| 1. | ANTHROPOLOGY |
| 2. | ARCHITECTURE |
| 3. | ART |
| 4. | BLACK STUDIES |
| 5. | BUSINESS
|
| 6. | CRIMINOLOGY
AND LAW |
| 7. | ECONOMY |
| 8. | EDUCATION |
| 10. | HISTORY |
| 11. | JOURNALISM |
| 12. | LABOR |
| 13. | LINGUISTICS |
| 14. | LITERATURE |
| 15. | MEDIA |
| 16. | MEDICINE AND HEALTH CARE |
| 17. | MUSIC |
| 18. | PHILOSOPHY |
| 19. | POLITICAL SCIENCE |
| 20. | PSYCHOLOGY |
| 21. | RELIGION |
| 22. | SOCIOLOGY |
| 23. | SCIENCE |
| 24. | WOMEN STUDIES |
| 25. | AREA STUDIES |
Find Academic, Research, College, and University Term Papers Search Our Catalog For A Term Paper, Book Report, Case Study or Essay. We Provide Custom
Research, Term Paper Writing, Pre-written Reports and Editing... |
| "$name" TERM PAPERS |
|
Academic Term Papers Catalog COMPUTER GAMES AND SOCIETY. |
||||||
| 17285. COMPUTER GAMES AND SOCIETY. This paper provides an overview and critical analysis of the impact of computer games and video games and gaming (especially youth) on American society. Considers the major objections to gaming related to violent and sexist content as well as possible links between gaming and obesity, lowered self-esteem, violent behavior, and diminished ambition. Reviews the gaming industry’s responses to the criticisms including First Amendment claims and criticisms of study methodologies. Argues that computer and video games are, for the most part, less harmful than critics charge. Argues that there is no “smoking gun” evidence linking computer and video games with violent behavior, sexist behavior, obesity, or diminished self-esteem among gamers. KEYWORDS: gaming video games computer games violence sexism social impact. Written 2005. 14 pages, 35 footnotes, 10 bibliographic sources. 3,201 words. | $98 |
|||||
|
|
||||||