks’ programming (Consalvo et al., 2013). For example, the 2013 League of Legends Championship attracted more than 32 million fans and generated millions in revenue.

The increased popularity of eSports is an indication video games will eventually be a critical component of people’s daily lives. More people are embracing video games and as a result, spending time and effort improving their skills. Gaining mastery in video games requires the same level of training and specialisation that is applied in conventional sport (Newman, 2008). In that regard, video games should be considered a sport because they share several similarities with conventional sports. Some researchers may argue that active video games enable players to engage in moderate and vigorous physical activity, and a result, enjoy the benefits of physical activity (Consalvo et al., 2013). They argue that unlike passive video games, active video games involve physical exertion.

The evidence above may be convincing but if we examine it deeper we will see that no matter how evolved or advanced video games become, they will never involve physical exertion or application of athletic ability. Whilst many people may feel that active video games involve varying degrees of moderate and vigorous physical activity, current research illustrates the opposite. For example, a study conducted by Baronowski et al. (2012) did not find any relationship between physical activity and active video games. As mentioned earlier, one of the main characteristics of a sport is physical activity. Video games are gaining more popularity as technology advances and as eSports become a source of income (Young, 2016). However, it is highly unlikely that video games will be played at any international event involving conventional sports.

The issue of classifying video games as a sport or not is highly controversial. Video games tournaments have rules, people compete against each other, and excellence requires significant amounts of training, skills, strategy, and coordination. Although the mastery of video games requires great amounts of mental exertion, dedication, and training, the little physical activity involved disqualifies them from receiving the sport status. The main findings of my research were; active and passive video games do not involve any physical exertion and athletic ability is not a requirement. Therefore, Video games should not be considered a sport because they do not involve any physical exertion or the application of athletic ability that conventional sports require.

Berger, A. A. (2002). Video games: a popular culture phenomenon . New York, NY: Transaction Publishers.

Baronowski, T., Abdelsamad, D., Baronowski, J., O’Connor, T. M., Thompson, D., Barnett, A.,…Chen, T-A. (2012). Impact of an active video game on healthy children’s physical activity. Paediatrics, 129(3) , 636-642.

Borg, O. J. (2015). Is computer gaming really sport? Web.

Brookey, R. A., & Oates, T. P. (2015). Playing to win: sports, video games, and the culture of play . Bloomington, IN: Indiana University Press.

Cashmore, E. (2010). Making sense of sports . New York, NY: Taylor & Francis.

Consalvo, M., Mitgutsch, K., & Stein, A. (2013). Sports videogames . New York, NY: Routledge.

Newman, J. (2008). Playing with videogames . New York, NY: Routledge.

Vorderer, P., & Bryant, J. (2012). Playing video games: motives, responses, and consequences . New York, NY: Routledge.

Young, H. (2016). Seven-figure salaries, sold-out stadiums: is pro video gaming a sport? Web.

  • Chicago (A-D)
  • Chicago (N-B)

IvyPanda. (2020, September 1). Should Video Games Be Considered a Sport? https://ivypanda.com/essays/should-video-games-be-considered-a-sport/

"Should Video Games Be Considered a Sport?" IvyPanda , 1 Sept. 2020, ivypanda.com/essays/should-video-games-be-considered-a-sport/.

IvyPanda . (2020) 'Should Video Games Be Considered a Sport'. 1 September.

IvyPanda . 2020. "Should Video Games Be Considered a Sport?" September 1, 2020. https://ivypanda.com/essays/should-video-games-be-considered-a-sport/.

1. IvyPanda . "Should Video Games Be Considered a Sport?" September 1, 2020. https://ivypanda.com/essays/should-video-games-be-considered-a-sport/.

Bibliography

IvyPanda . "Should Video Games Be Considered a Sport?" September 1, 2020. https://ivypanda.com/essays/should-video-games-be-considered-a-sport/.

  • Wear2Win Product Description and Market Potential
  • Social Analysis of Sports in the Digital Era
  • E-Games Visual Campaign Sponsored by Riot Games
  • When Gaming Is Good for You?
  • Second Life Games Addiction and Its Reasons
  • Massively Multiplayer Online Role-Playing Games
  • Clash of Clans Players' Environment and Language
  • Video Games: Beneficial and Adverse Influence
  • Daytona State College
  • DSC Library

Writing Strategies and Grammar

Paragraph structure.

  • Writing Prompts
  • Common Topics
  • Writer's Block
  • Brainstorming
  • Prewriting/Outlining
  • Thesis Statements
  • Rhetoric Defined
  • Understanding Citations
  • Transitions
  • Revision Process
  • Parts of Speech
  • Improve Grammar
  • Complete Sentences
  • Punctuation
  • Frequently Asked Questions
  • Writing Center Homepage
  • WC Blog This link opens in a new window

While we like to think that every paper and piece of writing is a unique little flower, they all have a general format of beginning, middle, and end. This holds true for academic papers; they require an introduction, body, and conclusion paragraphs. Keep in mind this is not an exact formula, but serves as a means of organization.

Introduction

Your introduction serves the function of introducing your topic, contextualizing your topic, and presenting your main argument in a thesis. It is usually one paragraph, and generally follows the ‘funnel’ effect of the topic: starting broad and becoming narrowed. S tay away from writing cliches like asking rhetorical questions or putting quotes in the introduction paragraph.  While the thesis statement tells the reader what your claim is and how you arrived to it, the introduction paragraph explains why your topic is important. Here’s a typical structure:

Introduction:

Opening Statements: Introduce some facts and background details about your topic.

  • Example:  Video games have often been blamed for causing negative behavior in children and teenagers. Critics claim that gaming leads to addiction, aggression, and laziness.

Specific Stateme nts: Connect your background information to your thesis.

  • Example:  As gaming continues to play a larger role in modern entertainment, the old stigma is beginning to be debunked. Studies have revealed that video games are not the root of these negative behaviors and actually have many benefits for gamers.

Thesis Statement: State your claim and supporting arguments.

  • Example:  Video games have been proven to enhance cognitive, social, and academic skills, and if society accepts this, video games can be further explored for uses beyond entertainment.

Body Paragraphs

Drafting an essay is just a game of organizing information. Each paragraph should discuss a single topic that supports your thesis statement. Paragraph structure can be flexible, but you want to maintain cohesion and make sure you discuss only a single topic per paragraph.

Body Paragraph:

Topic Sentences: Start the paragraph off with a sentence or two that introduces the main idea the paragraph will cover.

  • Example:  Although many people believe video games, particularly the violent ones, lead to aggressive behavior, studies reveal quite the opposite to be true.

Evidence: Provide personal examples or researched facts that support the topic sentence.

  • Example:   “It turns out that playing games promotes a range of cognitive skills. This is particularly true for shooter video games, many of which are violent in nature” (Granic et al. 68).

Elaborate:  Discuss the evidence’s significance to the paragraph. Provide additional evidence or further discuss the topic until you’ve fully answered how it relates to the thesis statement or helps solve the problem introduced by your claim.

  • Example:   A large chunk of society thinks violent video games should be banned, but in reality, they actually can benefit society. While shooting games typically are violent, they don’t have to be if a developer chooses to emphasize the game’s educational potential.

Transition:  Transitions between paragraphs can be the last or first sentence of the current or next paragraph, give the reader a general sense of what’s to come in the next paragraph.

  • Example:   Today, even classrooms utilize video games to help develop students’ cognitive skill.

The conclusion reiterates the relevance of your topic, reviews your evidence, and briefly discusses the future of your topic. Avoid adding any new facts or arguments in the conclusion.

Conclusion:

Opening Statements: Begin with a general concluding statement.

  • Example:  Our society is one that is constantly changing, and as we change, so should our views.

Review Evidence:  Overview how all of your evidence came together to prove your claim.

  • Example:  Gamers aren’t becoming aggressive and lazy as critics claim. Video games, even violent ones, sharpen youth’s intelligence and cognition, and classrooms that use video games as a learning tool see students retain knowledge much easier.

Future Outlook: State your claim and supporting arguments.

  • Example:  Video games have more and more chances to impact society for the better, but we’ll never be able to see those impacts if we are held back by unfounded stigmas.
  • << Previous: Prewriting/Outlining
  • Next: Thesis Statements >>
  • Last Updated: Oct 27, 2023 2:23 PM
  • URL: https://library.daytonastate.edu/Writing

We use cookies to enhance our website for you. Proceed if you agree to this policy or learn more about it.

  • Essay Database >
  • Essays Samples >
  • Essay Types >
  • Thesis Example

Video Games Theses Samples For Students

6 samples of this type

Do you feel the need to examine some previously written Theses on Video Games before you start writing an own piece? In this open-access directory of Video Games Thesis examples, you are given a thrilling opportunity to discover meaningful topics, content structuring techniques, text flow, formatting styles, and other academically acclaimed writing practices. Using them while crafting your own Video Games Thesis will surely allow you to finish the piece faster.

Presenting high-quality samples isn't the only way our free essays service can aid students in their writing ventures – our authors can also create from scratch a fully customized Thesis on Video Games that would make a genuine foundation for your own academic work.

How Does Online Gaming Addiction Affect The Social Lives Of People/Teenager? Thesis Examples

Annotated bibliography, example of does online gaming addiction affect the social lives of people/teenagers thesis, does online gaming addiction affect the social lives of people/teenagers.

Rooji, A.V., et al. (2010). Online Video Game Addiction: Identification of Addicted Adolescent Gamers. Society for the Study of Addiction, Vol. 106, pp. 205-212.

Annotating The Article Thesis

Don't waste your time searching for a sample.

Get your thesis done by professional writers!

Just from $10/page

Role Of Smes In Developing Economies Thesis

Executive summary.

China is a very attractive gaming destination in the Asia Pacific region. This city attracts a large number of tourists and international visitors. It has also seen a rapid growth in the establishment of large gaming companies, ever since liberalization for gaming operators in 2002. This must have actually spurred economic growth, and boosted SMEs, which are the economic growth power engines. This paper explores the role of SMEs in an emerging economies, the role of manpower in SMEs, as well as understanding the key success factors of the SMEs in China.

Introduction

Kolumnentitel: elektromagnetische wellen thesis example, elektromagnetische wellen.

Kurs Datum Inhaltsverzeichnis EINLEITUNG 1. Wellenarten und Betrachtung 2. 1. Elektromagnetische Wellen und Felder 2. 2. Aufbau EM Welle 2.3. Erzeugung EM Welle 2.4. Besonderheiten EM Welle 2.5. Ausbreitung EM Welle 3. Mobilfunkstrahlung 3.1. Zunahme Mobilfunk und Entwicklung (Handyantenne) 3.2. Bandbreite 3.3. SAR und Richtlinien 4.1 Verursacher und mögliche Auswirkungen 4.2. Vorbeugung gefährlicher Strahlung

Free Thesis On Fable The Wisdom Of Story And The Dissemination Of Human Experience

Password recovery email has been sent to [email protected]

Use your new password to log in

You are not register!

By clicking Register, you agree to our Terms of Service and that you have read our Privacy Policy .

Now you can download documents directly to your device!

Check your email! An email with your password has already been sent to you! Now you can download documents directly to your device.

or Use the QR code to Save this Paper to Your Phone

The sample is NOT original!

Short on a deadline?

Don't waste time. Get help with 11% off using code - GETWOWED

No, thanks! I'm fine with missing my deadline

Imagen de una oficina con archivadores que llegan hasta el techo y papeles por el suelo.

Could a video game developer win the Nobel Prize for Literature?

a thesis statement about video games

Profesor de Humanidades, IE University

Disclosure statement

Andrés Porras Chaves does not work for, consult, own shares in or receive funding from any company or organisation that would benefit from this article, and has disclosed no relevant affiliations beyond their academic appointment.

IE University provides funding as a founding partner of The Conversation ES.

IE University provides funding as a member of The Conversation EUROPE.

View all partners

In October 2016, the Swedish Academy announced that it was awarding the Nobel prize for Literature to the singer-songwriter Bob Dylan for “having created new poetic expressions within the great American song tradition”. The decision sent out shockwaves: for the first time, a musician had received the most prestigious literary award on the planet. It sparked debate , with many questioning the decision and even sarcastic suggestions that novelists could aspire to winning a Grammy.

The controversy fed into much needed debates on the boundary between poetry and song, but the question of what constitutes literature is much broader. Does it mean the same as it did in 1901, when the first Nobel prize for literature was awarded?

High and low culture

These questions date back far beyond 2016. In the late 1950s, a group of professors from the University of Birmingham founded a new interdisciplinary area of study, called cultural studies , in order to ask new questions: What was the role of TV and other mass media in cultural development? Is there a justification for distinguishing high and low culture? What is the relationship between culture and power?

These questions are all still relevant to current debates around literature. Often, the word “literary” is a status symbol, a seal of approval to distinguish “high” culture from more vulgar or less valuable “low” forms of culture. Comics, for example, were not invited to join the club until recently, thanks in part to a rebranding under the more respectable guise of “graphic novels”.

According to the Merriam-Webster dictionary, literature displays “excellence of form or expression and expressing ideas of permanent or universal interest”. It seems that an artist like Bob Dylan can take home the Nobel prize thanks to literature’s defining feature of “excellence of form or expression”, which is not strictly limited to the written word.

But how do we account for other language-based forms of expression? If performed works such as theatre or songwriting can be considered literature, where is the limit?

Word play: text-based video games

According to data from video game data consultancy Newzoo , more than 3 billion people play video games worldwide – almost half of the world’s population. In Spain alone, 77% of young people play videogames , making them a massively relevant form of culture. But what does this have to do with “excellence of form or expression”? To answer this question we have to look back several decades.

When the first video games were developed in the 1950s, two distinct genres emerged: one was action oriented (such as the pioneering 1958 game Tennis for Two ), and the other more text based. The original written games, known as “ interactive fiction ”, were made up exclusively of text, and the player’s job was to read and make decisions that would determine the game’s outcome using a keyboard.

Screenshot of the game _Mystery House_ on Apple II. The colour white was created by combining green and purple, producing white in the centre, but into the other two colours at the edges.

The inclusion of images in adventure games would not arrive until 1980, when Mystery House became the first “graphic adventure” game. These would reach their heyday in the 1990s: famous examples include the first two Monkey Island games (1990, 1991), Day of the Tentacle (1993), Full Throttle (1995), and Grim Fandango (1998), though there were many others. Despite technological advances, these games inherited several features from interactive fiction, including the predominant role of text.

The experience of playing one of these titles is not so different from that of a book: reading, pauses, the possibility of backtracking, and so on. The player spends most of their time in dialogue with various characters in search of information, stories, or even banter and jokes that are irrelevant to the game’s progress, much like footnotes or subplots.

Several classic adventure games even have direct links to literature: The Abbey of Crime (1987) is a Spanish adaptation of Umberto Eco’s The Name of the Rose , while the legendary insult sword fighting of The Secret of Monkey Island was written by science fiction author Orson Scott Card . In Myst (1993), the gameplay itself revolves around two books.

Literature on the screen: “story-rich” games

In more recent years, a new sub-genre of adventure games – known as “story-rich” games – has become popular thanks to independent creators and producers. In Papers, Please (2013), a border policeman in a fictional dictatorial regime deals with terrible moral dilemmas on a daily basis. In Firewatch (2016), players take the role of a forest ranger who investigates a conspiracy by walkie-talkie. In Return of the Obra Dinn (2018), the player must reconstruct a tragedy on the high seas with the help of an incomplete book and a peculiar compass. In all these cases, gameplay and visuals take a back seat to strong narratives.

Screenshot from the video game _Papers, Please_.

A quintessential example is The Stanley Parable (2011), where the player takes the role of a worker in a strangely deserted office. They have to explore several corridors while trying unsuccessfully to interact with their surroundings, accompanied by the voice of an enigmatic narrator. Upon reaching a room with two open doors, the voiceover states that Stanley “entered the door on his left”.

The player can choose to follow the instructions or disobey, provoking the wrath of the narrator much like in the denouement of Miguel de Unamuno’s 1914 novel Fog , where the main character speaks directly to the author.

Each decision then opens up new paths leading to dozens of possible endings, similar to a “choose your own adventure” book. Its fragmentary and disordered story – as well as its playful spirit – is reminiscent of Julio Cortázar’s 1963 novel Hopscotch . The experience of playing the game is marked by postmodern literary features – as described by critics like Mikhail Bakhtin or Linda Hutcheon – including metafiction, intertextuality and parody.

One of its creators – Davey Wreden, a critical studies graduate – also created The Beginner’s Guide (2015), a game in which the player moves through levels of failed video games to learn more about their mysterious creator. In one, the player’s task consists solely of wandering through a virtual cave reading the countless comments left there by other frustrated players.

Screenshot from the videogame _The Beginner's Guide_.

In recent years, the genre of digital or electronic literature has emerged, including books with QR codes, works that can only be read with virtual reality headsets, poetry collections published as apps, and so on. These works are fundamentally based on language, begging the question of why video games cannot also fit into this category.

This debate takes on added relevance today, as digital formats are having an undeniable impact on our reading habits. Just as today we accept oral cultures or popular music as literature, perhaps one day we will do the same with interactive stories like The Stanley Parable . Writing has always tried to break away from established ideas, and we know that literature is not limited to words on paper. Sometimes it pays to disobey the voice in our heads and walk through the door on the right, the one that leads to new, unexplored possibilities.

This article was originally published in Spanish

  • Nobel Prize
  • Video games
  • Nobel Prize for Literature
  • The Conversation Europe

a thesis statement about video games

Research Fellow (Cultural Landscape Design)

a thesis statement about video games

Lecturer / Senior Lecturer - Marketing

a thesis statement about video games

Assistant Editor - 1 year cadetship

a thesis statement about video games

Executive Dean, Faculty of Health

a thesis statement about video games

Lecturer/Senior Lecturer, Earth System Science (School of Science)

  • SI SWIMSUIT
  • SI SPORTSBOOK

Anthony Edwards' Brutally Honest Statement After Nuggets-Timberwolves Game

Ben stinar | may 11, 2024.

May 4, 2024; Denver, Colorado, USA; Minnesota Timberwolves guard Anthony Edwards (5) is interviewed

On Friday evening, the Minnesota Timberwolves hosted the Denver Nuggets at the Target Center for Game 3 of their second-round playoff series.

The Timberwolves lost by a score of 117-90, which is their first loss of the 2024 postseason.

All-Star guard Anthony Edwards finished with 19 points, six rebounds, five assists and one block while shooting 8/15 from the field and 3/8 from the three-point range in 37 minutes of playing time.

After the game, he met with the media , and made an honest statement.

Edwards: "It's on me. I'll take the blame for this loss. I came out with no energy at all. I came out flat and I can't afford to do that for my team. I let my team and my coaches down, fans down, I'll be ready for Sunday."

"I came out flat. I can't afford to do that." Anthony Edwards says he was unable to find his usual energy in the Game 3 loss to Denver and is eager to respond. #WolvesBack pic.twitter.com/A1VswdhWMn — Bally Sports North (@BallySportsNOR) May 11, 2024

The Timberwolves had won the first two games of the series (in Denver).

Edwards has been incredible to start the 2024 playoffs, and came into the night averaging 32.3 points per contest.

Two-time MVP Nikola Jokic led the Nuggets with 24 points, 14 rebounds, nine assists, three steals and three blocks while shooting 10/18 from the field and 1/3 from the three-point range in 38 minutes of playing time.

May 10, 2024; Minneapolis, Minnesota, USA; Denver Nuggets center Nikola Jokic (15)

Game 4 of the series will be on Sunday (also at the Target Center).

Whoever wins the series will advance to the Western Conference Finals and face off against the Oklahoma City Thunder or the Dallas Mavericks. 

That series is tied up at 1-1 with Game 3 on Sunday in Dallas, Texas.

Ben Stinar

Apple unveils stunning new iPad Pro with the world’s most advanced display, M4 chip, and Apple Pencil Pro

The new iPad Pro.

Thinnest Apple Product Ever

A side profile of iPad Pro showing its thinness.

World’s Most Advanced Display

The Ultra Retina XDY display showcasing beautiful landscape scenery on the new iPad Pro.

Only Possible with M4

The Octane app disabled on iPad Pro.

Outrageously Powerful Device for AI

Pro Cameras

A close up look at the pro camera system on the new iPad Pro.

Pro Connectivity

Apple Pencil Pro

The Apple Pencil Pro attached to the new iPad Pro.

All-New Magic Keyboard and Smart Folio

Powerful iPadOS Features

Reference Mode on iPad Pro.

Logic Pro for iPad 2

Session Players in Logic Pro for iPad 2 displayed on iPad Pro.

Final Cut Pro for iPad 2

Live Multicam in Final Cut Pro for iPad 2 displayed on iPad Pro.

iPad Pro and the Environment

  • Customers can order the new iPad Pro with M4 starting today, May 7, at apple.com/store , and in the Apple Store app in 29 countries and regions, including the U.S., with availability in stores beginning Wednesday, May 15.
  • The new 11-inch and 13-inch iPad Pro will be available in silver and space black finishes in 256GB, 512GB, 1TB, and 2TB configurations.
  • The 11-inch iPad Pro starts at  $999  (U.S.) for the Wi-Fi model, and  $1,199  (U.S.) for the Wi-Fi + Cellular model. The 13-inch iPad Pro starts at  $1,299  (U.S.) for the Wi-Fi model, and  $1,499  (U.S.) for the Wi-Fi + Cellular model. Additional technical specifications, including nano-texture glass options, are available at apple.com/store .
  • For education, the new 11-inch iPad Pro is available for  $899  (U.S.) and the 13-inch iPad Pro is $1,199 (U.S.). Education pricing is available to current and newly accepted college students and their parents, as well as faculty, staff, and home-school teachers of all grade levels. For more information, visit  apple.com/us-hed/shop .
  • The new Apple Pencil Pro is compatible with the new iPad Pro. It is available for $129 (U.S.). For education, Apple Pencil Pro is available for $119 (U.S.).
  • Apple Pencil (USB-C) is compatible with the new iPad Pro. It is available for $79 (U.S.) and $69 (U.S.) for education.
  • The new Magic Keyboard is compatible with the new iPad Pro. It is available in black and white finishes. The new 11-inch Magic Keyboard is available for $299 (U.S.) and the new 13-inch Magic Keyboard is available for $349 (U.S.), with layouts for over 30 languages. For education, the 11-inch Magic Keyboard is available for $279 (U.S.) and the 13-inch Magic Keyboard is available for $329 (U.S.).
  • The new Smart Folio is available for $79 (U.S.) in black, white, and denim finishes for the new 11-inch iPad Pro and $99 (U.S.) for the new 13-inch iPad Pro.
  • Logic Pro for iPad 2 is available on May 13 as a free update for existing users, and for new users, it is available on the App Store for $4.99 (U.S.) per month, or $49 (U.S.) per year, with a one-month free trial. Logic Pro for iPad 2 requires iPadOS 17.4 or later. For more information, visit apple.com/logic-pro-for-ipad .
  • Final Cut Pro for iPad 2 will be available later this spring on the App Store for $4.99 (U.S.) per month, or $49 (U.S.) per year, with a one-month free trial.
  • Apple offers great ways to save on the latest iPad. Customers can trade in their current iPad and get credit toward a new one by visiting the Apple Store online , the Apple Store app, or an Apple Store location. To see what their device is worth, and for terms and conditions, customers can visit apple.com/shop/trade-in .
  • Customers in the U.S. who shop at Apple using Apple Card can pay monthly at 0 percent APR when they choose to check out with Apple Card Monthly Installments, and they’ll get 3 percent Daily Cash back — all upfront.

Text of this article

May 7, 2024

PRESS RELEASE

Featuring a new thin and light design, breakthrough Ultra Retina XDR display, and outrageously fast M4 performance with powerful AI capabilities, the new iPad Pro takes a huge leap forward

CUPERTINO, CALIFORNIA Apple today unveiled the groundbreaking new iPad Pro in a stunningly thin and light design, taking portability and performance to the next level. Available in silver and space black finishes, the new iPad Pro comes in two sizes: an expansive 13-inch model and a super-portable 11-inch model. Both sizes feature the world’s most advanced display — a new breakthrough Ultra Retina XDR display with state-of-the-art tandem OLED technology — providing a remarkable visual experience. The new iPad Pro is made possible with the new M4 chip, the next generation of Apple silicon, which delivers a huge leap in performance and capabilities. M4 features an entirely new display engine to enable the precision, color, and brightness of the Ultra Retina XDR display. With a new CPU, a next-generation GPU that builds upon the GPU architecture debuted on M3, and the most powerful Neural Engine yet, the new iPad Pro is an outrageously powerful device for artificial intelligence. The versatility and advanced capabilities of iPad Pro are also enhanced with all-new accessories. Apple Pencil Pro brings powerful new interactions that take the pencil experience even further, and a new thinner, lighter Magic Keyboard is packed with incredible features. The new iPad Pro, Apple Pencil Pro, and Magic Keyboard are available to order starting today, with availability in stores beginning Wednesday, May 15.

“iPad Pro empowers a broad set of pros and is perfect for anyone who wants the ultimate iPad experience — with its combination of the world’s best displays, extraordinary performance of our latest M-series chips, and advanced accessories — all in a portable design. Today, we’re taking it even further with the new, stunningly thin and light iPad Pro, our biggest update ever to iPad Pro,” said John Ternus, Apple’s senior vice president of Hardware Engineering. “With the breakthrough Ultra Retina XDR display, the next-level performance of M4, incredible AI capabilities, and support for the all-new Apple Pencil Pro and Magic Keyboard, there’s no device like the new iPad Pro.”

The new iPad Pro — the thinnest Apple product ever — features a stunningly thin and light design, taking portability to a whole new level. The 11-inch model is just 5.3 mm thin, and the 13-inch model is even thinner at a striking 5.1 mm, while both models are just as strong as the previous design. The 11-inch model weighs less than a pound, and the 13-inch model is nearly a quarter pound lighter than its predecessor — allowing pro users to extend their workflows in new ways and in more places. The new iPad Pro is available in two gorgeous finishes — silver and space black — both with 100 percent recycled aluminum enclosures.

The new iPad Pro debuts the Ultra Retina XDR, the world’s most advanced display, to provide an even more remarkable visual experience. The Ultra Retina XDR display features state-of-the-art tandem OLED technology that uses two OLED panels and combines the light from both to provide phenomenal full-screen brightness. The new iPad Pro supports an incredible 1000 nits of full-screen brightness for SDR and HDR content, and 1600 nits peak for HDR. No other device of its kind delivers this level of extreme dynamic range. Tandem OLED technology enables sub-millisecond control over the color and luminance of each pixel, taking XDR precision further than ever. Specular highlights in photos and video appear even brighter, and there’s more detail in shadows and low light than ever before on iPad — all while delivering even more responsiveness to content in motion. For pro users working in high-end, color-managed workflows or challenging lighting conditions, a new nano-texture glass option comes to iPad Pro for the first time. 1 Nano-texture glass is precisely etched at a nanometer scale, maintaining image quality and contrast while scattering ambient light for reduced glare. With its breakthrough tandem OLED technology, extreme brightness, incredibly precise contrast, brilliant colors, and nano-texture glass option, the new Ultra Retina XDR display is the world’s most advanced display, giving iPad Pro customers an unparalleled viewing experience.

The incredibly thin and light design and game-changing display of the new iPad Pro is only possible with M4, the next generation of Apple silicon that delivers a huge leap in performance. M4 is built on second-generation 3-nanometer technology that’s even more power efficient, which is perfect for the design of the new iPad Pro. With an entirely new display engine, M4 introduces pioneering technology for the stunning precision, color, and brightness of the Ultra Retina XDR display. The new CPU offers up to four performance cores and now six efficiency cores, 2 with next-generation machine learning (ML) accelerators, to deliver up to 1.5x faster CPU performance over M2 in the previous-generation iPad Pro. 3 M4 builds on the GPU architecture of M3 — the 10-core GPU includes powerful features like Dynamic Caching, and hardware-accelerated mesh shading and ray tracing, which come to iPad for the first time. Coupled with higher unified memory bandwidth, pro rendering apps like Octane will see up to 4x faster performance than M2. 3 M4 also delivers tremendous gains and industry-leading performance per watt. Compared to M2, M4 can deliver the same performance using just half the power, and compared to the latest PC chip in a thin and light laptop, M4 can deliver the same performance using just a quarter of the power. 4 A new advanced Media Engine includes support for AV1 decode, providing more power-efficient playback of high-resolution video experiences from streaming services.

The new iPad Pro with M4 features Apple’s most powerful Neural Engine ever, capable of 38 trillion operations per second, which is 60x faster than Apple’s first Neural Engine in the A11 Bionic chip. Combined with next-generation ML accelerators in the CPU, a high-performance GPU, more memory bandwidth, and intelligent features and powerful developer frameworks in iPadOS, the Neural Engine makes the new iPad Pro an outrageously powerful device for AI. With iPad Pro with M4, users can perform AI-enabled tasks even faster, like easily isolate a subject from its background in 4K video with just a tap with Scene Removal Mask in Final Cut Pro. With this advanced level of performance, the Neural Engine in M4 is more powerful than any neural processing unit in any AI PC today.

iPadOS also has advanced frameworks like Core ML that make it easy for developers to tap into the Neural Engine to deliver phenomenal AI features locally, including running powerful diffusion and generative AI models, with great performance on device. iPad Pro also supports cloud-based solutions, enabling users to run powerful productivity and creative apps that tap into the power of AI, such as Copilot for Microsoft 365 and Adobe Firefly.

The updated camera system on the new iPad Pro delivers even more versatility, and with its rich audio from four studio-quality mics, users can shoot, edit, and share all on one device. The 12MP back camera captures vibrant Smart HDR images and video with even better color, improved textures, and detail in low light. It also now features a new adaptive True Tone flash that makes document scanning on the new iPad Pro better than ever. Using AI, the new iPad Pro automatically identifies documents right in the Camera app, and if a shadow is in the way, it instantly takes multiple photos with the new adaptive flash, stitching the scan together for a dramatically better scan.

On the front, the TrueDepth camera system moves to the landscape location on the new iPad Pro. The Ultra Wide 12MP camera with Center Stage makes the experience of video conferencing in landscape orientation even better, especially when iPad is attached to a Magic Keyboard or Smart Folio.

iPad Pro includes a high-performance USB-C connector with support for Thunderbolt 3 and USB 4, delivering fast wired connectivity — up to 40Gb/s. Thunderbolt supports an extensive ecosystem of high-performance accessories, including external displays like the Pro Display XDR at its full 6K resolution, and external storage, all connected using high-performance cables and docks. iPad Pro supports Wi-Fi 6E for super-fast Wi-Fi connections for pro workflows on the go. Wi-Fi + Cellular models with 5G allow users to access their files, communicate with colleagues, and back up their data in a snap while on the go. Cellular models of the new iPad Pro are activated with eSIM, a more secure alternative to a physical SIM card, allowing users to quickly connect and transfer their existing plans digitally, and store multiple cellular plans on a single device. Customers can easily get connected to wireless data plans on the new iPad Pro in over 190 countries and regions around the world without needing to get a physical SIM card from a local carrier.

Apple Pencil Pro features even more magical capabilities and powerful new interactions that take the Apple Pencil experience even further. A new sensor in the barrel can sense a user’s squeeze, bringing up a tool palette to quickly switch tools, line weights, and colors, all without interrupting the creative process. A custom haptic engine delivers a light tap that provides confirmation when users squeeze, use double-tap, or snap to a Smart Shape for a remarkably intuitive experience. A gyroscope allows users to roll Apple Pencil Pro for precise control of the tool they’re using. Rotating the barrel changes the orientation of shaped pen and brush tools, just like pen and paper. And with Apple Pencil hover, users can visualize the exact orientation of a tool before making a mark.

With these advanced features, Apple Pencil Pro allows users to bring their ideas to life in entirely new ways, and developers can also create their own custom interactions. Apple Pencil Pro brings support for Find My for the first time to Apple Pencil, helping users locate Apple Pencil Pro if misplaced. It pairs, charges, and is stored on the side of iPad Pro through a new magnetic interface. iPad Pro also supports Apple Pencil (USB-C), ideal for note taking, sketching, annotating, journaling, and more, at an incredible value.

Designed for the new iPad Pro, an all-new thinner and lighter Magic Keyboard makes it more portable and versatile than ever. The new Magic Keyboard opens to the magical floating design that customers love, and now includes a function row for access to features like screen brightness and volume controls. It also has a gorgeous aluminum palm rest and larger trackpad that’s even more responsive with haptic feedback, so the entire experience feels just like using a MacBook. The new Magic Keyboard attaches magnetically, and the Smart Connector immediately connects power and data without the need for Bluetooth. The machined aluminum hinge also includes a USB-C connector for charging. The new Magic Keyboard comes in two colors that perfectly complement the new iPad Pro: black with a space black aluminum palm rest, and white with a silver aluminum palm rest.

The new Smart Folio for iPad Pro attaches magnetically and now supports multiple viewing angles for greater flexibility. Available in black, white, and denim, it complements the colors of the new iPad Pro.

iPadOS is packed with features that push the boundaries of what’s possible on iPad. With Reference Mode, iPadOS can precisely match color requirements of the Ultra Retina XDR display for tasks in which accurate colors and consistent image quality are critical — including review and approve, color grading, and compositing. Stage Manager enables users to work with multiple overlapping windows in a single view, resize windows, tap to switch between apps, and more. With full external display support of up to 6K, iPad Pro users can also extend their workflow, as well as use the built-in camera on an external display for enhanced video conferencing. Users can take advantage of the powerful AI capabilities in iPad Pro and intelligent features in iPadOS, including Visual Look Up, Subject Lift, Live Text, or Live Captions and Personal Voice for accessibility.

With iPadOS 17 , users can customize the Lock Screen to make it more personal — taking advantage of the larger display on iPad — and interactive widgets take glanceable information further with the ability to get tasks done right in the moment with just a tap. The Notes app gives users new ways to organize, read, annotate, and collaborate on PDFs, and working with PDFs is also easier with AutoFill, which intelligently identifies and fills fields in forms.

Logic Pro for iPad 2 , available starting Monday, May 13, introduces incredible studio assistant features that augment the music-making process and provide artists help right when they need it — all while ensuring they maintain full creative control. These features include Session Players, which expand on popular Drummer capabilities in Logic to include a new Bass Player and Keyboard Player; ChromaGlow, to instantly add warmth to tracks; and Stem Splitter, to extract and work with individual parts of a single audio recording.

Final Cut Pro for iPad 2 , available later this spring, introduces Live Multicam, a new feature that transforms iPad into a mobile production studio, allowing users to view and control up to four connected iPhone and iPad devices wirelessly. 5 To support Live Multicam, an all-new capture app also comes to iPad and iPhone, Final Cut Camera, 6 giving users control over options like white balance, ISO, and shutter speed, along with monitoring tools like overexposure indicators and focus peaking. Final Cut Camera works as a standalone capture app or with Live Multicam. Final Cut Pro for iPad 2 also allows users to create or open projects from external storage, giving editors even more flexibility, and offers new content options. 7

The new iPad Pro is designed with the environment in mind, including 100 percent recycled aluminum in the enclosure, 100 percent recycled rare earth elements in all magnets, and 100 percent recycled gold plating and tin soldering in multiple printed circuit boards. The new iPad Pro meets Apple’s high standards for energy efficiency, and is free of mercury, brominated flame retardants, and PVC. The packaging is 100 percent fiber-based, bringing Apple closer to its goal to remove plastic from all packaging by 2025.

Today, Apple is carbon neutral for global corporate operations, and by 2030, plans to be carbon neutral across the entire manufacturing supply chain and life cycle of every product.

Pricing and Availability

  • Nano-texture glass is an option on the 1TB and 2TB configurations of the 11-inch and 13-inch iPad Pro models.
  • iPad Pro models with 256GB or 512GB storage feature the Apple M4 chip with a 9‑core CPU. iPad Pro models with 1TB or 2TB storage feature the Apple M4 chip with a 10‑core CPU.
  • Testing was conducted by Apple in March and April 2024. See apple.com/ipad-pro for more information.
  • Testing was conducted by Apple in March and April 2024 using preproduction 13-inch iPad Pro (M4) units with a 10-core CPU and 16GB of RAM. Performance was measured using select industry‑standard benchmarks. PC laptop chip performance data is from testing ASUS Zenbook 14 OLED (UX3405MA) with Core Ultra 7 155H and 32GB of RAM. Performance tests are conducted using specific computer systems and reflect the approximate performance of iPad Pro.
  • Final Cut Pro for iPad 2 is compatible with iPad models with the M1 chip or later, and Logic Pro for iPad 2 will be available on iPad models with the A12 Bionic chip or later.
  • Final Cut Camera is compatible with iPhone X S and later with iOS 17.4 or later, and iPad models compatible with iPadOS 17.4 or later.
  • External project support requires iPadOS 17.5 or later.

Press Contacts

Tara Courtney

[email protected]

[email protected]

Apple Media Helpline

[email protected]

Images in this article

IMAGES

  1. Sample Essay On Violent Video Games

    a thesis statement about video games

  2. ⭐ Why i love basketball essay. Why I Love Basketball Research Paper

    a thesis statement about video games

  3. Thesis

    a thesis statement about video games

  4. Thesis Statement Checker

    a thesis statement about video games

  5. 💣 Video games should not be banned essay. Video Games Should Not Be

    a thesis statement about video games

  6. Essay on Sport Sample

    a thesis statement about video games

VIDEO

  1. Gaming Has Gone Too Far

  2. How to write a thesis statement!

  3. The Illusion of Choice In Video Games

  4. How to Write a STRONG Thesis Statement Scribbr 🎓

  5. Writing the Thesis Statement

  6. How thesis statement is main point of your Essay and why?

COMMENTS

  1. Video Games Thesis Statement: [Essay Example], 658 words

    A review published in the American Psychologist highlighted the potential of video games to provide cognitive and emotional benefits, particularly in the realm of mental health. This suggests that video games can have a constructive impact on individuals' well-being, challenging the prevailing narrative of their negative influence.

  2. Effects of Video Games: 15 Articles for a Compelling Essay

    Create a strong thesis statement that clearly indicates your stance on the effects of video games - typically positive or negative. Find popular or scholarly sources that are credible and provide solid ethos , logos , and pathos (note that some sources may lean more towards logos or pathos, and that's fine, so long as you find a balance in ...

  3. Thesis Statement On Video Games

    Thesis Statement On Video Games. Decent Essays. 2202 Words. 9 Pages. Open Document. (1) Thesis: If a common-sense philosophy is employed, video games can be beneficial to a child's development. (2) Basic Research Questions: 1. What are video games and why is this an issue.

  4. PDF Thesis a Cross-generational Study of Video Gaming

    Video game players are oftentimes stigmatized as being lazy, unhealthy, immature, addicts, and other negative stereotypes. In this thesis, I question how conflicting cultural understandings might influence such stigmatization, thereby impacting the subjective well-being of video game players from different generational/age groups.

  5. Video Games: Their Effect on Society and How We Must Modernize Our

    This thesis aims to explore how video games have become an extremely beneficial tool in regards to education, art, medicine, psychology, economics, and beyond. Chapter 1 focuses on how ubiquitous video games have become in America, and what makes video games such a uniquely enjoyable experience to warrant such popularity.

  6. How Video Games Are Created: [Essay Example], 1266 words

    Video games have been adequately introduced which provides context to the thesis statement. However, the thesis statement is not correct since the writer mainly discusses the aspects involved in video game development. So the thesis statement should be changed and explain how the development of video games is extensive and the aspects involved.

  7. PDF In Defense of Video Games: a Review of Psychological Literature a

    correlation between the amount of time playing violent video games and SRMS scores (r = -.32, p<.05). The author concluded that violent video game play might cause low sociomoral maturity, stating, "Based on the results in the present study, it can be speculated that it was the prolonged amount of playing violent video games that might

  8. Effects of Video Games

    Studies indicate that video games, especially those that are violent, reshape the behavior of children. Moreover, video games could contain some sort of competition and aggression, which affect the reasoning of children. In the current society, the rate at which conflicts occur in society has increased.

  9. Formulate Questions/Thesis

    A good research question will lead to your thesis statement. ... might lead to the following thesis: "Exposure to violent video games negatively affects teenagers in a variety of ways: It increases aggressive behavior, physiological arousal, aggressive-related thoughts and feelings, and also decreases prosocial behavior."

  10. A History of Video Games

    This research begins with the premise that while video-games have become a pervasive cultural force over the last four decades, there is still a dearth of educational and historical material regarding the emergence of video game home consoles and their content. Games have an extensive history, dating back to early radar displays and oscilloscopes of the 1960s (Tennis for Two, 1958) and early ...

  11. Should Video Games Be Considered a Sport?

    Video games should not be considered a sport because they do not involve physical activity (Brookey & Oates, 2015). Online multiplayer games require significant amount of training, skill, and strategy. However, mental exertion cannot be compared to physical exertion. Video games require mental exertion only while conventional sports require ...

  12. PDF What Makes Videogames Engaging?

    Degree Programme in Business Administration, Game Production. Bachelor's thesis. Permission for open access publication: Yes Language of publication: English Abstract The thesis aims to explore the key factors that drive player engagement in video games through a compre-hensive study of core mechanics successfully implemented in popular games.

  13. Video Games Thesis Statement

    A video game is an electronic game that needs the players to generate visual feedback on a video device such as a TV screen or a computer device. There are two concepts that people have about addiction to video gaming: some people believe video games benefit children mind, but most people consider video games have negative side effects for all ...

  14. PDF Violent Video Games and Aggressive Behavior: What, If Any, Is the

    The thesis concludes by highlighting the reasons why social scientists examine this particular social issue, and why we should not become too anxious about ... video games keeps them in the online gamers' communities, which distracts their attention from the existing real social context. Therefore, they put less focus on their family and ...

  15. Writing Strategies and Grammar

    Example: Video games have been proven to enhance cognitive, social, and academic skills, and if society accepts this, video games can be further explored for uses beyond entertainment. Body Paragraphs. Drafting an essay is just a game of organizing information. Each paragraph should discuss a single topic that supports your thesis statement.

  16. Video Games Argumentative Essays Samples For Students

    B. Thesis Statement: Children can learn and hone their skills while playing video games and at the same time, learn skills that would be crucial for their development. ... Thus, the central focus of my thesis and argument is that video games like the Assassin's Creed have the right to offer different interpretations of history, however absurd ...

  17. Video Games Thesis Examples That Really Inspire

    In this open-access directory of Video Games Thesis examples, you are given a thrilling opportunity to discover meaningful topics, content structuring techniques, text flow, formatting styles, and other academically acclaimed writing practices. Using them while crafting your own Video Games Thesis will surely allow you to finish the piece ...

  18. Video Games Thesis Statement

    Video Games Thesis Statement - Free download as PDF File (.pdf), Text File (.txt) or read online for free. Scribd is the world's largest social reading and publishing site.

  19. Violent video games and aggressive behavior: mortality salience and the

    the participant in the game-playing environment (American Psychological Association [APA], 2013). Video games and popular forms of media are often exceedingly violent. A recent content analysis showed that as many as 85% of video games contain some form of violent content, with nearly half of all video games including serious violent actions

  20. Video Games Thesis Statement

    I. As technology expands the different platforms that video games can be played on will increase and more children will be able to play them II. After conducting a study it was found that the majorty of twelves to fourteen year old frequently played violent video games. III Thesis statement. Children will continue to be exposed to violent video ...

  21. PDF Theoretical Video Game Analysis: The Creation of Experience

    7 of the definition of open-world game and its many iteration will be guided by an early example through Shenmue (Sega Games, 1999).Shenmue was indisputably not the first video game that utilised the open-world environment format, as games such as Ultima I: The First Age of Darkness (1981), developed by Richard Garriot, and Elite (1984), pioneered the characteristics

  22. Thesis statement.docx

    Thesis statement: Playing video games is dangerous 3 in favor points: rewarding violence, increased addiction for video games, deteriorating health conditions Introduction: The adolescents of this generation are the biggest consumer of video games in this era. Average people think, playing doesn't have much of an effect on these adolescent group. . Whereas experts, specialists and concerned ...

  23. Could a video game developer win the Nobel Prize for Literature?

    Screenshot from the video game Papers, Please. Papers, Please. A quintessential example is The Stanley Parable (2011), where the player takes the role of a worker in a strangely deserted office ...

  24. A Message from Rockstar Games

    A Message from Rockstar Games. Next month marks the 25th anniversary of Rockstar Games. Thanks to the incredible support of our players worldwide, we have had the opportunity to create games we are truly passionate about — without you, none of this would be possible, and we are so...

  25. GameStop, AMC shares skyrocket after Roaring Kitty posts for ...

    GameStop shares surged 71.8% on Monday after the account run by Gill shared a meme on X, marking its first post in three years. The shares skyrocketed by more than 110% earlier and were halted for ...

  26. Marvel Rivals Developer Apologizes for "Restrictive" Terms Against

    Thank you for bearing with us while we make these adjustments," a statement on the game's official Twitter account reads. ... 10 Video Games Releasing in May 2024 You Should Not Miss

  27. Anthony Edwards' Brutally Honest Statement After Nuggets-Timberwolves Game

    After the game, he met with the media, and made an honest statement. Edwards: "It's on me. I'll take the blame for this loss. I came out with no energy at all. I came out flat and I can't afford ...

  28. Apple unveils stunning new iPad Pro with M4 chip and Apple Pencil Pro

    The new iPad Pro — the thinnest Apple product ever — features a stunningly thin and light design, taking portability to a whole new level. The 11-inch model is just 5.3 mm thin, and the 13-inch model is even thinner at a striking 5.1 mm, while both models are just as strong as the previous design. The 11-inch model weighs less than a pound ...

  29. Gregg Doyel won't cover Indiana Fever games following exchange with

    Caitlin Clark warms up prior to a preseason game between the Indiana Fever and the Dallas Wings at College Park Center in Arlington, Texas on May 03, 2024.