Play Station And Video Games

1710 WordsMay 29, 20157 Pages
Executive Summary Play Station and video games are technologies used for entertainment across all age groups all around the world. The young children aged from 5 to 10 years old occupy the largest percentage of users. Today there is wide variety of games attributed to the advancement in technology. The report is a detailed documentation of the impact of gaming on children with references to recent scholarly articles. It also touches on other involved parties in the management of the media entertainment. Introduction The platform of electronic gaming dates back to 1971 that was in the form of arcade video games (Wolf, 2012). In the 1980s, video arcades and console games were integrations in the learning process (Wolf, 2012). The target audience of the learning games was children aged between 5 and 10 years. The Learning Company is a pioneer in the history of games and learning with family-oriented software games emerging in the 1990s (Wolf, 2012). A recent development in digital learning focuses on providing children with tools for repairing, constructing and authoring contrary to the traditional games. SimCity is an example of the rear mentioned game. A large population of parents deal with video games in a manner one would deal with low nutritious foods, believing that exposing their children to the games in decreased periods is acceptable. An opposition to the school of thought is Andy Baio who has let his son Eliot play through a history of video games in a chronological
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