Video Games: Old Thoughts vs Current Reality

Old Thoughts

Current Reality

Unhealthy

Health benefits

do not enable learning or deep thought

seditary

lack of interaction

Increased and varied interaction

games that require movement

increase in cognitive abilities

Unuseful

Uses

fictional / not practical

learning and training

theory testing and scientific value

no real-life application

Bad Content

Plentiful Good Content

Simulation of situations that would be dangerous/expensive

No impact on society

Societal messaging integrated into games

Changes in technology and prevalence contributing to change in gaming function.

Violence

Objectification

Promotes lawlessness

Still some levels of negative content available

Most games do not feature mature/violent content

Many games designed for young children

Only for teens and young adults