(blogs, wikis, pop websites are permitted, but for these 3 scholarly sources). — format required: quotes and paraphrasing APA: (Smith, 2000, p. 235). MLA (Smith

(blogs, wikis, pop websites are permitted, but for these 3 scholarly sources). — format required: quotes and paraphrasing APA: (Smith, 2000, p. 235).  MLA (Smith 235). Quotes are best. Avoid footnotes in any form, or the Chicago style of citation. —State your at the end of Paragraph 1 — what will you claim?
–Include a copy of small image as an Appendix after your Works Cited, if you analyze an ad or other visual item
 you want me to see (if I haven’t likely seen it). As Smith suggests, “Ads are a system…” that can “educate us…” (Smith, 2005, p. 5) Historically, ads were outdoors…” OR you can use a question “How did we move from a society to a society?…” “But Farnsworth was not only the creator of TV, he also…” when you cannot summarize the gist, and almost never in short papers. Organize the essay with paragraphs devoted to traditional advertising for the film, compared with “promotion” from elsewhere in the MCU (or other Disney branches, like ABC Television) if it exists, and the promotional appearances of Larson. What is she discussing? What is the tone? Does she introduce a clip? 6. Select 2 Video Games or Virtual Reality experiences to examine.  As Campbell notes, Gaming Technology of the future promises an immersive and portable experience that will touch all aspects of our lives. The Wii allowed greater interactivity from gamers a decade ago, and attracted non-gamers with its interactive motion-controlled games. For Nintendo’s Wii U system, the controller serves as a virtual shield for players to block arrows shot by pirates. The Xbox Kinect has been a hit since its introduction in 2010, and with Avatar Kinect the player can control the avatar’s motions as the Kinect senses even the smallest physical gestures. In 2012, Sony released the SOEmote facial-tracking software with and the Oculus Rift VR headset continues to promise an immersive and comfortable Virtual Reality experience. But it has yet to take off.  Gaming will be a major application for VR headsets, but they can do much more. Many predict a time when doctors will be able to use them, during exams and surgery, and VR can offer us new experiences (one example is a Toronto VR display that let people feel as if they were in a pregnant woman’s body). Perhaps VR can build empathy.  Choose your 2 games or VR examples, or one of each, and consider their present capabilities and future possibilities. Campbell notes that gaming is already used for training pilots, training workers, educating people on social causes, and for military simulations. Games can teach us about empathy, about the dangers of distracted or drunk driving, and about behaving badly (many games and even illustrate the negative sides of using violence since the player faces the consequences. Even eating too much in these games produces a slower, heavier avatar). Of course, games are heavily criticized for their violence and lack of consequences. Will VR follow the violent games, or go in different directions?   Questions to consider include: A Compare and Contrast structure is a good way of approaching the 2 games or VR experiences you analyze. Refer to Chapter 3 to consider the massive progress being made in these industries. And don’t be afraid to make some predictions of your own about the future of media. Purchase the answer to view it

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