Gaming – Winning Hearts the World Over by VuaGái

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									Gaming – Winning Hearts the World
Over
Be it teenagers or married men and women, gaming enjoys special attention from all age groups and
both genders. However, each age group plays games for different reasons. Older people do it to
alleviate loneliness and reduce stress, while teenagers have made it their only leisure, even an
obsession. The availability of games for girls has also resulted in an increase in women’s interest in
games. It has been reported that 41% of all gamers are women and roughly 43% of all gamers are aged
between 25 and 49. The data shows how everyone enjoys gaming, and it is not limited to some
particular segment of the society.

Titles are now available online, to enjoy playing free of cost. This form of gaming has seen a surge in
popularity in the last few years, as the only prerequisite is a good broadband internet connection. There
are stored games too, that are played on consoles and computers, which have heavier graphics and
more complexity that come at a high price and require internet only when playing in multi-player
modes. People can choose between these two genres, and both remain equally popular to this date.
There is a lot being done to facilitate advancements in this growing industry, with the result that the
rise in popularity is unlikely to level off any time soon.

Gaming employs all the user’s senses, as well as intelligence and strategic analysis skills and couple it
with complex, very real graphics and colors to create a truly enjoyable experience for every gamer out
there. With the incorporation of internet into many gaming titles, the multi-player gaming experience
that was created attracted many users into a whole new world of gaming where they could compete
with professional gamers present not just in their own city or country, but in all other parts of the world
as well.

The ecosystem of online gaming has six segments:

- The subscriber
- The advertiser
- The gaming platform provider
- The broadband service provider
- The network service provider
- The content provider

Together, the revenue this ecosystem has been generating since 2000 has been in the billions, and the
rise continues without any visible chances of coming down.

There is a downside to this greatly innovative industry’s output too. While games stimulate the user’s
minds, excess gaming can grow on to become an addiction, disrupting everyday tasks like studying,
work and may also put the housewives off their daily routine. It may also lead to obsession, neglect of
duties, lying, depression and nervousness that can in turn bring about suicides, mental imbalances and
destruction of careers and lives generally. It adversely affects each gamer’s social life as well; outside
their usual circle of gaming friends and competitors of course. Other physical effects that gaming can
have, include carpal tunnel syndrome, dry eyes, sleeping disorders and general lack of personal
hygiene.

The foreseeable future is undoubtedly very bright for the gaming industry, and can bring about great
changes in how the world spends recreational and leisure time. However, if certain control measures
are not observed, it can turn into a global epidemic due to the addicting effect that games these days
have on youth and older people alike.

You might want to give a try to Friv 4 School [http://www.friv4school.biz/] and also kizi. These are
very popular games amongst kids as well as parents

								
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