What Contributes To A Popular Video Game?

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Leon Groom asked:

Video games are a phenomenon that reflects our computer based society. They are played by young and old alike and are now offered by nearly every browser, many websites and many cell phones. No longer does one have to buy specialized equipment for games, such as a Nintendo player or Game boy. Nearly every video game is offered downloadable, and usually free, on the Internet.

Video games had their inception decades ago when parents bought their children video games to keep them quit and because the kids needed for them since all of their friends already had them. Perhaps this didn’t quite work out since the games themselves are noisy and the kids’ reactions can be ear splitting. Also, games were designed and replaced each other in rapid succession, so no amount of cash invested in an inventory of video games was sufficient to keep abreast of the movement. Parents also purchased video games with a naïve hope that the kids would stick to the game boy and leave the family computer alone. Of course, no self respecting child video game player is immune to the fact that family computer was a bigger better vehicle for playing video games.

The graphics are awesome on a Mac and the sound levels can be truly awe inspiring as well. So not only did this parental ploy result in junior taking over the family computer but demanding his own. Finally parents invited the devilish video games into their kids’ lives in an attempt to familiarize their kids with computer use, make them comfortable with this new technology and integrate this tool into their lives. Finally parents almost got it right and kids and computers bonded immediately and formed a bond that has resulted in Nerds becoming as large a population segment as any ethnicity. But Nerdism is not restricted to any ethnicity, sex, or occupation.

Video games have grown in accessibility and popularity so that they and the playing of them represent a true subculture in our modern day world. Not only children and teenagers but also an ever-increasing number of adults partake in playing video games. Video games have become a respectable hobby for collecting as well as for playing. No longer does the hip young executive collect sports cars, James Bond memorabilia or Single Malt Scotch bottles, he showcases his collection of video games and impresses his dates with it. There are, of course, video game clubs where members can meet face to face to discuss the pros and cons or their favorite games and winning techniques.

But more popular that these are the online chat rooms devoted to video games. Here the members can interact with their favorite item, a computer, but share opinions with other humans anyway. There are several magazines and dozens of websites aimed at the consumer of video games that spotlight new games, complete with reviews and commentaries. Focus groups chart the use of video games and try to spot trends for the development of new video games. Game developers often recruit children to test their products and point out defects or areas that need improvement. Video games have become a billion dollar industry, a subculture and a virtual way of life for many.

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