The world we live in has changed dramatically over the last thirty years with the invention of the Internet, smartphones and video game systems. The world we live in now was unimaginable and the technological advances we have made are remarkable. Video game consoles and how we as a society use them have changed dramatically since gaming began in the 1970s. Over the past decade, there have been many topics regarding video games, such as excessive violence, obesity, addiction, social well-being, and many other health-related issues. Video games also have some benefits including hand-eye coordination, a strategic mindset, educational and life lessons for players. However, video games cause more harm than good because the negative outcomes outweigh the positive aspects of gaming. The video game industry is a hugely successful business and is very popular all over the world. Parks stated that “In 2006, worldwide spending on video games was over 31 billion. In the United States, more than 7.4 billion were spent on video games, almost triple the sales of 1996." As technology has advanced, many different gaming consoles have been created. Today's games can be very realistic and appeal to a variety of people. Video games appeal to almost everyone and are available to most people around the world. People who regularly play video games are called gamers. Two-year-olds can play some types of games such as Leapfrog gaming systems. These types of systems encourage hand-eye coordination, memory, and other activities aimed at increasing brain activity. School-aged children and adults have many different games they can play, such as educational games, strategy games... half a sheet of paper... and going out to get some vitamin D from the sun. Work Cited Bissell, Tom. Extra Lives: Why Video Games Matter. New York, NY: Pantheon Books, 2010. Print.D'Silva, Roy. “Negative Effects of Video Games.” Hum. Buzzle.com and Web. May 3, 2014. .Longman, Huon O'Connor, Erin Obst, Patricia. “The Effect of World of Warcraft-Derived Social Support on Negative Psychological Symptoms.” Cyberpsychology and Behavior 12.5 (2009): 563-566. Psychological and Behavioral Sciences Collection.Parks, Peggy J.. Video Games. San Diego, CA: Reference Point Press, 2008. Print.University of Rochester. “Quitting Anger: Feelings of Failure, Not Violent Content, Promote Aggression in Video Games.” ScienceDaily. ScienceDaily, April 7 2014. .
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