Today I am talking about the impact of video games on American players. Video games are a $ 18 billion industry in the US, and its signs show that the industry will grow further over the next few years. But what is the impact of playing the game on gamers themselves? When using the term "game player", what kind of people do you consider people? Recently, the Florida House of Representatives conducted a survey of more than 1,000 self-identified gamers aged 18 to over 75.
I think that most people think of gamers, they do not work in their twenties, live in the basement of their parents, and imagine unemployed people who have no choice but to play video games. He is addicted, overweight, little exercise, and his diet is very unhealthy. Fortunately, this survey proves that most gamers already know. The shared vision of gamers is largely inaccurate. In this survey, nearly 40% of women are women, more than 65% do not live with their families, more than 85% have graduated from university for over 1 year, and almost all of them are hired. The rest of the survey has brought some serious problems. The biggest problem is that most players think the game will have a negative impact on health.
Mental health of ordinary gamers is a totally different problem. According to the American Psychiatric Association, the game is technically not addictive, but it can be regarded as a disease. Several studies have estimated that about 2% to 3% gamers have poisoning. However, obstacles in the game are not considered to be real obstacles, so it is difficult to check these numbers. They can suffer video game obstacles when they can not experience normal responsibilities and activities because they need to play games.
If someone encounters five of the following nine criteria, they can cause confusion in Internet games.
This problem only gets worse over time. This is not what we care very much right now.
For details on the work done by Florida House Experience, please visit their website.
This statistic shows the number of regional, 2016 world video game players by region. According to the estimate, there were 912 million gamers in the Asia Pacific region in 2016, 200 million people played games in North America. In that year, in China, gamers spent 15% of their leisure time in the game, the most concerned being that country, followed by Brazilian and American gamers. At the beginning of 2017, women accounted for 69% of the three types of gamers in competition, but they accounted for only 6% of gamers. The next 24-month forecast seems to follow the past performance, it seems there is no retracement
Today, gamers are not just games, they are watching other players' games. This is a billion dollar business - In August last year, Amazon spent $ 1.1 billion to buy Twitch. Twitch is a service that changed video game to sports for viewing. At the time of acquisition, Twitch has 55 million unique visitors each month from all over the world. Thousands of people gathered in the gymnasium, which is the actual stadium, and saw the live broadcast when users from all over the world gathered at the on-line "e sports" online competition. As a corporate sponsor like over $ 10 million in prize money and Coca-Cola, video games are not only a major driving force for the entertainment industry but also the latest major professional sports on a global and related fan base It is clear.
A video game is "a video game in which a player controls an image on a television or a computer screen" (Merriam-Webster). From Game Boy to contemporary console games, video games were always fun and challenging gamers. The definition of video games is simple, but video games, especially video games including violent games, can have a big impact on gamers. Due to the realism and progress of the video game industry, video games can influence players and make gamers ... This review is about how video games are made against pornographic video games affecting children It is an experimental study of. Behavior of attack This study was conducted by students of Utrecht University in Utrecht, The Netherlands. Research and writing articles were written by Hanneke Polman, Bram Orobio de Castro and Marcel A. Gavan Aken and were reproduced in 2008.