Video game music

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    This writer, for this discussion, chose the cognitive perspective to give insight to video games and aggression. Author Jeffrey Nevid delineates the cognitive perspective as, “Study the mental processes by which we acquire knowledge - how we learn, from concepts, solve problems, make decisions, and use language” (Nevid, 2015, p. 10). Nevid furthers that some cognitive psychologist employ fundamentals of computer information processing to solve problems e.g. the processing, storage, retrieval, and

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    SALES, DEMOGRAPHIC AND USAGE DATA 2013 ESSENTIAL FACTS ABOUT THE COMPUTER AND VIDEO GAME INDUSTRY [ iii ] “No other sector has experienced the same explosive growth as the computer and video game industry. Our creative publishers and talented workforce continue to accelerate advancement and pioneer new products that push boundaries and unlock entertainment experiences. These innovations in turn drive enhanced player connectivity, fuel demand for products, and encourage the progression

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    report MTV In 1981, when MTV first aired, John Lack introduced the new channel with “Ladies and gentleman, rock and roll” , setting the pace for the music video based network that helped launch dozens of artists like Michael Jackson, Prince and Duran Duran into stardom. In its early years the programming consisted only of music videos presented by VJs (Video Jockeys), with high promotional value, which heavily influenced USA’s pop culture. In the late 80’s MTV started producing non-musical content aimed

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    is not working! Did you not pay it?" "Your grades are not that great, you're always playing video games." "I need the wifi for my homework!" What is the big idea? You're so into your phone and video games it becomes a habit or a daily thing, you just don't notice it is affecting your everyday life. You don't do anything, you're not passing your classes, you're always on your phone or playing video games. Where will that take you? Today in this world of technology teens spend way too much time online

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    it up”, the music video released in 2013 by Rihanna to launch her new song (https://www.youtube.com/watch?v=ehcVomMexkY). The video is constructed on an extreme usage of female’s bodies and it poorly represents the image of women expressed today by mainstream media channels. Moreover, the singer fluctuates her body; she portrays pole dancers, strippers and some dance moves including ‘twerking’, a particular alluring hip-style of dancing. (Cox) Currently, the music video has been watched

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    Dreamworlds, Sut Jhally critically examines the representation of women, men, and sexuality in music videos. Jhally’s primary argument is that music videos, not unlike other forms of advertising and popular culture, represent the pornographic imagination by offering a degraded and limited view of female sexuality based on narrowly defined adolescent heterosexual male fantasies. Locating the stories and images of music video in a wider context, the film explores how American popular culture, more generally,

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    The Gucci Mane Conspiracy

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    After his release from prison in 2016, the conspiracy that Gucci Mane is a clone rose due to leaving his “trap” lifestyle behind, picking up a new, sophisticated lifestyle, and how he will not confirm nor deny the allegations. To this day, there is still a lot of buzz in the air that the Gucci that was released in 2016 is not the same Gucci that was incarcerated in 2013. Previous to his arrest, Gucci Mane became notorious for living and glamorizing the “trap” lifestyle, a lifestyle heavily influenced

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    “Causalities of the digital revolution,” as he visits rehabilitation camps and clinics for children that specialize in re-connecting such kids with the outside world and the simple life. The documentary praises the rehab center, playing more “happy” music during the footage of the children working together, and almost exclusively captures the kids smiling when they are building a tent as a camp activity. Then, the internet cafés are shown as darker, focusing only on the blank expressions of those that

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    From the inception of Pong to the latest chapter of the video game series Assassin’s Creed, virtual gaming has been scorned and shunned as a detriment to society. Older generations speculate that incessant gaming in young children insinuates violence, antipathy, lack of creative initiative, and develops an unhealthy isolation from the real world. However, in recent years, these postulates have been put to the test; a number of scientists have conducted experimentation in order to discover whether

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    Video Games and the Video Game Industry The video game Pong was introduced in 1972 and can be considered the beginning of the video gaming industry. Unlike the game Pong, the controversies surrounding video games today are not quite as simple. Certain media outlets often portray video games to be bad for individual’s health and behaviour. There are still some people in the world that believe video games are contributing to the decline of today’s generation. However, video games and their industry

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