
The epidemic is growing and there is no doubt about that. People are being drawn into playing video games all over the world. With the amount of video gamers increasing, the production of games have also increased dramatically over the past few years. Video games define creative literature and people play it to become part of the imaginary.
Video games are used all over the world whether it’s for educational purposes or for the sheer fact of enjoyment! I find that video games have pushed the century further and it has aided in the advancements of technology. Using video games for training police officers and bomb diffusers, can greatly increase the efficiency of training experience without putting lives at risk. Kids can also enjoy learning interesting facts and gain knowledge through educational gaming! Video games have been around for years and they are getting more complicated and affecting those who play them.
Until recently reading “Studying Computer Games” by David Buckingham, I did not know that most of the gamers were between the ages of twenty-nine and thirty-five! Twenty-nine accounts for those who play video games and thirty-five for those who play computer games. I always thought that the majority if the gamers would be around the ages of ten to maybe twenty-five at most. I see why the study of gaming is important for game developers. It’s crucial to know what the market is like when your trying to expand your product so you don’t get left behind with the rest of the competition.
Thanks for your post:D
ReplyDeleteGaming does offer significant benefits beyond entertainment. Certainly the cheapest training methodology (after development).
Check out Lumosity.com for an overview of games meant to improve brain performance (10 day trial for free). This has been shown to provide lasting cognitive gains for folks in the >80 yrs demographic.
Oh! i agree most definately!
ReplyDeleteI had no idea that that was the age range that we were looking at these days! it makes more sense now why they are constantly selling games that contain tons of blood and violence and what not! And that also explains why we see more "M" rated games.
Oh and Mayra article makes tons of sense when i thought about it. The studies, as suggested in the article, are no longer solely based on scientific learning.. games are studied these days for economic purposes and/or whatever will benefit the industry.
I don't get a cohesive idea here...and what happened to the theory article you were to have read?
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