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Video Games - Coggle Diagram
Video Games
Effect on culture
Principles
Aesthetics
New means of interaction
New ideas from video games
Teaching opportunities
New form of art
Epic win
Something shocking we did not think could happen
virtuosos
Urgent optimism
Social fabric
Bonds
Trust
Blissful productivity
Working hard
Epic meaning
Super-empowered hopeful individuals
Gaming facts
3 billion hours a week worldwide
Used as a stress reliver by many
Never a challenge you cannot achieve as designed by creators
Positive feedback
successfulness
10,000 hours gaming by age 21
The average gamer is 33 years old
Action gamers have better eyesight
Downfalls
Violence
Simulated murder
Crimes correlating to video game usage
Does not fully prove video games cause violence
False rating
Easier to market
Addiction
Typical with online games
Some single player games as well
Can have a direct effect on social life
No real-world motivation
When we fail
Depression
Sadness
Helplessness
Rise to fame
Accessible new technology
Tennis for Two
First person shooter
Call of Duty
Myst
Family oriented games
Wii Sports
Wii Fit
Guitar Hero and Rock Band
Marketed in the music industry
Open world games
GTA
Online play
Playing in teams
Team building
Competition
Problem solving
Social communication
Virtual worlds