Electronic game

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    1.0 INTRODUCTION An electronic game is a game that employs electronics to create an interactive system with which a player can play. The most common form of electronic game today is the video game, and for this reason the terms are often mistakenly used synonymously. Other common forms of electronic game include such non-exclusively-visual products as handheld electronic games, standalone systems (e.g. pinball, slot machines, or electro-mechanical arcade games), and specifically non-visual products

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    ¡§frequent¡¨ player of video games or at least owns the necessary equipment. This target group spends five or more hours a week playing video games. The United States is the largest video game market in the world with about 50% of the US population (145 Million people) spending 6.5 hours a week on computers and video games. The majority of video game players are preteens, teenagers, and young adults (between the age of 20 and 40). A full 70% of college students play video games at least

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    Electronic Arts and the Global Video Game Industry Demographic trends      Gaming has become an important part of growing up for people who were born in the last 25 years. Approximately 3.9 - 4.7% of total world population (250 to 300 million people) is ¡§very active¡¨ or a ¡§frequent¡¨ player of video games or at least owns the necessary equipment. This target group spends five or more hours a week playing video games. The United States is the largest video game market in the world with

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    in the subject of how electronics can make you smarter. The article explained how particular electronics can make you smarter which was very interesting to me considering that I use many electronics on a daily basis. For my research question, I zoomed out to other perspectives to ask in general, if electronics positively or negatively impact the average person. I can directly link this article to my paper because I include research about how video games and other electronics can make people smarter

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    A New Electronic Board Game

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    Paul Smith, Roberta and Theo are 3 friends whom want to start a new business based upon their idea of a new electronic board game, which will be manufactured by the group themselves. Within this case, I have found many legal issues that must be tackled or understood for the business to run legally and smoothly. The first issue found in the case is based around the logo that has been created by Paul for their business. First, we have to ask if Paul has checked his logo; which can also be known as

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    Electronic games are taking over the world. Computers, which were once used mainly for work related tasks, come standard with Solitaire and other electronic versions of board or card games. Social media is teeming with casual gamers, playing simple puzzles such as (x) and (y). If access to a computer is unavailable, it’s possible to fill moments of spare time on a downloadable app for a smartphone. Some prefer to purchase the newest console with its array of exciting, albeit expensive, titles. Why

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    practice every day just like any physical sport, if the gamers want to be the best. In five years the game League of Legends (LOL) has seen 32 million people play daily. The sporting events have prize pools totaling millions of dollars. ESport events can have tens of millions of people viewing them. Governments all around the world are treating these sports the same way they do physical sports. Electronic games can be professional sports. For a team in any sport to become the best they must dedicate themselves

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    Frank Henenlotter doesn't have the largest body of work, but what he does have stands out, Frankenhooker being his fourth film. Frankenhooker is a black-comedy horror film with some strong exploitative elements, that's garnered a decent cult following and holds a respectable 62% freshness on rotten tomatoes. Well respectable given the fact it's named Frankenhooker and you should know the kind of film you're getting into basted on the name alone. The film opens at a birthday celebration for Elizabeth

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    most of the miners live in villages. The arena established beside the Mayflower Mall target population from both cities, Sydney and Glace Bay. The recommended arena club will have several functions, like bowling alley, electronic video games, snake bar, ice-cream corner, games tickets, Gifts shop, and all these services and products will be provided on affordable rates and entry fees. Also, the arena club will be setting up an ATM machine so that visitors can be facilitated. 1.3 Project

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    thought about what affects technology actually has on a growing child’s mind? In Hanna Rosin’s, “The Touch-Screen Generation,” she suggests that touch screens are not inherently bad for kids. Many people think that if children spend too much time on electronic devices such as, iPad, cell phones and tablets, it will take tolls on the child’s physical and mental growth and development. There are also many that believe that technology is very beneficial to the growth and development of children. There are

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