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澳洲教育学论文代写-电子游戏

澳洲教育学论文代写-电子游戏。电子游戏被认为是一种对社会无害的娱乐活动。人们对电子游戏总体上持积极看法。人们使用多种渠道访问游戏技术。它并不局限于任何一种数字工具。关于电子游戏和大脑发育有一个普遍的混合概念。然而,由于电子游戏的趣味性,玩电子游戏的人数有所增加。大多数被调查者同意玩游戏应该与其他活动平衡。

Gaming technology has improved rapidly and is played universally. People always have sought out recreational activities that were simply fun. Gaming technology was developed based on this ideology. In 1962, the first commercial video game was introduced in the markets. In 1980, visual video imagery was embedded to the gaming technology. Subsequent to this, there was development of gaming consoles. Gaming has been utilized in different mediums. They are seen in many digital tools like computer, separate gaming console, mobile devices and in other digital mediums. They are found in almost all of the digital tools. Technology that has been utilized for these gaming notions has also become very sophisticated.

New Media is defined as an interactive media that is predominantly developed from Internet tools. It has given rise to a new scale in autonomy and has also facilitated individuals to develop their innate creative skills. Nevertheless, the ubiquitous nature of this rise of new media has also made a lot of noise. It becomes difficult to find out real talent from these mass consumer data. Nuances of this have been explored in detail in the analysis below. Case study analysis of the documentary PressPausePlay has been used to further divulge about these developments.

From this analysis, various insights have been gained. New media has allowed autonomy and transcended media to the applied art form. It has numerous benefits. Anyone with basic utilities can create media in the contemporary times. It can be agreed that the development of media can lead to complacency and result in mediocrity. To conclude, this development is expected to grow further and has numerous benefits associated with the growth. Nevertheless, the risk of media pollution is high in this scenario.

Conventionally, it was thought that adolescent individuals and children played video games. Nevertheless, this has changed in recent times. According to Digital Australia 2014, it was found that people from almost all demography showed positive views regarding gaming. It was found that 93% of the household has some sort of gaming device. Typically, Australian played 1.5 hours of games per day. It was not limited to any one digital medium. It was spread across the different mediums like social media, computer games even gaming consoles. There has been a shift in ideologies regarding gaming. 91% of the gamers consider gaming to help build mental acumen and agility. One of the main reasons for the growing popularity of gaming is that people consider it to be recreational harmless fun. The development of digital tools has enabled people to easier access. Playing games does not cost much. There are different portals and mediums that engage people in free games as well. Combination of these factors has enabled people from all demographics to show inclination towards gaming.
Qualitative survey for about 10 people was taken inside the university campus. People from all races, gender, origin, and economic background were considered. It was found that the personal survey results were found to emulate the survey results as well. Gaming was found to be a very important media consumption tool that has been used in different digital tools. Nevertheless, the people in the survey also opined that these games are addictive and there should be a balance in spending time in these games.

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