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How has gaming changed over the years

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How has gaming changed over the years
How is new technology affecting gaming?

Technology for gaming has evolved vastly in the past few years. Turner (2013) explains, how the game industry is huge and is still growing; more people are involved in the industry, and currently around 30,000 people are working in this sector.
Nintendo Wii and Xbox Kinetic, have introduced new features into gaming which involves the users more with the interface. Players motions can now be detected by the console and this helps people keep active (Turner, 2013). Adamou (2013) remarks how some retirement halls have the Wii to keep patients active and healthy.
Online gaming is another new feature in the industry. 30% of GB online population are interested in gaming and “online matches packages are the most popular forms of gaming in GB” (ISFE, 2012). The ISFE also shows that “80 % of gamers play online”. These numbers clearly display how vital online gaming is in the present gaming industry. Turner describes online gaming as a “gamechanger”.
New technology also allows us to download games and use them whenever and wherever we want via devices like the smartphone (Turner, 2013). Gaming is also made more secure for children nowadays. The PEGI articles shows how handheld devices are equipped with parental control systems. This is useful for games that have unappropriated features for children (2012).
Adamou (2013) depicts how some gaming used in new technology like IPad and Smartphones also help educate, recruit and train in healthcare. A good example she used was The Mathletics game, which helped children build some confidence and skills with their maths.
However, new technology does not only have positive effects, some good games like GTA keep gamers very addicted to the game. Turner (2013) enlightened how some people took a week off from their jobs to play GTA V when it was just released.

References :

ISFE (2012). Video games in Europe consumer study. The case of the UK.



References: : ISFE (2012). Video games in Europe consumer study. The case of the UK. http://www.isfe.eu/sites/isfe.eu/files/attachments/great_britain_-_isfe_consumer_study.pdf PEGI (2012). Annual Report. http://www.pegi.info/en/index/id/1068/nid/media/pdf/390.pdf, last accessed September 3, 2013.

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