Massively multiplayer online role-playing game

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    The computer game I will be analyzing is a free-to-play, 2D, one of the most popular fantasy massively multiplayer online role-playing game called Maplestory. The platform is a 2D scrolling layout game where the player executes and control action mainly through the keyboard and mouse to click on such as NPC and other players. It is developed by Wizet, a South Korean Company and has multiple publishers for each country such as Nexon as the big main company. The game consists of the spectrum of both

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    recent medium are video games. Aided by crime-saturated news reports, a lot of people are convinced that video game violence transfers to real-life youth crimes like the school massacres. They think that violent video games make people violent, but that is not the case. Violent people play violent video games. Not everyone who plays video games are violent, but those who already are violent will play them as an outlet for their frustration and rage. If anything, video games keep violent people from

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    Video Games: Another World or Reality? The origin of the harmfulness of video games originates with pong; the first video game invented. “How is pong harmful? It’s a ball with two vertical bars.” It had nothing to do with the content of the game, but the addictive nature of it. The Surgeon General at the time, C. Everett Koop, was the one who made the comment about the games addictiveness. He believed that, because of the addictive nature could turn players violent. According to a study performed

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    Video Games : Video Game

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    132 9 March 2015 Video Games A video game is an electronic game that involves human interaction to generate visual feedback on a video device. The word video in video game means any type of display device that can produce two- or three-dimensional images. The electronic systems used to play video games are called platforms; examples of these are video game consoles and personal computers. Platforms can range from small handheld devices to large computers. Some video games can become popular and

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    As soon as the video game world pressed the start button on their business, they never stopped playing. Like any video game, they hit major checkpoints and beat levels. From Pac-Man with joysticks to Angry Birds on iPads, the video game industry has a consistent history of success. Today, everyone knows someone who plays or has played a video game. New games and gaming consoles are constantly being advertised and released. They are even an entertaining method of keeping people up with the growth

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    e-sport

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    Page2:……………………………………………………………………………………Index Page3:………………………………………….…………………………………Introduction Page4:…………………………………………………………………..E-sport(Description) Page5:…………………………………..………The growth of E-sport(Cause and Effect) Page6:…………………………….…E-sport and Online games(Compare and Contrast) Page7:…………………………………………….…Put E-sport into Olympics(Argument) Page8:……………………………………………………………………………..Conclusion Page9:…………………………………………………………………………...Bibliography Page10:……………………………………………………...............…Personal

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    Video games are a basis of entertainment for numerous people worldwide, and its users have been growing continuously over the years. It is a source of digital entertainment which does not generate violent crimes and behaviour. Today, in the United States 91% of adolescents between the years of 2 and 17 are video game users(NPD Group,2011). A national illustrative study of U.S. adolescents established that about 99% of boys and 94% of girls are video game users (Lenhart et al., 2008). Vast majority

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    (repetitive descriptions of “a lot”) activities. As opposed to the traditional novel, open world environments do not force players down a set story path. Open world, or free roam, is video game terminology meaning a player has the ability to operate freely within a virtual world. They contrast level-by-level games in that, at any given point, a player may choose to diverge from the storyline and embark on a journey of their own. Regardless of being nonlinear, open world environments offer a narrative

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    Joshua Nabong UNIV 200 MWF 3 PM Professor Meier December 5, 2014 The Effects and Dangers of Online Anonymity Years since the creation of computers, the Internet has been established that allows people to have access inside a huge cyberspace. The Internet served two purposes: to create a network that allows people to share and transfer files with one another and to create a web of information that helps people find what they are looking for. With the everlasting growth and improvements that shape

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    Video Games For Good Essay

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    Video Games are entertaining, interesting, and just plain old fun, but many believe that they are poison to the minds children, teens and even adults. Through studies, scientist and psychologist have determined the exact opposite and that video games actually strengthen your brain and help balance emotions. Since the rise of Electronic gaming, parents have feared video games were damaging the foundation of influence they have tried to build unto their children. Over the time that video games developed

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