Topic > Video games are stereotyped and unfairly scrutinized by…

In 2012, software and hardware sales in the video game industry raised more than $65 billion in revenue compared to just $10 billion seven years earlier. These statistics indicate that the gaming industry is not only one of the largest and fastest growing businesses in the world, but demonstrates that it is also outperforming other equally popular entertainment mediums such as films, books and music in terms of revenue and annual growth . . In just the fifty years that they have existed, video games have quickly become an integral part of the lives of many, and their popularity continues to grow. I'm sure everyone can attest to knowing at least one or two people who regularly engage in video game play. However, despite being an enjoyable activity and common hobby for many in today's society, there is still a shocking level of stigma surrounding this medium. There are various stereotypes that attach stigma: from the gaming community consisting mainly of young adolescents to gamers who are socially inept individuals; these ideas and the way video games are unfairly scrutinized and misrepresented in the media (by those who are, frankly, ignorant of the material) are undoubtedly major factors in why gaming has become a sensitive point of discussion in recent years. As mentioned above, stereotypical "gamers" are thought to be teenagers or young adults who are lazy, lazy, unmotivated, and who spend all their time, well, playing. They are also typically unattractive, probably fat, and pale from spending so much time indoors playing video games. However, these claims are quickly refuted by researchers who found that over 68% of players... half of the card... d-objective the player must achieve to complete the game - of course, some games deviate from this and they provide types of experiences: from typical action games to sports simulators, racing, strategy/board games, competitive multiplayer and educational games. Yes, video games can also provide learning experiences to their audiences even outside of the conventional educational genre. One of my favorite literary genres was introduced to me through one of my favorite video games. “God of War” is an immensely popular video game series, loosely inspired by Greek mythology, and although I had some familiarity with the genre before the game, it was only afterward that my passion for Greek literature blossomed. Other video games such as the "Assassin's Creed" series allow players to relive important historical events from the Renaissance era and the American Revolution.