The Video Gaming Industry

1196 Words5 Pages
The world we live in has changed dramatically over the last thirty years with the invention of the internet, smart phones, and video gaming systems. The world we live in now was unimaginable and the technology advances we have made are remarkable. Video game consoles and how we as a society play them has changed dramatically since the beginning of gaming in the 1970’s. Over the last decade there have been many arguments concerning video games such as too much violence, obesity, addiction, social wellbeing, and many other health related issues. Video games also have some advantages to include hand eye coordination, a strategic mind set, educational and teach life lessons to the players. However, video games do cause more harm than good because the negative outcomes out weight the positive aspects of playing video games. The video gaming industry is a huge successful business and very popular around the world. Parks stated that “In 2006 worldwide spending on video games was more than 31 billion. In the United States more than 7.4 billion was spent on video games almost triple the sales of 1996.” Many different gaming consoles have been created as technology has advanced. Today's games can be very realistic and appeal to a variety of people. Video games allure to almost anyone and are available to play for most people around the world. People who regularly engage in video games are called gamers. Children as young as two years old can play some sorts of games such as Leapfrog gaming systems. These kinds of systems encourage hand eye coordination, memory and other activities aimed to increase brain activity. School age children to adults have many different games they can play such as educational games, strategy g... ... middle of paper ... ...ler and go outside and get some vitamin D from the sun. Work Cited Bissell, Tom. Extra Lives: Why Video Games Matter. New York, NY: Pantheon Books, 2010. Print. D'Silva, Roy. "Negative Effects of Video Games." Buzzle., n.d. Web. 3 May 2014. . Longman, Huon O'Connor, Erin Obst, Patricia. "The Effect of Social Support Derived From World of Warcraft On Negative Psychological Symptoms." Cyberpsychology and Behanvior 12.5 (2009): 563-566. Psychology and Behavioral Sciences Collection. Parks, Peggy J.. Video games. San Diego, CA: Reference Point Press, 2008. Print. University of Rochester. "Rage-quitting: Feelings of failure, not violent content, foster aggression in video gamers." ScienceDaily. ScienceDaily, 7 April 2014. .
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