COMPUTER AND MOBILE GAMES


From their crude origins in the late 1950s and 1960s, electronic games have grown to become a multibillion-dollar industry, one which uses the latest computer technology to produce ever-more realistic game experiences for millions of users (known as gamers). Electronic game sales (hardware and software) were estimated at about $10 billion in the United States in 2004, with worldwide totals exceeding $20 billion. One significant trend in the market was the simultaneous release of games based on new motion pictures, and even big-budget movies inspired by popular games, as video games made inroads into other areas of entertainment. Some of the most elaborate games today can take years of work and tens of millions of dollars to produce.
Studies have shown that, increasingly, the majority of gamers are age 18 or older. In response, many software companies and game studios have focused on developing more advanced games aimed at late teenage and adult audiences. This in turn has sparked concerns by some parents’ groups that younger teens and children are being exposed to graphic violence, drugs, and even sexual imagery in popular games. Most game developers now follow an established rating system—much like the movie industry—that includes the designations E (for Everyone), T (Teen), M (Mature), and AO (Adults Only).
Electronic Games, interactive hardware or software played for entertainment, challenge, or educational purposes. Electronic games vary in design but can include vibrant color, sound, realistic movement, and visual effects; some even employ human actors. There are two broad classes of electronic games: video games, which are designed for specific video-game systems, handheld devices, and coin-operated arcade consoles; and computer games, which are played on personal computers.
Electronic games are a popular pastime for both children and adults. Categories include strategy games, sports games, adventure and exploration games, card and board games, puzzle games, fast-action arcade games, and flying simulations. Some software programs employ game-play elements to teach reading, writing, problem solving, and other basic skills.

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