Entertainment & Sport - Part 2
When you think about organization like ESRB, you can’t but wonder why people find the greatest pleasure in their life in causing harm to other people’s business and doing everything to find ways of depriving other people of pleasure.
It may sound pretentious, but computer games seem to gradually start behaving as if they were growing into something more, than simple entertainment. However, it is not the first time it happens – for example, theatre has grown out of folk festivals that had no goal other than entertaining their participants and onlookers, and cinema has evolved from primitive silent comedies into the whole great industry, differentiating from the popular films that are often not much more sophisticated than the first silent films to complex, multilayered art house works, making the viewer think and expecting him to do so.
Human population of our planet has been facing natural hazards for as long as it existed. Numerous events have caused loss of millions of lives and significant destructions. On the one hand, natural hazard is a great threat to the human communities all over the world. On the other side, however, these events make us learn from our mistakes and help scientists better understand the nature, protect society and get benefits of this knowledge.
Music never stagnates and every once in a while we can evidence the birth of completely or relatively new music style, driven by tastes, talents and technical advancements of the generations. Every generation has its own music style that represents them and determines major fashion trends in music as well as other aspects of life.
Snowboarding is a relatively new winter sport, at least in comparison to skiing that has evolved from the activity done by northern peoples for thousands of years. It, however, grows even more popular and is very likely to become more wide-spread than its natural predecessor, skiing. Nevertheless, it is somewhat less accessible, for in order to truly see and feel what it is to be snowboarding, one has to go to the mountains, while skiing can be done on the flat surface as well.
The purpose of this paper is to analyze the effect of the growing video games popularity on the teenagers. A lot of discussions are going on around these questions and there is a great variety of opinions on positive and negative effects of computer video games on the behaviour, education and life style of teenage population of the United States of America. In this study we would like, however, to look at the practical implication of the video games and their effect on the development of teenagers’ creativity and innovation. The reason for the selection of the sample population is the availability and scale of video games usage (teenagers are the main games’ “consumers”).
Games are inevitable in the life of modern people. In the past there were only two kinds of games available to people: outdoor or indoor. But today the interest of youngsters is tied to various video games. Children go mad about those and, unfortunately, some parents don’t pay enough attention to this problem. They are happy to enjoy their free time without any worries considering where their kid is, or what active outdoor game to invent for him.
Over the past few years there has been a multitude of complaints about the violent content of video games and it has been suggested that they can make players more aggressive in real life. The fact that video games are getting more and more elaborate and violent can’t be denied – game designers strive to make images more realistic and show the injuries the characters get or their suffering in agony. However, blaming games for aggression outside the virtual world appears to be ungrounded and exaggerated.