Not only are the perks better, the sales are higher, but Sony has also upgraded a substantial amount between the PlayStation 3 and the PlayStation 4. Considering the PlayStation 4 and Xbox One are a like, the PS4 has mildly better perks and specifications. To play online with people around the world, one will need an online membership. PlayStation Plus users receive two free games every month for the PS4, PS3, and the PS vita. Also, the price for PlayStation Plus is $10 cheaper than Xbox Live; $49.99- PlayStation 12 moth membership (Target); $59.99- Xbox Live 12 month membership (Best Buy).
It is a way to describe how children use play to make sense of the world around them and can be an important tool for the development of language to communicate, the mind to imagine, to plan strategies and to solve problems. Lillard (1993) proposes that children often show more advanced intellectual skills during pretend play than they do when performing other activities, suggesting that play fosters and enhances cognitive development. Many see Froebel as one of the early pioneers of learning through play applying his drawings on the philosophy of his day. ‘He proposed that play is the way that children integrate and bring together what they know, understand and feel into a whole’ (Bruce, 2004, p.132). Froebel believed that play makes it possible for children to ‘think flexibly, to adapt what they know and to, try out different possibilities and to reach abstract levels of functioning in a way that is appropriate.’ (Bruce, 2004, p.132).
According to an article published from FoxNews (Nov. 2011): ‘“One mother said her 13-year-old son was so addicted to computer games he attended school only intermittently over the past two years and violently resisted attempts to remove him from the screen. "He starts punching holes through the walls, throwing things around and threatening you ... all this has to do with the most addictive game 'World Of Warcraft,'" she said.’ This article is against addiction, so it must be mentioned that games may be addicting in nature and moderation is key for all of us, especially to balance how games may address our needs as college students. As seen in the video clip by Dave Chappelle, games such as Grand Theft Auto address our physiological needs such as sex, where one may be in a physical relationship for in-game benefits ranging on the game. Game developers allow us to physically own (buy
During this time and age, most people like reality. You barely ever see developers making games, or TV shows, that are not life-like. The main reason behind this is technology. Technology has developed greatly within the past ten years and has been a major influence on the creation of these “life-like” games. With technology on the rise, it allows creators to integrate more and more into their games.
As the gaming industry is continually evolving and expanding, there is a question that is equally evolving and expanding. Parents are constantly asking if video games cause violence in children. As readers continue on there will be examples that support this theory, examples that dispute this theory, and at the end of it all a personal opinion. According to Anita Hamilton the author of Video Vigilantes “about 10% of all video games on the market, Grand Theft Auto is rated M for mature by the Entertainment Software Rating Board, a self-regulated group created by the gaming industry, and is recommended only for players ages 17 or older. Yet there is no law preventing retailers from selling M rated games--including other hot titles like Halo 2, Half-Life 2 and Doom 3--to kids”(Hamilton 61).
Oscar Gamino AP English and Comp. Period 2 Affluenza Many American children have expensive video games, top-of-the-line electronics, and high priced sneakers, and requests for the newest and the best are ongoing. Everyday children are influenced to buy more, spend more, and have more. As parents work hard to earn a good living, they find it rewarding to provide their children with many indulgences. Although Americans are twice as rich as they were 30 years ago, depression, anxiety, and substance abuse among children and adolescents have increased l00 to 200%.
High school itself is surrounded with the pressure of getting good grades for a future education and also the pressures of drugs, alcohol, boys, sports and adult influence. “The National Scholastic Journal took a poll of a group of one hundred students at random, “In today’s generation high school students believe the pressure they face has switched from peer pressure to pressure based of off social media” (Baur, 2013). Teenagers are hardly given a break & the media seems to add on to the pressures. A teenager’s biggest fear is to be considered an outcast. The media states in order for you to fit in you have to be thin.
Online computer exploration opens the world up for children, broadening their horizons and exposing them to different cultures and ways of life, but they can be exposed to dangers as they explore the Information Highway. “Today, more than 25 million children in the United States, or 40% of children two to seventeen years old, are using the Internet” (McAfee 1). A study conducted by the University of New Hampshire’s Crimes Against Children Research Center found that almost “20 percent of children who regularly use the Internet reported receiving unwanted sexual solicitations on-line.” When you think about the fact that nearly half of American children now have online access and that teenagers spend an average of eight hours online each week, 20 percent is a disturbing
It would be interesting to see the correlation between media and high school student’s attitudes about safe sex practices. I do believe there is a strong correlation between high school students who watch more than 14 hours per week of MTV and that adversely affecting their attitudes towards safe-sex practices, versus high school students who watch less than 4 hours of MTV per week or none at all. My first operational definition is MTV: it is an American network television channel that stands for Music television and includes various reality television shows like Teen Mom, and Jersey Shore. The second operational definition in my problem statement is attitudes: which are varying levels of importance placed on, feelings towards, and/or position in regards to any given thing. In this case it is attitudes towards safe-sex practices.
Shigeru Miyamoto, the video game mastermind had created Donkey Kong, which was a major success in 1981 that gave Nintendo international recognition in the video gaming industry and lasted until now through its continual innovation. Nintendo’s current strategy is to offer affordable products which can be enjoyed by any age, gender or gaming experience. With the release of the Wii under this strategy, it has realized significant increases in revenue, operating income and net profit growth of 90%, 150% and 77%, respectively in 2006 over prior year. Internal analysis The main competitive element differentiating Nintendo from its competitors are: • Affordable price point with updated technology • In-house software development Strengths: • Talented engineering/management individual - video game mastermind and leader, Shigeru Miyamoto. • In-house software development capabilities mean they have the ability and flexibility to be creative, respond quickly to customer demands and trends.