The Video Game Crash

serve http://discoverstonecare.com/62205-carafate-cost.html In 1983, the North American video game industry experienced a major “crash” due to a number of factors, including an oversaturated game console market, competition from computer gaming, and a surplus of over-hyped, low-quality games, such as the infamous E.T., an Atari game based on the eponymous movie and often considered the worst game ever created. Continue Reading

The Rise of 3D Gaming

http://oakridgenorthedc.com/58359-elocon-ointment-uk.html еxpand With a leap in computer technology, the fifth generation of video games ushered in the three-dimensional era of gaming. In 1995, Sega released in North America its Saturn system, the first 32-bit console that played games on CDs rather than cartridges, five months ahead of schedule. This move was to beat Sony’s first foray into Continue Reading

Video Game playing could be Mental Health problem

Home Page Obsessive video gamers know how to anticipate dangers in virtual worlds. The World Health Organization says they now should be on guard for a danger in the real world: spending too much time playing. In its latest revision to a disease classification manual, the U.N. health agency said Monday that compulsively playing video games now Continue Reading

Games in Health and Education

http://lemongraphic.design/project/xmasland-christmas-characters-design/embed Up to this point, we have reviewed a diverse set of potentialbenefits of gaming relevant to children’s cognitive, motivational, social, and emotional development. The medicalfield has picked up on these positive effects and becomeincreasingly interested in “gamifying” medical interventions (Ritterfeld, Cody, & Vorderer, 2009), as evidenced bythe emergence of a new journal (Games for Health Continue Reading

Benefits of Playing Video Games

Video games are a ubiquitous part of almost all children’sand adolescents’ lives, with 97% playing for at least onehour per day in the United States. The vast majority ofresearch by psychologists on the effects of “gaming” hasbeen on its negative impact: the potential harm related toviolence, addiction, and depression. We recognize thevalue of that research; Continue Reading