Video Games Consoles

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VIDEO GAMES CONSOLES

The Evolution and Cultural Aspect of Video Games Consoles

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ACKNOWLEDGEMENT

For this piece of work, I acknowledge and want to thank my teaching staff, family and friends for the support and assistance they provided me throughout the completion phase. Their belief and guidance made me able to complete this study by countering various hurdles.

Signature: ______________________

Date: _______________________

DECLARATION

I declare that all the information and data, presented in this research, is my personal research effort and no external assistance has been taken for it. I further declare that this work is not submitted to any academic institution and at any educational or professional level. All the information in this research presents my personal views and observations and they are not associated with the academic institution.

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TABLE OF CONTENTS

ACKNOWLEDGEMENT2

DECLARATION3

CHPATER 01: INTRODUCTION5

Background5

Aims and Objectives7

Research Questions7

Significance of the Research8

Methodology8

Time Scale9

Gantt chart for Time Distribution10

Structure of the Remaining Chapters10

CHAPTER 02: LITERATURE REVIEW12

History of Video Games Consoles12

Theoretical Background for Video Game Play14

Evolution of Video Games Consoles16

Cultural Aspect of Video Games Consoles18

Environmental and Business Aspect of Video Games Consoles19

Extant Video Game Console Research21

REFERENCES25

CHPATER 01: INTRODUCTION

This chapter aims at presenting a brief overview about the topic of the research and also highlights the basic purpose and aim of the current research. The chapter starts with the background of the topic of study that familiarizes the reader about the basis upon which the research is based. The chapter moves further by describing the significance of the study in which the principal investigator illustrates that why the research developed interest to the principal investigator and why there was a need for such study. Finally, the chapter concludes by providing the structure of the remaining thesis, with a brief outline of the thesis flow and the headings included in those chapters.

Background

Video games are a logical replacement for television, in that home console games involve use of the television screen while requiring interaction that is absent in traditional television watching (Jindra, 2007). Different types of video games are capable of provoking light and moderate physical activity. Even the most sedentary games can increase energy expenditure and other physiological variables significantly over rest levels; thus, even quite inactive games may be useful to break up periods of sedentary time (Hjorth, 2009). The potential of video games for reducing harms related to sedentary behaviours has not yet been adequately studied. The few published trials of active gaming show mixed but promising results. A major concern from these pilot studies is the lack of adherence.

There has been an assumption among researchers that video games are motivating enough to encourage regular exercise, but this assumption does not appear to hold true in studies thus far. Active games that have been used in intervention trials have not been sufficiently motivating to be played regularly after a few months. It is not clear whether these games differ from other, more widely played games in terms of adherence (Hjorth, 2009). There appears to be something about some video games that is sufficiently motivating to finance a multi-billion dollar industry, ...
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