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Digital Nation, the Video Game Connection

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Submitted By scsroxy
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English Composition
May 15th 2012

The Video Game Connection
We are the first generation to grow up in a world full of computers. Everywhere you look there are computers, cell phones and now even notebooks and iPads. There are many uses for these new technologies such as data entry and audio programs. Some use computers to access the internet for information or to contact people via email or social media but a very large portion of individuals are using this new technology to play video games. Video games started in the seventies, a small console that attached to your television with poor graphics and little animation. The video games that are currently the most popular today are based on violence and action, like shooting and auto theft but if adrenalin is not your cup of tea there is a video game for everyone, if you want to play golf, cards or even build your own city you can through a video game. Studies and research is showing us that this is not just a trend; video games are a part of an industry that is thriving in an economy that is suffering. It was only a matter of time before some started to see the popularity and start using video games to their advantage.

There have been countless studies and research done to determine whether or not violence in video games causes aggressive / violent behavior in adolescents. It is widely disputed as to whether or not violent video games lead to aggressive behavior.

For years, the U.S. armed forces have used big, sophisticated simulators with hydraulics, wall-sized video screens and realistic cockpits. But such gear costs millions of dollars — far too pricey even by military standards to be widely available.
And that’s why video games make sense.

Work Cited Rushkoff, Dretzin. “Digital Nation: Life on a Virtual Frontier.” Frontline. PBS, February 2010. PBS.org. Web. 09 May

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