Shaun Howes
SMP Update 5: Outline
A videogame is an electronic device which involves utilizing user interface to create optic feedback. They can be enacted on a multitude of platforms, such as computers, video gaming systems, and even cell phones. Having spread to all these electronics, playing video games has never been easier. The International gaming industry was valued at $45 billion in 2007 and $69 billion in 2012. Making it the fastest growing industry in the global media market.("Video Game Industry.) According to the Entertainment Software Association the United States has the largest video game market in the world. Over 59% of Americans actively play video games. This accounts to over 160 million people disseminating across many backgrounds, genders, ages, and socioeconomic classes.(Galarneau) Despite its immense popularity among all people, children account for the largest group in the market.
Video games are the most popular entertainment media among children in America According to the Entertainment Software Association (2007)(Mou). In the US, 29% of gamers are under 18, which is approximately 43.5 million kids (Galarneau.) That makes up 90% of all the children in the country. According to CNN children ages 8 to 16 on average,spend 13 hours a week gaming, and more if the user is a male. (Harding) As shown videogames have a significant influence on society. Although it has become a social norm and is embedded in the media industry most tend neglect the
The increasing popularity of video games has raised some concern in society. The question as to whether or not this concern is justified has been raised a multitude of times. However, it is reasonable to believe that video games’ impact on society is not a negative one as there are many beneficial aspects to gaming, there is no solid proof of issue with video games, and they are enjoyable.
If you are a parent during this time of information and technology, chances are you have a child who has played, is playing, or will be playing video games. The video game industry is a rapidly growing market that went from being worth $100 million in 1985 to $4 billion in 1990 (Gartner, 2013). Prior to the 1980’s, there were rudimentary computer games, commercially sold coin-operated games, and home consoles. Shortly after the North-American Video Game Crash of 1983 the industry took a big hit until the Nintendo Entertainment System induced a resurgence in popularity that has only continued to grow (Cesarone, 2014). In the years since, the gaming world has expanded and divided into numerous categories. There are casual, serious and educational games in mediums ranging from console games to online RPG’s also known as role playing games to the most recent and flourishing market of mobile games. In 2013, the worldwide value of the industry totaled $93 billion (Metrics 2.0, 2007).
The video game Pong was introduced in 1972 and can be considered the beginning of the video gaming industry. Unlike the game Pong, the controversies surrounding video games today are not quite as simple. Certain media outlets often portray video games to be bad for individual’s health and behaviour. There are still some people in the world that believe video games are contributing to the decline of today’s generation. However, video games and their industry are much more beneficial than they are perceived to be. Today the video gaming industry employs thousands of people worldwide. The video gaming industry has grown to support other industries. In the 21st century, the video game industry produces
It comes to know surprise that kids in our current generation have relied heavily on technology for their entertainment, which means that there must be over million shows, video games, television, videos, and so forth, for the public to choose from. With the video game market rising year after year, it is bound to fall under a certain system. Many studies have brought the attention to the idea of the
The average adolescent spends a major part of the normal week watching or interacting with some form of the media’s products. Video games are one of these media based mediums and have become increasingly popular since the 1980’s. According to a report in Archives of Pediatrics & Adolescent Medicine, "Female gamers spent an average of 44 minutes playing on the weekdays and one hour and four minutes playing on the weekends, and male gamers spent an average of 58 minutes playing on the weekdays and one hour and 37 minutes playing on the weekends" ("Video Game Play Among Adolescents"). What can we understand from this evidence? The fact is that adolescents, male or female, are spending tremendous amounts of time each day sitting in front of
Kutner and Olson also report on interviews with kids. One respondent said that he plays video games because he wants to see something that will hopefully never happen to him—experience it without actually being there (Kutner and Olson, 2008, 116). Some other kids said that they played M-rated games with groups of friends, and further research showed that M-gamers were more likely to play games in social settings or with more friends in the room (Kutner and Olson, 2008, 130). Other research shows that video games are a good tool for bringing people together—especially new kids, shy kids, or mentally disabled kids (Kutner and Olson, 2008, 132-134). This book does a good job of describing the effects of video games on lots of different kinds of kids—from different regions, different races, depressed kids, both genders, and mentally disabled kids (Kutner and Olson, 2008, 134).
Video games have become a great source of enjoyment for many people around the world. In fact, an estimated 160 million people are playing in the United States alone. For those playing, there are many benefits to be gained.
In today's world, video games are a big part of today's entertainment. Not only are video games
Gaming has a special place in the hearts of many because the games use can vary from user to user, it could be a be a form entertainment, to stress relief or even becoming a professional gamer. Today the gaming world has hit an astronomical at 1.8 billion players worldwide and is continually growing. Many have argued that gaming has influenced negative behavior, however, through the abundant amount benefits gaming provides and the constant stream of fresh innovations gaming has proven to have a positive impact on society.
The Gaming Industry Today Video games have been prominent in the entertainment industry since the early 1980’s. It has now grown significantly, leaving a large impact on the world in many different ways. It has changed the entertainment industry forever, the demographic and technology still growing and transforming. Billions of dollars are earned in the business per year and the numbers continue to grow.
Video games can be either violent or not violent; they both, however, frequently influence children from a very young age in various ways: repressed social skills, antisocial behavior, obesity, and problems with eyesight and hearing. In addition, violent video games often factor a lot into a teen’s character development and in younger children may lead to addictive behavior. According to the Vision Council, the average amount of time an American spends on their laptops, phones, or tablets, to play video games, watch the television or communicate is nine hours per day. The amount
Have you ever wondered how games impact children? or why kids love to play them? Well your about to find out and the answer may be surprising. Video games were first introduced in the 1970s. By the end of that decade they had become a preferred childhood leisure activity, and adults responded with concern about the possible ill effects of the games on children. Early research on these effects was inconclusive. However, a resurgence in video game sales that began in the late 1980s after the introduction of the Nintendo system has renewed interest in examining the effects of video games. The increasingly realistic and exciting nature of electronic games has helped to make them enormously popular with children and youth. 79% of American
“Roughly 68 percent of all American households play computer or video games. Of this, 25 percent are under the age of 18. While the average age of a typical video game player is 35, it does show a large number of individuals are playing video games before college and while they are still at home, living with their parents and attending grade school.” Media misrepresents video games as a violent distraction for its audiences. Stereotypes of games like Grand Theft Auto or Mortal Kombat have dramatically changed the video game world.
Playing video games are seen as an energizing part of the media scene and has encountered many extensions as recent times. There has been a higher amount of kids who utilize video games in many parts of the world, especially in the United States. Among kids in the United States, playing hours of video games has expanded from 4 hours consistently in the 1980s. Now to around 13 hours of every week as of current times. Video games have likewise taken the consideration of people in general, especially by the discussions with respect to first individual shooter recreations.
Over the years video games have been advancing in many ways. Now days many of the video games out include an immersive gameplay experience, high definition graphics and the ability to play online with other people around the world. Over the years the video game industry has grown rapidly. Every year game developers releasing new games and consoles competing with other game developers to reach the top of the market.