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    Pokemon Go Privacy Issues

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    The video gaming industry is one of trending newness media among social and mobile media, and became a rival to other entertainment industries such as music and film on generating revenue which eventually is a segment of our global economy. According to Kline, Dyer-Witheford, and De Peuter (2003) states that digital games are considered as ‘ideal commodities’ of post-Fordist and global information capitalism. Along with Games, using global positioning system (GPS) created a new genre of entertainment

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    Fallout Comparison

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    It’s a fact the billionaire gaming industry is beginner than Hollywood. To be exact, the gaming industry is expected to grow over $102.9 Billion dollars according to Bloomberg by 2017. Gaming has become so powerful that games like Fallout, a series of role-playing game is being played around the world. The first version was released by Interplay on September 30, 1997 making it 18 years old today. Since then, the Fallout has been extended into 11 different versions such as Fallout: New Vegas, Fallout:

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    Today, video games are becoming more and more popular than they have ever been. This is due to the technology that we have which allows us to make new electronic devices and fancy, beautiful looking graphics. “It shows that 2.2 billion gamers across the globe are expected to generate $108.9 billion in game revenues in 2017. This represents an increase of $7.8 billion, or 7.8%, from the year before” (newzoo). This further proves the increase of population in the gaming industry. Some competitive games

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    Video games have their early history based on military and defense systems, dating to the 1950s (Laird, 2005), an era dominated by recovering from a war that focused on service of men in aid of war, with women, many being house wives, based at home. Over time, video games developed from these systems, such as Space Invaders and Sheriff, with an emphasis on violence and designs for men, which, as a by-product, resulted in stereotypes being developed, favouring men. Especially, the gaming industry's

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    ESRB Rating System

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    ESRB Rating System One of the influential variables considered to contribute to an inconsistency in professional online video game reviews is the rating the video game receives on the ESRB scale. Funded by the video game industry, the video game industry trusts the ESRB rating system to make accurate reviews for video games in the United States. The ESRB system detects 30 content descriptors that include violence, nudity, vulgar language, and sexual references. The following are the categories

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    Playing Video Games

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    Background of the Study I chose the topic for I, myself, am a gamer. I am very fond of playing video games. Whenever I play video games, my parents always discuss the bad things I can get from it. They always say I should stop playing, that there’s nothing good I can get from playing these games. Playing video games is not at all bad. It may be good actually. I chose this topic so that I could research more and dig deeper on what the effects of playing video games really are, I’d like to show others

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    Video Game Violence: Virtual violence v. Real-world violence Miguel Rodriguez Holguin Southern New Hampshire University The video game industry has grown to gigantic proportions; it’s a medium of entertainment that has great influence over the youth and adults globally. As with any media channel it is diverse in its content from childish themes to more mature topics. The industry’s success has been plagued by many critics and sociology experts all whom criticize the library of violent video

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    Video Games and Responsibility: In discussions of video games, one controversial issue has been whose responsibility it is to deal with the behavioral problems of children and teens who get influenced by the content in games. On one hand, the game industry argues that the responsibility should lie with whomever bought the game. On the other hand, others such as parents and Parental guidance agencies contend that their children’s bad behavior stems from games and that the video game industry should

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    To begin this letter, I would first like to congratulate you on your impressive fifteen years of service for Sony Computer Entertainment (SCE), and I have been affected by your wonderful service to such a prosperous company. With an impressive background and dedication to a company whose products many people of all ages have enjoyed, you have indirectly touched countless people throughout time and have probably caused many youths to go into game design and development, some of whom may even be your

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    According to several studies, women are now making up a significant portion of the gaming demographic, but the industry hasn’t done much to make them feel welcome. During the last decade, the mainstream video game industry has seemed to operate under the same apparent assumptions: girls don’t play big action games, boys like the sexualization of girls in video games and won’t play as a female character unless she is heavily sexualized, and that girls play video games for the attention of boys. These

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