Nielsen, H. S. “The Compter Game as a Somatic Experience.” Eludamos. Journal for Computer Game Culture. 2010; 4 (1), p. 25-40. Web 7 June, 2011. Schmidt, Aaron.
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.
You can teach your four year old child how to play solitaire before you even have to teach them to shuffle a deck of cards. The simplicity of being able to play a game on a computer and the advancements in technology creates a huge market for video games, and with this, much more in depth and advanced games are created. Such as games where you can charge onto Omaha Beach as a soldier in World War II, or you can live the life of a gangster and break every rule in the book, or you can build and then govern your own modern day city. These are just a few examples of what video game creators are offering people these days. Each of these games not only offers more in terms of how interactive they are, but they are also visually breath taking.
Video games began in the late 1960s. It is highly interactive but also a distinct simulation of the real world and the world of thinking. In recent years, Video games have been gaining its popularity at an amazing rate and have developed into a common form of entertainment in people's lives. According to a survey, the researcher found that in 1992, approximately ninety-two percent of U.S. kids between 2 and 17 years of age play video games, and their parents bought 225 million of them last year to the tune of 6.4 billion dollars (Sider, 2002). Some people also believe that playing video games has become a cultural phenomenon.
Print. 4 Nov. 2013 Zubrzycki, Jackie. “Video Game Effects; ‘Video Game Playing, Attention Problems, and Impulsiveness: Evidence of Bidirectional Causality’.” Education Week 7 Mar. 2012: 5. Gale Power Search.
Video games have changed a lot since the introduction of Pong in 1972. Violent scenarios have become a mainstay in the new era of massively popular video games. Just take a look at the $800 million Grand Theft Auto 5 earned in just 24 hours of its release in 2013 (TIME). Video games have become a mainstay in the American household with nearly 52% of households claiming that they own at least one console from the current generation in 2012 (Juba). With the magnitude of popularity that violent video games are facing these days, it is no wonder that they have come under great scrutiny by many social scientists and parents alike.
HealthDay Consumer News Service 19 Aug. 2005: Consumer Health Complete - EBSCOhost. Web. 4 Dec. 2013. Renee, Montagne. "It's A Duel: How Do Violent Video Games Affect Kids?"
Time, 4 Aug. 2011. Web. 28 Oct. 2011. Jenkins, Henry. “The Video Game Revolution: “Eight Myths About Video Games Debunked” by Henry Jenkins | PBS.” PBS: Public Broadcasting Service.
Super Mario Brothers, Zelda, Halo, and World of Warcraft are familiar names to nearly all of us. They are all best selling games of major video game consoles. Over 19 billion dollars were spent on video games in the United States during 2009 alone (http://vgsales.wikia.com). Video game consoles are present in 65 percent of homes in the United States (http://www.geeksaresexy.net)! With the increasing amount of time that people are spending on video games, one is left to wonder, is possible to become addicted to video games?