Video games are everywhere. It believed that over 75 percent of American youth have video game consoles in their home, with 40 percent on a typical day where they play them (Glazer, CQ Researcher). Some dedicate more time than others, but overall the powerful influence of video games is very much real. Some games are focused on violent expression whereas others aim to educate and instruct the player or students through simple interaction. I think it is reasonable to discern, that games are neither good or bad on its own, rather, games are a tool for the developer to make something of their own design and vision. Video games can be engineered to be an outstanding benefit to people of all sorts.
Glazer, Sarah. “Video games.” CQ Researcher, 16, 937-960. (2006, November 10). Web. 13 Sep 2011.
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