video games
history/ evolution
90s
2000s and beyond
80s
70s
beginning, primitive,
multi player
basic graphics
home consoles/ arcade
expanding graphics and capabilities
targeting older age groups
pushing limits of age appropriate material
computer and console based
first internet capabilities
portable and hand held options
consoles take control as PCs become too expensive
portable grows in popularity
more advanced graphics and controls
more physically interactive options
internet connected interaction grows worldwide
allowed multiple players from different locations
beginning of communication
cultural implications
more violent games can be connected to crimes
internet communication and lead to child trafficking
addictive behaviors of gaming
living virtually verses living in reality
influencing tv and movies
used in education
aggressive sexism
benefits of playing games
improved brain health
improvements in sight
possible ability to rehabilitate brain health in older adults
improve creativity
improved executive control functions
user generated content
A Dragon call Cancer