This website uses cookies to ensure you have the best experience. Learn more

The Gaming World Essay

1967 words - 8 pages

A red sports car flies across the road and pulls into a convenience store. A young man gets out of the car bearing a crude, identity-concealing Halloween mask. He enters the store and immediately charges towards the cashier. He pulls out a serrated blade, “Give me all the money in the register, now!” he demands as the circumambient customers scurry fearfully out of the store. “Alright! Please don’t hurt me!” the cashier pleads as she nervously fills the man’s bag. She finishes loading his bag with a scarce amount of bills, amounting to 200 credits, now the official currency of The United States. The cashier crouches, still pleading for her life. An option appears on the screen “Tap A to leave no witnesses. Tap Y to spare the cashier”. James moves his thumb over the fingerprint keypad and fiercely taps A. The young character leaves the store, not before taking his reward for killing the cashier, the 25 credits in her purse. He hops into the sports car, an asset gained from murderous theft, and flashes down the road to safety.
“Yeah! That’s what I’m talking about!” James screams proudly. He had just completed another mission in his new game, ‘Grand Theft Auto VIII’, which hit shelves everywhere and flew into teenager’s hands on July 17th, 2035. It was the first K-Box game to net 10 billion credits. K-Box is a game system based on a keypad controller, which tracks your gamer identity and controller actions all with your fingerprint. Trevor applauded James, “Nice job. Now, move over so the master can do his job.” Trevor replied. James McKinley and Trevor Phillips have been best friends since last year, when James bought his K-Box. Trevor dives for the controller and begins a mission entitled “Half Measures”. A popup window appears on the screen, the obnoxiously large window covers the entire screen this message: “The following mission requires the expansion pack “Half Measures, Face Offs and Desert Shootouts”, Trevor and James exchange looks of disappointed aggravation. “Are you kidding me, we paid a hundred credits for this game and they want us to pay another fifty to play all of it?” Trevor roars as he slams his fists into the glass table, nearly cracking it. James reassures Trevor that he’ll have the money in a few weeks. “I can’t wait two weeks! I need it now! Why am I even here if you don’t have the whole game? Don’t waste my time!” Trevor screams as he flips over the table, cracking it. “Calm down, maniac! We’re supposed to be friends and all you seem to care about is my money!” James shouts at the still rubicund Trevor. “We’ll steal it!” Trevor says excitedly. “What are you talking about?” James says curiously. “Come on Jack and…” Trevor pauses for a moment, “Todd… they stole theirs from 7-Eleven.” Trevor quietly replies. “I don’t care, I’m not a thief. It goes to show you what those degenerates do.” James commands coldly. “I guess I’ll be leaving then,” Trevor says as he walks out of the room. “Wait… I’ll do it.” James hesitates. Trevor...

Find Another Essay On The Gaming World

Gender Gaming Essay

1550 words - 6 pages electronics and social networks as catalysts, video games and gaming have become a norm in today’s generation. A vast amount of males and a minute amount of females play video games throughout the world constantly. Looking at gender in a binary fashion, there are stark differences between the male and female audiences for video games. Similarly to the audience of a game, there are vast differences in the ideals that the video game industry puts

Feminism Gaming Essay

826 words - 4 pages What would it require to keep the traditional look of a woman’s role away from games? The female side in gaming cannot be left within a domestic sphere. Video games must be able to open up to the “male” aspect. Valkyrie Profile: Silmeria, and Final Fantasy X-2 allow the main heroine to go beyond stereotypes such as fighting. Still, there are elements used in games as Final Fantasy X-2 where stereotypes are brought into play to misrepresent the

Checklist Gaming

2025 words - 9 pages . However, provided that the children are winning in the games, they tend to develop a relationship with their computers. Such associations become difficult to break; the children end up deciding to play video games rather than interacting with other people whom they feel are not as friendly to them as the gaming applications (Buckley & Anderson, 2006). Children need to interact with others to enhance their self-efficacy and esteem. It is only through

The history of gaming

1338 words - 6 pages completely virtual. Besides from peripherals, they operate in a world of their own. Starting in a computer lab at MIT, bored students created a new type of game. In 1962, they developed Spacewar! which is the earliest known digital video game. Since there was no such thing as a video game, they had started a new revolution of modern gaming as we know it today. Then, in 1966, a man by the name of Ralph Baer designed circuitry to display and control

The Gaming Stereotype

1029 words - 4 pages connection worldwide; a person only needs to pick up a cell phone, turn on the computer, or turn on the TV to communicate with many others around the world. Our world exists and operates as it currently does due to this vital and powerfully established connection. Furthermore, at its current state, gaming requires this all-encompassing connection. Gamers constantly stay connected to the internet and to the many other gamers in the world. They

The Great Gaming Debate

1163 words - 5 pages bandwidth of around 68.26GB per second” (Cunningham). With the colossal advantage in RAM the PlayStation 4 is able to run heavier programs and games more effectively than the X-Box One. This enriches the gaming experience for the masses and allows developers to include small details to perfect a real world simulation. Furthermore, the controllers for both the consoles are fairly different than their predecessors, but according to avid Gamer, Review Tech

The Superlative Gaming Mouse

1537 words - 7 pages -known fact; the better the computer mouse can perform, the higher the rank a computer gamer can achieve. Besides, the computer mouse is more than just two buttons and a scroll; a computer mouse has the capability to execute and even look entirely different. On the other hand, even after many years the computer mouse remains to be a essential tool into a cybernetic world. The computer mouse has an enormous influence on how competently the

The Video Gaming Industry

1601 words - 6 pages The world we live in has changed dramatically over the last thirty years with the invention of the internet, smart phones, and video gaming systems. The world we live in now was unimaginable and the technology advances we have made are remarkable. Video game consoles and how we as a society play them has changed dramatically since the beginning of gaming in the 1970’s. Over the last decade there have been many arguments concerning video games

Competitive Online Gaming Community

629 words - 3 pages Competitive Online Gaming CommunityThe competitive online gaming community consists of players who play personal computer (PC) video games online to compete with each other. This community is formed by PC video games and the competition aspect of these games creates online friendships. LAN parties bring the community together which affect the identities of the competitive video gamers. This world-wide community is really huge and is divided into

Video Gaming Harmful

2225 words - 9 pages Video gaming systems have a negative influence on today’s youth because it separates individuals from reality. However, especially in the cases of teenagers and children it can be argued that this is a bad thing. By constantly cutting off from personal interactions and new experiences in favor of a technological device, a generation with sub-standard social abilities is being groomed. If the children of our world do not have to face reality by

Gaming: Video Games

3084 words - 12 pages may be annoying, but at least you will feel better! “The study found that when people undergoing chemotherapy or other serious treatments were immersed in a virtual gaming world, they reported significantly less stress and fear. In addition, those being treated for burn wounds found a decline in their pain ratings by rates of 30 to 50 percent.” (Guarini). Studies show that gaming reduces fear and stress, which makes it a great escape from your

Similar Essays

The World Of Competitive Gaming Essay

1054 words - 5 pages quarters, Billy stated, "There'll always be the argument that video games are meant to be played for fun. Believe me, some of it is a lot of fun. Video games are meant to be played from home, relaxing on a couch amongst friends. And they are, and that's fun. But competitive gaming, when you wanna attach your name to a world record, when you want your name written in history, you have to play the price." Videos games are no longer played solely for

The Gaming World – Harmful Or Helpful?

1249 words - 5 pages Many people believe that too much time spent watching television or playing computer or video games can be detrimental to children’s development. However, video games can also be beneficial. Gaming, in moderation, helps improve cognitive skills, such as attention, vision, and multitasking. The experience of game play can be described as an activity in which the player is virtually embodied in the game world. Anyone who has experienced

Affective Gaming Essay

996 words - 4 pages Shigeru Miyamoto, the father of the Mario and Zelda franchises, tells us that he designs his games around a series of specific emotional experiences. Console manufacturer Sony have christened the PlayStation 2's CPU the ‘emotion engine'. Clearly the gaming community understands the importance of emotion in games, so why do most games offer the player such a shallow emotional play experience? The reason is partly due to the relative immaturity

Robocop Gaming Essay

961 words - 4 pages caters to the hardcore gaming market, we opted for the highest-end card we could get at our budget. The Nvidia GeForce GTX 770 2GB Video Card is one of the highest-end gaming GPUs in the world. It can handle the strain of next-gen games with its 7.0 GB/s memory speed and blazing-fast 1046MHz cycle rate and 1,536 CUDA cores. The cost is also substantially lower than other high-end graphics card at $320. This card can handle any game you throw at