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Video Games

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Video Games
Video Games
Ngo Quoc Tien
Le Minh Huy
Lam Quang Dat
Le Phu Trung
Nguyen Tran Phuong Duy
Doan Tan Sang
Ong Xuan Hoa
Tran Nguyen Thien Hoang
BBus 3.1
8 January 2013
Professor Douglas Foster

Abstract
The video games industry has been through a total transformation in recent years. We can easily find in the market a wide range of video games, such as computer games (PC), console games or even interactive games with various contents. Video games industry had its annual revenue growth rate of 9.1% ranking itself as the 3rd fastest growing segment of the Entertainment and Media market (Pricewaterhouse Coopers, 2007). Especially, within the industry home video game consoles played an important part in contributing to the national economy. Besides talking about the benefits of playing video games, some critics also criticized the bad effects which video games had caused to each of individual person and to the entire society. Do video games take responsibility of all the problems involved in interacting with the computers?
The intention of this report is to represent, analyze, and critically evaluate this dynamic global industry based on its benefits and drawbacks from a scientific perspective.

Video Games The history of video games development is a long and intricate story. Up to now, games industry has been climbing to its peak and becoming one of the biggest commercial field. Besides, video games are becoming common entertainment. Therefore, video games importance in economy and lives is undeniable. Nonetheless, the answers for the controversies whether video games impose consummate or dreadful impact on people, especially children, have not shown up yet for a long time. However, playing video games is a two-sided affair. No one can tell if it is good or bad. If played at an appropriate time and in an acceptable period, video games are such beneficial tools. Otherwise, they can become the sharpest knife shorting your time and limiting many abilities.



References: ABC News. (2011, December 26). The benefits of video games. Retrieved from http://abcnews.go.com/blogs/technology/2011/12/the-benefits-of-video-games/ BBC News BMI Gaming. (2002). Computer games timeline and milestones. Retrieved from http://www.bmigaming.com/videogamehistory.htm Daniel, D Daniels, J., Radebaugh, L., & Sullivan, D. (2009). International Business: Environments nd Operations (12th ed.). N.J.: Pearson/Prentice Hall. ESA. (2008). Essential Facts About The Computer and Video Game Industry 2008. Retrieved November 21, 2008, from Entertainment Software Association: http://www.theesa.com/facts/pdfs/ESA_EF_2008.pdf Flew, T., Humphreys, S. (2005), Games: Technology, Industry and Culture. Oxford University Press Forbes Gentile, D. A., Lynch, P, J., Linder, J. R., Walsh, D. A. (2004). The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance. Journal of Adolescence, 27(5-22) Hazler, R Kate, S. (2008, September 25). Video games social, not violent, study finds. Retrieved from http://www.news.com.au/technology/video-games-social-not-violent-study-finds/story-e6frfro0-1111117579541 Kutner, L., Olson, C Lilian, B., Juliet, V. E. (2001). Video games and real life aggression. Journal of Adolescent Health, 29 Mayo Clinic staff Michael, M. (2005, April 1). A history of home video game consoles. Retrieved from http://www.informit.com/articles/article.aspx?p=378141 Pricewaterhouse Coopers Scanlon, J. (2007, August 13). The Video Game Industry Outlook: $31.6 Billion and Growing. Retrieved November 27, 2008, from Business Week: www.businessweek.com Smith, J Skeptics. (2012, February 28). Does playing popular video games improve a child 's IQ?. Retrieved from http://skeptics.stackexchange.com/questions/8233/does-playing-popular-video-games-improve-a-childs-iq Stephen, T The Australian. (2012, August 2). Taiwan teen dies after gaming for 40 hours. Retrieved from http://www.theaustralian.com.au/news/breaking-news/taiwan-teen-dies-after-gaming-for-40-hours/story-fn3dxix6-1226428437223 Zain, A

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