«In a series of experiments, with more than 3,000 participants, the team demonstrated that
video game concepts do not «prime» players to behave in certain ways and that increasing the realism of violent video games does not necessarily increase aggression in game players.»
In a series of experiments, with more than 3,000 participants, the team demonstrated that
video game concepts do not «prime» players to behave in certain ways and that increasing the realism of violent video games does not necessarily increase aggression in game players.
Not exact matches
We're not sure what it has to
do with that, since it's not like virtual reality or
video games are new
concepts that the world has never seen before, but whatever.
You can make «
video game» work as a structure
concept, like the way Jumanji and Scott Pilgrim vs. the World use the structure of
video game play to frame their plots, but actual
video games do not work as movies.
I'm
doing my masters on the
concepts and gameplay of
video games, I stay in contact with some developers and like any good
gamer, I maintain a intellectual opinion and have considered and put forward many critiques of the
games I play.
It sounded like a cool
concept for a
game, with a character named Travis Touchdown wanting to become the best assassin in the world after he wins a light saber in a contest, but I was reluctant to play the
game after most everyone in the industry said that if I didn't buy the
game, then I must not really like supporting
video games.
We don't have many
games like this on Xbox, I love playing RPG
games and the
concept behind the
video game really speaks to me.
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It's a clever
concept you don't often see adapted for
video games, though the bargain bin price pretty much assures there won't be a whole lot of depth to the experience.
Not only
does to the
game disappoint on executing this cool
concept, but it also manages to make Raccoon City one of the most unimaginative locations in
video games this year.
Therefore,
do not submit any unsolicited creative works or ideas, including, but not limited to,
games, films, television shows,
videos, audio recordings, music, scores, images, drawings, artwork, sketches, written materials, novels, stories, scripts, storyboards, treatments, comics, plotlines, dialogue, characters, settings, scenes, textures, designs, code, inventions,
concepts, plans, marketing
concepts, or any other works, ideas, or intellectual property (collectively «Material») to Square Enix.
Psychonauts
does create a fun world and a few fun story
concepts, but if I'm honest, it's mostly good because it's a
video game.
Like Geist, the
concept seems like it should lend itself well to a
video game, but there's not a whole lot you can
do with it.
Ben McCool: The original «Warp & Warp»
game didn't really offer up too much of a
concept; being released way back in 1981, substantial storylines weren't yet a feature of
video games.
Horror - survival - shooting
game One Life recently joined the roster of
games looking to make it big on Steam Greenlight and its
concept will no doubt be one of the most polarizing ideas in
video game history: die once and you are
done.
This is a
concept that doesn't translate when you are watching a YouTube
video or playing a Steam
game.
Can you use the
concepts and language of
video games to understand and communicate with them, or are you sitting in your play therapy sessions, feeling as though they are speaking in a foreign language, thinking in unknown
concepts,
doing things you have no possibility of understanding?