Essays about: "Adult Games"
Showing result 1 - 5 of 21 essays containing the words Adult Games.
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1. Japanese Juxtaposition : A comparative study of Japanese and Western adult games
University essay from Uppsala universitet/Institutionen för speldesignAbstract : Japanese games have received extensive attention in academic and non-academic research. However, there has been a noticeable lack of study on Japanese adult games, despite their significant presence within the industry. READ MORE
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2. Government and Power in Young Adult Dystopias
University essay from Lunds universitet/EngelskaAbstract : Dystopian fiction first appeared as a literary genre in the 1870s and has since been known to conduct social criticism of the real world in a futuristic, fictive form. As it has evolved during the 20th century it has grown into a widely researched topic. READ MORE
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3. Teaching Ethics Through Young Adult Literature : - An Analysis of Suzan Collins’ The Hunger Games
University essay from Örebro universitet/Institutionen för humaniora, utbildnings- och samhällsvetenskapAbstract : This essay explores the use of young adult literature, primarily the young adult novel The Hunger Games by Suzanne Collins (2008), and how it creates an educational potential for learning and discussing ethics and ethical dilemmas for upper secondary school students. First, the curriculum for upper secondary school in Sweden is examined and confirms literature as important content of communication in the English subject and what the role of literature can be. READ MORE
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4. Consumer Cosmopolitanism through Japanese products: The case of the Yakuza-series
University essay from Lunds universitet/Centrum för öst- och sydöstasienstudierAbstract : Mukokuseki or borderless marketing has long been a topic within the marketing of Japanese cultural products. On the opposite end, there is the concept of ultra-cultural products and the Yakuza-series by Sega is one of the examples that takes advantage of both. READ MORE
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5. Differentiating Video Game Addiction from Other High-Level Engagements Among Adult Players
University essay from Högskolan Dalarna/Institutionen för information och teknikAbstract : This study focused on the behaviours of adult video game players in the context of positive and negative effects of video games, to accurately differentiate video game addicts from highly engaged and non-addicted players. To accomplish this, we adopted the Problematic Video Game Playing Test (PVGT) to measure the components of addiction and Flow Short Scale (FSS) to measure high-level engagement. READ MORE