choose a character in a movie ( First Wives Club) and write about the cinematic means used by the director to convey the characters change.
and write about the cinematic means used by the director to convey the characters change.through two key scences- these scene will note the sound elements which at pivotal moments at the beginning and end of the narrative convey that hte character has transform.in some wayit should include the inciting incident, various turning points and the films final moment when choosing the scenes to anaylze.
identify and discuss the cinematic language at work and the characters portrayed and provide your reading anaylsis of how cinematic language is used to convey the character’s story or arc in the film.
Stepping into the 21st century, things have changed. There are games like Grand Theft Auto, Minecraft, and the Madden series. There is also League of Legends, the Call of Duty (CoD) series. There is even The Sims series, and World of Warcraft. These titles have generated billions of dollars in combined revenue. Many of these games are part of a series that have been successful for years. If they were not successful, then they would no longer exist. When we look at the most popular genres of games, it is clear why. The most popular genres are shooters, action, role-playing, strategy, and casual games. Computer games lean more towards strategy, role-playing, and casual markets. [9 pp. 10] While these genres are the most popular, there are still sub genres that exist. Companies that get lucky may even monopolize them. Steam is a platform for PC, Mac, and Linux users. Millions of gamers use it daily. One such example on steam is farming simulator games. There are dozens of simulators on the Steam gaming platform. If you look at the store, the same developer has created every farming simulator on Steam.  If a company monopolizes on a specific genre, they own the market for that genre. Very few companies have attempted to surpass companies who control these monopolies. So what is it that makes so many people play these games? With the amount of content available to gamers, popularity plays a major role. The games that attract the most attention have the most players. Great examples of this are mobile games such as Clash of Clans and Candy Crush. Both titles have had extensive advertising campaigns. Following their advertising, they have generated millions in revenue every day.  If a company can then sustain that player base and make a name for themselves, they have greater potential. This is true for companies that manage Massively Multiplayer Online Role Playing Games (MMORPGS). A survey found players more loyal to a company that supports privacy and improves their enjoyment. In turn, they are more likely to stay loyal to said company.  But when we look at these games at an individual level, what makes them so popular? Is it because of specific mechanics that attract more players? Alternatively, it may be because there is no other game that attempts to do what their game does. The Call of Duty series has been around for 14 years now, and there have been hundreds of other shooters since then. So why has the CoD series stayed so popular? A lot of it is brand recognition, but people are still addicted to the formula. People know they will get their money’s worth out of playing the multiplayer side of the game. Players are not worried about spending $60 or more every year on something they except to enjoy. While it is repetitive, they found a formula that works. 2.1 Addiction in Video Games It should come as no surprise that video games have turned into an addiction for millions of players. “It is a cliché to state that computing, the Internet and gaming are now ubiquitous elements of daily life for most if not all people, particularly the young. The power and reach of the WWW most probably far exceeds any technology in humanity’s short but eventful history… In many ways, Internet Overuse/ Addiction is the ultimate post-modern affliction for the 21st Century.”  In 2007, a Harris Poll found 8.5% of minors aged 8 to 18 addicted to gaming.  The poll asked gamers questions based on merits for gambling addicts. Unfortunately, very few studies are assessing addiction of players in the United States. A tremendous amount lot has changed in the 10 years since. As the population increases, so has the number of addicts. Another serious look at gaming addiction is addiction treatment centers in China. They have created boot camps designed as a last-resort for addicts. In one camp in the Shandong Province, they use electroshock therapy on adolescents. More than 6,000 addicts now live at this addiction treatment center.  The purpose of the camps is to get adolescents away from the internet and gaming. The techniques they are using are questionable and causing China to step in. The Chinese government is now trying to regulate these camps. Their methods of reform are questionable and may even have negative effects. One of the patients killed their mother due to the abuse they received at the camp as an act of reprisal. They are also trying to pass legislation that imposes a curfew on the hours gamers could stay up playing. The law would prohibit them from playing anywhere from midnight to 8am.  While addiction in China is no doubt a major issue, perhaps their solution needs improvement. When looking at the elements of what makes gambling an addiction, themes start to overlap with gaming. Gambling is the act of taking weighted risks. In return, you win or lose. That could mean money, prizes, or other valuables. Often times the odds are usually stacked against you. If you then look at gaming, you start to see overlap. Challenging games rely on overwhelming the player with difficult enemies or greater numbers to defeat them. MMORPGS often need dozens of players to complete difficult tasks that would otherwise be impossible alone. They also usually contain auction houses, where players can buy, sell, and bid on items. If you compare this to stock market, they are extremely similar. All of these elements have some connection with gambling. It is true that gambling is more addicting as it involves greater risk and reward. Gaming does not usually involve wagering real money. It is in a virtual fantasy world where less is at stake; yet the same functions still exist in both addictions. Of course, many other factors may get players addicted. Sometime it is simply the joy of winning or collecting better items. Others enjoy grinding (the act of leveling a character), or just interacting with other people online. What games gaming addiction unique is how it affects every player differently. 2.2 Comparing Heavy Internet Usage with Self-Reported Addiction Researchers are still trying to assess addiction in video game players the same way they are trying to understanding internet addiction as they are very closely related. By attempting to understand the best ways of identifying said addiction, they will be better able to handle the problem in the future. The primary focus of this study was to compare the differences found between heavy use over time (UOT) and self-reported addiction scales (AS). Each group received questions based on their internet and gaming habits to see accurately each question reflected their life. A previous study suggested that UOT was better than AS to check for addiction disorders in gamers. Their findings suggested a moderate overlap in the results found between UOT and AS, addiction scales had more correlation to comorbidity factors than UOT.  This means that self-reported addiction scales had a higher chance of showing two or more disorders or mental illness in resulting addiction than heavy use over time, and only had a moderate overlap in resulting data. These findings help to suggest that addiction is not simply the act of playing games for a longer amount of time. If that were the case, there would have been greater overlap and UOT would have accounted for a greater chance of comorbid disorders the way that AS did. Both assessments proved useful in identifying addictive behaviors in adolescents. 2.3 Gaming Addiction Identification Test (GAIT) With there still being so few studies and tests trying to detect gaming addiction, a Swedish group has attempted to create such a test that specifically targets elements of addiction in gamers. Internet Gaming Disorder (IGD) covers nine specific criteria that GAIT assesses. While it still requires more testing and revaluation, the results are positive. The test includes 15 different questions with five levels of agreement for each question, asking the participant how they would assess their gaming habits over the past 12 months.  Parents were also given the same test (GAIT-P) and asked to answer questions based on their knowledge of their child’s habits. Each question is targeting a specific element of addiction such as, “I often feel that I ‘have’ to play” and, “It often happens that I play more than I had planned.” These questions are purposely targeting aspects of addiction in people by trying to understand why someone is playing a game. If their answers seem to relate to entertainment purposes only, it is not definitive that addiction is the primary reason. Conversely, elements that would suggest addiction in an individual would be the feeling of necessity or urgency to play constantly. GAIT’s results were suitable in addressing addiction among adolescents. Spearman’s rho is the level of correlation between data. The rho for gaming per week and GAIT scores were .485 for boys and .478 for girls showing a moderate correlation effect. Compared to the Gaming Addiction Score (GAS) test, there was a .834 rho, and GAIT compared to GAIT-P had a resulting .704 rho, indicating very strong and strong correlation values. >GET ANSWER