Cartridge based consoles were introduced by Atari during this period which will pave way to the second generation video gaming. The early eighties were called the golden age of gaming industry as space invaders developed by Taito set new benchmark in gaming industry in terms of revenue. At the same period the home gaming console industry was also blooming with the advent of personal computing. Other major highlight of this decade is the release of Super Mario by Nintendo. During nineties arcade games saw a decline and paved way for home game consoles. Also at this point of time handhelds were becoming popular because of its ease to carry around and play but declined before the end of nineties. From mid nineties saw major transition in several aspects such as the games became three dimensional from two dimensional and also CD ROM’s started to replace the traditional cartridges. Popular and powerful gaming consoles like PlayStation were released by Sony.2010 saw Nintendo emerging as leaders based upon software revenues followed by Activision Blizzard, Electronic arts, Sony and Microsoft respectively. On the other side in gaming consoles arena Sony with its Playstation series and Microsoft with its Xbox series of consoles are competing each other fiercely for leadership. A separate genre of games which were less in complexity flourished during this period after associating it with social networking sites such as Facebook and MySpace. Also with the advancement of mobile phone technology several gaming applications were developed for advanced gaming and multimedia phones. Nokia introduced N-gage series mobiles with an in-house built gaming platform which did not take of as expected. At present days with the introduction of motion sensing mobile phones, more motion sensing games are becoming popular. Will the invention of new motion sensor technology games help against the fight of childhood obesity? The new motion sensor technology detects the entire body movement and provides it as inputs for the game. Using these technology users can engage themselves in virtual games physically as in real life. There lies a potential for users to use virtual gaming as a way to reduce obesity and diabetes. There exists a mass that prefer video games over real games. Motion sensor technology can benefit these people who can enjoy video games at the same time engage in various kinds of physical activities. The real challenge lies in developing games that is interesting for users and also burns enough energy from body to serve the purpose. In future, game developers can develop less complex but more physically engaging games solely for daily exercising purpose, so that users can replace current exercising instruments such as treadmills with motion sensor gaming cum exercises. Therefore scientific research need to be conducted which will lead to better games, better consoles aimed at reducing obesity. Is there a direct link between violent video games and violent behavior in children? Establishing a direct link between violent video games and behavior of children require very comprehensive studies. Looking at simple statistics it’s evident that at the same period of time when video game sale have undergone a boom, there has been decline in juvenile crime in US. Similarly there are critics who suggest that by playing violent video game it acts as substitute to actual world aggression thus
How video games are positively affecting America’s youth Could you please describe how video games have evolved during the 70’s, 80’s, and 90’s and in the last decade? What started as a missile defense system during 1940’s emerged as a major gaming industry from there on…
65% of all US households play video games regularly with teenagers being the heaviest users. 40% are female players while 25% of all players are aged under 18. An average player clocks up to 18 hours per week. Estimates have ventured that this industry is going to be twice as bigger than the music industry this year.
Computer and internet are the technological revolutions, which made drastic changes in human life. Teenagers seem to be the community, which was influenced more towards technologies and innovations. Teenagers in the past were more interested in playing games as a way to spend their leisure times.
Most of these physical games were played at school though the level of participation amidst children has gone currently gone down. The physical games were encouraged because they allowed children to interact with each other through talks on various subjects or issues affecting their lives.
This paper will discuss the negative impact of violent video games on teenagers’ behavior. This paper is organized in to the introduction, the body and finally conclusion. Introduction Violent video games have attained a high popularity and formed an integral entertainment tool of many teenagers (Gentile 23).
The game avatar is a representation of a created character and while there is often confusion about the real and the invented identity, it is never fully the real identity of the user. This does not mean
Different studies have been carried out to examine the cause of homicide and other violent behavior among the youth in America and other parts of the world. Most of these studies have pointed at the youth exposure to violent
The coverage of video games has shaped the public debate both positively and negatively. Taking a look at recent statistics, it is clear that close to 65% of Americans play video games (ESRB 1). This percentage includes both
The author states that the major harm created by playing video games is the dangerous physical health effects brought about by playing video games. When children sit down for long playing hours, it does not help in any way about their health status. Many have a playing style where they just sit and play as they take snacks and other types of junk food.
8 pages (2000 words)Research Paper
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