Ngo Quoc Tien
Le Minh Huy
Lam Quang Dat
Le Phu Trung
Nguyen Tran Phuong Duy
Doan Tan Sang
Ong Xuan Hoa
Tran Nguyen Thien Hoang
BBus 3.1
8 January 2013
Professor Douglas Foster
Abstract
The video games industry has been through a total transformation in recent years. We can easily find in the market a wide range of video games, such as computer games (PC), console games or even interactive games with various contents. Video games industry had its annual revenue growth rate of 9.1% ranking itself as the 3rd fastest growing segment of the Entertainment and Media market (Pricewaterhouse Coopers, 2007). Especially, within the industry home video game consoles played an important part in contributing to the national economy. Besides talking about the benefits of playing video games, some critics also criticized the bad effects which video games had caused to each of individual person and to the entire society. Do video games take responsibility of all the problems involved in interacting with the computers?
The intention of this report is to represent, analyze, and critically evaluate this dynamic global industry based on its benefits and drawbacks from a scientific perspective.
Video Games The history of video games development is a long and intricate story. Up to now, games industry has been climbing to its peak and becoming one of the biggest commercial field. Besides, video games are becoming common entertainment. Therefore, video games importance in economy and lives is undeniable. Nonetheless, the answers for the controversies whether video games impose consummate or dreadful impact on people, especially children, have not shown up yet for a long time. However, playing video games is a two-sided affair. No one can tell if it is good or bad. If played at an appropriate time and in an acceptable period, video games are such beneficial tools. Otherwise, they can become the sharpest knife shorting your time and limiting many abilities.
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