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Gaming And The Media Industry

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Gaming, the growing titan of the media industry, has affected almost everyone in some way, even if they do not play games themselves. Everyone knows at least one person that plays games, and whether they play them on a computer, a console, or a mobile device, their gaming has most likely affected their relationships and health in some way. They could cancel events with friends using the excuse that their World of Warcraft raiding guild won’t wait for their real life, or they may suddenly shave off a lot of belly fat, and credit their excessive play of Wii Sports Club for their rapid boost in physical health. The two games mentioned prior, one being a massively multiplayer online roleplaying game (MMORPG) and the other being a fitness game, are completely different, and thus, effect the people that play them in different ways. On top of that, the differences between these two games are just an insanely small snapshot of the variety of games. Just like works of literature, there are several different genres that define games such as: platformer, simulation, education games, and many more. This variety of genres attracts many diverse groups of people, and this allows gaming to effect large groups of people in a multitude of ways. At face value, it may just seem like a form of entertainment, but this power that video games have over significant portions of the masses allow them to change how people interact with themselves and others. There are several positive mental and

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