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