Half-Life

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    Competitive Gaming Should Be Consider a Sport Video games have been around for many years and so has competitive gaming. The first video game was created around 1970 and was Pong. Pong required one or two players to play. The players would play next to each other and the game required both players to move the courser to the ball and knock in to the other player’s side. Pong was the first competitive video game because you could play with another person. The video game industry now is a very big

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    Introduction 1.8 Billion, 1.8 Billion gamers in the world! That is more than the population of India or China. The gaming industry has attracted over a billion customers and has made around hundreds of billions dollars so far. So therefore i am going to persuade you that video games are incredibly beneficial. Some of the most valuable and necessary skills, video games give us include: Social advantages, Mental Advantages and Skills that will secure jobs. I am doing this because i am sick and tired

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    Research Paper Draft Bhavan Vaidya Full Sail University Introduction The video game industry is a billion dollar industry with an ever-growing fan base. Nowadays, video games production companies are investing high amount of money in this business to develop games for fan. They also need people working and they are hiring employees that can help a game to produce a batter example for future. Thus, management and leadership is an important factor to lead a team. Lead a team of creative

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    As a growing medium, video games are often associated with various negative connotations that have obfuscated its positive contributions made to society. As a result, the general public is unaware of how video games have shaped modern-day, some even consider it a meaningless teenager pastime, but this is distant from reality. Video games are important to society at large because they do not serve for entertainment purposes only, they are a major force in the economy, scientific research, and military

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    Kain, Erik. “The Truth About Video Games and Gun Violence.” Mother Jones, 11 June 2013, www.motherjones.com/politics/2013/06/video-games-violence-guns-explainer/. This source is written by Erik Kain, a well-known writer on all things video games. He talks about the link between violent video games and gun violence and he compares the United States to other countries in terms of gun violence caused by violent video games. Kain may be slightly biased as video games are what his job revolves around

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    Thesis: The rise of the video game has had many negative effects on children. INTRODUCTION Attention-getter: Whenever I look out from my window at home, nothing but memories come back to me. The house three doors down was the unsuspecting target of the foul balls we would hit when we use to play home run derby. Or my basketball hoop which held many world championships between me being the bulls and my friends being that year’s runner up. In the park across the street, I ended up blackmailing

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    Some people consider videogames a waste of time. They say they are bad for kids, not educational, or socially isolating. Henry Jenkins, the director of the Comparative Media Studies Program at Massachusetts Institute of Technology, has a broad experience and has done a lot of research in the video game industry. In his article, “Reality Bytes”, Henry Jenkins argues in favor of video games by using the rhetorical strategies of appeal to the authority, appealing to societal values and creating

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    Half Life Lab Decay

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    Intro: A half life lab was conducted by rolling pennies in a cup, and then setting aside those which were heads down. This process represents a half-life of the atom, or the time required for half of a substance sample to decay. The purpose of performing this lab was to simulate the transformation of a radioisotope over time, and to graph the data in a way that relates it to radioactive decay and half-lives. The presumed result of this experiment was that a little less than half the pennies would

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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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