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