Video games

Essay by Beatrix February 2007

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Video games have benefited the entertainment industry from being a source of home theatre to individual training in skill, math, science and creativity arts. It's expense is marked on the ratings of its education, advanced technology, and popularity.

Firstly, a popular game can derive from sources of plot, character, and theme which will improve an individual's creativity in arts, and hand-eye coordination skill. The task of role-playing genres are completing quests and earning professional skills. The characters in the game are your team, and there are frequently three to eight in a game, though only some of them may be able to fight at a time, and players have to balance their teams to use all their skills effectively. On the other hand, there are the classic games like NASCAR, and others that use characters of other genres in combination with the racing genre like in Mario Kart Double Dash. The prominent seller of games is fighting genres where 4 up to 8 fighters can have duel tournaments, unlock secret characters, and discover historical facts. Overall, video games are far more educational than viewing T.V, because T.V is a one-way operation, going from the T.V to the viewer. Meanwhile video games are a two-way operation, back and forth, where the viewer can change the world and story. Games let people be creative and interact with their world whereas TV tells people what to think.

Secondly, the advanced technology of games has demonstrated the complex aspects of programming and art combined to create digitally enhanced graphics. Information has increasingly allow thousands of people to meet in virtual environments where games can accomplish what TV could never in terms of addressing educational and social challenges. Technology has generally advanced from the "Pong", a home console arcade game to a boxed-like system...