Games Essay Examples and Topics

77 samples

Should Video Games Be Considered a Sport?

The lack of physical exertion in video games denies them the opportunity to be considered a sport. Video games should not be considered a sport because they neither involve physical exertion nor the application of [...]
  • 4
  • Pages: 6
  • Words: 1477

Addiction to Online Gaming: A Review of Literature

The present paper is an overview of scholarly sources on online gaming addiction and the analysis of narrative inquiry as the most suitable qualitative research method to use for the investigation of this problem.
  • Pages: 13
  • Words: 3689

Subway Surfer and Temple Run Mobile Games

While it may seem silly, the basis of the popularity of both Temple Run and Subway Surfer are the points that you accumulate, which you can show to your friends or through the game leader [...]
  • Pages: 5
  • Words: 1408

The Monopoly Tycoon Video Game Review

The game is stylistically similar to the board game Monopoly, and it can be played both online and offline. It is important to note that the game has a multiplayer feature, which can be played [...]
  • Pages: 1
  • Words: 284

Video Games: More Harm Than Good for Children

The most severe problem of gaming is the detachment of children from the real world and outdoor play and exercise. With the children being habituated and addicted to their gaming devices, they tend to become [...]
  • Pages: 1
  • Words: 296

Waterfall vs. Agile: Game Development

The Waterfall methodology is not used when the project is dependent on regular feedback, which necessitates changes to the original vision. The Agile methodology is not used when management cannot ensure the single project vision [...]
  • Pages: 1
  • Words: 278

Airsoft Game in Qatar: Business Project

The concept is based on five basic principles: Modernization subject to the preservation of traditions; Orientation to the needs of the present generation as well as of the future ones; Controlled growth and inadmissibility of [...]
  • Pages: 40
  • Words: 10301

Online Gaming and Its Effects on Teenagers

Violent online game operational definition: The number of hours teenagers are exposed to violent online gaming in a week. Aggressive behavior operational definition: The frequency at which a teenager shows aggressive acts, including shouting at [...]
  • Pages: 2
  • Words: 344

The Video Games as Leisure Activity

The brief history of video games started in 1950s, and it emerged alongside the rise of computer technology and proliferated with the internet.
  • Pages: 2
  • Words: 598

Online Video Games Addiction

The changes are far-reaching: the definition of online video game; the nature of the information 'commons' for the citizen; the right of privacy in communicated expressions; the regulation of information infrastructures; the definition of information [...]
  • Pages: 6
  • Words: 1929

Video Games: Causal Analysis Argument

There should be a realization that though society has changed its perspectives, it has yet to deal with the social operations and dynamics that dampen the development of many sectors in the society.
  • Pages: 5
  • Words: 1378

Aspects of the Game Development Industry

It is important for game development teams to focus on planning and scheduling, effective communication, technical expertise, and a culture of continuous improvement to ensure the success of their projects.
  • Pages: 2
  • Words: 282

The Video Game Industry Evolution

The first mention of the creation of such games dates back to the 1940s, but it was in 1952 that Alexander Shafto "Sandy" Douglas officially presented his dissertation at the University of Cambridge. One of [...]
  • Pages: 1
  • Words: 4686

Demographics Issues in Video Games

The findings are valid as the authors provide a thorough analysis of the subject and empirical evidence supporting their claims. The first strength of the study that contributes to the findings' validity is the research [...]
  • Pages: 1
  • Words: 328

Adrian Petterson’s Speech on Videogames

The authors present the fruitful theoretical toolkit for the analysis of the designs of games, which are abusive and sometimes intend to make players feel anger and disappointment.
  • Pages: 3
  • Words: 847

The Motivation of the Video Game Player

For instance, the project gave its players the dynamic and fast pace of the game, a vast and detailed map, various locations, several different weapons, and character skins, and this is not all the possibilities.
  • Pages: 5
  • Words: 1454

The “Medal of Honor” Video Game Analysis

The game is set to depict the Afghanistan invention in 2002 and the battle between the U.S.military and the Taliban. Due to the close resemblance of the game to the Afghanistan war, the game has [...]
  • Pages: 7
  • Words: 1945

Pokémon Go as a Pop Culture Phenomenon

Despite ground-breaking nature of Pokemon Go, there is critique of the game concerning the effects of location-based technologies on the privacy of constructions.
  • Pages: 4
  • Words: 1274

Grand Theft Auto Is Good for You?

They spend most of their time playing the game to perfect their skills. In addition, gamers show decreased prosocial behaviors because most of their time is spent playing the game.
  • Pages: 4
  • Words: 297

“Dishonored” Game: Plot and Players

The more enemies the player kills, the more chaotic the world of Dishonored becomes. Dishonored allows the player to choose the level of difficulty at the start of the game.
  • Pages: 2
  • Words: 644

Impact of Video Games on Children and Adolescents

Video games popular activity and multibillion-dollar industry Promotes learning and skills when played in moderation Widespread concerns over violence and age-inappropriate material Excessive playing time leads to socialization issues Physical and psychological consequences present [...]
  • Pages: 5
  • Words: 504

Video Games as a Way to Fix Reality

The aspects include raising the players' awareness, alleviation of anxiety and health-related as well as mental problems, maintaining the connection between the users and the real-world hitches, aid in learning programs, and providing solutions for [...]
  • Pages: 7
  • Words: 2022

Natural Law and Video Games

Since this is the purpose of humans to live a good and happy life, video games are indeed beneficial and moral.
  • Pages: 3
  • Words: 924

The Rules of Blackjack

Today, I would like to show you that one can easily learn and apply the rules of this game. There are many variants of this game; however, the most popular and widespread version is casino [...]
  • Pages: 2
  • Words: 581

Online Gaming Addiction Intervention

HC's philosophical stand is to stop the addiction, meaning that he is motivated and hopes that the obsession will end. The addiction process started at a very young age of 7 years, back when HC [...]
  • Pages: 2
  • Words: 680

Game Design Idea Analysis

Amazing Olympics: Track and Field is a proposed game, and its theme is to win in the most prestigious sports competition in the world.
  • Pages: 1
  • Words: 284

Zombie Shooter Game Z-Kingdom

The last episode of each chapter will always be defending or holding a position, such as a castle or a village.
  • Pages: 1
  • Words: 322

The Truck Drivers 3D Game Design

Truck Drivers 3D is a proposed game idea, and its theme is to win races and build a corporation. The victory occurs when the player manages to win in many races, build their firm, beat [...]
  • Pages: 1
  • Words: 296

Game Design Idea: Strategy and City-Building

Therefore, the computer's task is to train the people, maintain stability on board, and eliminate and prevent the malfunction of the starship. At the beginning of the game, a starship is being built, and the [...]
  • Pages: 1
  • Words: 278

The Roller Derby Game

The players would most likely be enthusiastic and adaptable to maneuver in the game easily. Men's sports are also captured and televised in the media more than women sports.
  • Pages: 4
  • Words: 1178

The Phenomenon of Probability

By allowing your opponent to observe you, there is a higher probability that the player will not buff. This is because the opponent will not be in a position to call their bet especially if [...]
  • Pages: 2
  • Words: 609

Marketing Strategies for Online Poker

The success of the online poker, among other gambling sites, is attributed to several reasons, which can be used to explain typical consumer behaviour in that matter.
  • Pages: 6
  • Words: 1680

FIFA 10 Football Simulation Video Game

A lack of consistency is evident in the various versions of this game as FIFA 10 played on a PC lacks the realism that is exhibited when the game is played on XBOX 360 and [...]
  • Pages: 4
  • Words: 1095

Online Gaming Addiction Analysis

For example, in World of Warcraft, there are 10 million players around the world who pay about $15 a month to blitz around the world of Azeroth.
  • Pages: 5
  • Words: 1523

Computer Adventure Games Analysis

In 1993, after the release of the first game, people were also attracted by the fact that the game was created after the novel, and the plot had been animated on the screen.
  • Pages: 4
  • Words: 1337

Gaming Industry: Budget, Quality, and Reception

This explorative research will answer the question of whether a large budget and number of developers contribute to the quality of a game and its reception by the public and identify the key concerns of [...]
  • Pages: 5
  • Words: 1472

Video Games: Budget and Success

Such considerations invoke the idea of the relevance of spendings for the quality of the product as well as market reaction.
  • Pages: 2
  • Words: 580

Game-Making and Its Four Lenses

The article "The Four Lenses of Game Making" highlights the challenges related to the classification of games. Additionally, one should mention that the understanding of this topic can be important for IT companies that design [...]
  • Pages: 2
  • Words: 571

Gamification: Positive and Negative Effects

As such, children learn a very important aspect of judging how far or how close they are to their goals as determined by the feedback they get. Simply by learning how to perform a task [...]
  • Pages: 3
  • Words: 642

Gaming Effects on People’s Social Lives

We were interested in understanding the patterns of social activities among students and employed people as well as their patterns of behavior when playing video games.
  • Pages: 5
  • Words: 1579

Video Games as a Legitimate Sport

The opportunities for memory development and the further enhancement of the relevant skills acquisition must be regarded as the key characteristic that makes video games a legitimate sport.
  • 1
  • Pages: 5
  • Words: 1440

Massively Multiplayer Online Role-Playing Games

In order to achieve a greater understanding of MMORPGs as social-cognitive phenomena, it is important to analyze the factors of their functioning and development that commenced with the attempts to transfer physical-reality role games to [...]
  • Pages: 4
  • Words: 1136

Video Games: Beneficial and Adverse Influence

Though, development of digital technologies and computers helps to renew interest to this kind of games and there is a great number of admirers of strategies in the modern world.
  • Pages: 4
  • Words: 1125

Social Skills in World of Warcraft Players

The main point of the article is that expertise development of a gamer depends on his or her successful use of social skills which helps to get access to the groups of skilled players and [...]
  • Pages: 2
  • Words: 552

Mobile Games as Promoters of People Communities

The paper will compare the findings of the author with the findings from other scholars to support the view that games act as a medium for communication between the stakeholders involved.
  • Pages: 7
  • Words: 1967

Bowling Game: Product Assessment

A number of analysts assert that the bowling industry is suffering from this continued decline owing to the lack of revolutionary technological breakthroughs in the industry.
  • Pages: 7
  • Words: 1947

Buraco Game: History, Rules and Variations

A pot refers to a stack of eleven cards each that is placed beside the mount. The rule in Buraco is that each team is assigned a pot for use during the duration of the [...]
  • Pages: 10
  • Words: 2812

Online Video and Computer Games

Video and computer games emerged around the same time as role playing games during the 1970s, and there has always been a certain overlap between video and computer games and larger fantasy and sci-fi communities.
  • Pages: 3
  • Words: 807
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