In 1947, with the invention of the amusement device, video games were born. They still had a long way to go from these simple devices to modern day consoles, a journey that was assisted by improvements in technology. Today, they are used in the fields of entertainment, military training and education.
Pong by Atari in 1972 denotes the commencement of the arcade age. This period, in which arcades were very popular and widely used, ended in the early 1990s. Most gamers shifted to home consoles that allowed them to enjoy the gaming experience within the comfort of their houses.
Classification of modern video games divides them into three groups. PCs falls in the first category, where the mouse, keypad and computer screen are used in gaming. TV screens are used to display the action in console gaming, which makes up the second group. The third group, hand held devices, contain both the screen and control pad in a portable unit.
The advent of Nintendo Wii has recently popularized motion based consoles. Public response to this form of interactive gaming has inspired PlayStation Move and Xbox Kinect. Online gaming is also a recent introduction to the gaming world, as modern consoles have internet capabilities.
Many critics are, however, crying wolf over the increase in depictions of violence. They attribute violent behavior in children to their gaming habits. Repetitive strain injury, eye strain and bad posture have also been coined as the cons of gaming.
While the latter three problems may result from extended gaming sessions, there is little agreement on whether they encourage violence in children. A correlative relationship has been established between violent gaming and behavior, but a causal one is yet to be proved. This means that while they may argue that violent gaming enhances aggressive behavior, it may also be argued that violent people tend to play more aggressive games. In addition, ratings were established to prevent exposure of children to adult themed or very violent games.
Gamers have also shown an improvement of hand-eye coordination and visual acuity. Problem solving skills have also been improved as a result of gaming that requires the gamer to find solutions within the game play. Gaming is a very social activity, and with the online platform in place, it may be considered a globalization tool.
Recent statistics have shown that the age of an average gamer is 34 years. Video games are by no means, therefore, just child's play. Numerous ones are dedicated to the adult majority. More and more people are becoming gamers and enjoying the experience. It's your turn. Join the wave.
Pong by Atari in 1972 denotes the commencement of the arcade age. This period, in which arcades were very popular and widely used, ended in the early 1990s. Most gamers shifted to home consoles that allowed them to enjoy the gaming experience within the comfort of their houses.
Classification of modern video games divides them into three groups. PCs falls in the first category, where the mouse, keypad and computer screen are used in gaming. TV screens are used to display the action in console gaming, which makes up the second group. The third group, hand held devices, contain both the screen and control pad in a portable unit.
The advent of Nintendo Wii has recently popularized motion based consoles. Public response to this form of interactive gaming has inspired PlayStation Move and Xbox Kinect. Online gaming is also a recent introduction to the gaming world, as modern consoles have internet capabilities.
Many critics are, however, crying wolf over the increase in depictions of violence. They attribute violent behavior in children to their gaming habits. Repetitive strain injury, eye strain and bad posture have also been coined as the cons of gaming.
While the latter three problems may result from extended gaming sessions, there is little agreement on whether they encourage violence in children. A correlative relationship has been established between violent gaming and behavior, but a causal one is yet to be proved. This means that while they may argue that violent gaming enhances aggressive behavior, it may also be argued that violent people tend to play more aggressive games. In addition, ratings were established to prevent exposure of children to adult themed or very violent games.
Gamers have also shown an improvement of hand-eye coordination and visual acuity. Problem solving skills have also been improved as a result of gaming that requires the gamer to find solutions within the game play. Gaming is a very social activity, and with the online platform in place, it may be considered a globalization tool.
Recent statistics have shown that the age of an average gamer is 34 years. Video games are by no means, therefore, just child's play. Numerous ones are dedicated to the adult majority. More and more people are becoming gamers and enjoying the experience. It's your turn. Join the wave.
3:16 PM
Kinsz


0 comments:
Post a Comment