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Videogames First Entered The Market Place

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Videogames first entered the market place in 1972 with the release of the Magnavox Odyssey, but did not become widely popular until the 1980s with the release of the Nintendo Entertainment System (NES). Between then and now, videogames have not only advanced the technology within the games themselves, but also changed how we think and act. Primitive in comparison to today’s consoles, the NES was revolutionary at the time, both for its hardware advances and its critical timing of release: directly after the ‘Great Videogame Crash of 1983’. In the early 1980s, videogames’ popularity grew at a staggering rate as people saw the rising potential of the medium to fulfill their needs (more on that later). However, many businesses also saw the …show more content…

All three of these ideas work in tandem in games and people are attracted to games that contain more of the feeling that they most desire in them. Take for example the popularity of dating Sims in Japan. Recently, Japan became a victim of an “upheaval in the [maintained] gender roles. Men were getting tired of 60 hour work-weeks to support marriages they were barely involved in.” (The Game Theorists) Soon Japanese men stopped marrying all together. To compensate, the men turned to dating sim that would simulate relationships without the constant maintenance that is needed to maintain a real relationship. Then they could focus more on their job. This is an example of relatedness and of how culture is affected by videogames and vice versa. Education Videogames have often been scrutinized by the general public as inducing violence in adolescents who play violent videogames. However, according to British researchers, “Those children who spend more time playing games might be slightly likelier to be hyperactive and to get into fights. But violent video games seem to have no effect on behavior”. (Dotinga) The reason that this has been disputed for so long is because there is no way to conclusively prove whether or not videogames do induce violence; there are too many variables such as age, gender, duration of play time, the degree of violence of the

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