or Play Station and start battling each other. Or, they go online
and play their computer game against other people all over the world.
Recently, in fact, new businesses are opening up that have about 30 or so
computer stations that all communicate with each other. Each of the players
has a headphone so he/she can hear other members of the team wherever they
are sitting in the room. And, they are all playing the same game against
another set of kids with their own communications system. Sports and wars
A July 2003 Pew Internet& American Life report on gaming technology
and entertainment among college students shows that 90 percent of U.S.
households had access to gaming technology. About 70 percent of college
students play games regularly. Surprisingly, the study also says that more
girls than boys in college use electronic games. Electronic games are
mainstream ... so mainstream, in fact, that many military pilots start
their training with a version of Microsoft Flight Simulator that is very
close to the commercial game (Abram, 2004, p. 19).
However, as with any new technology there are pluses and minuses
with video games, depending on who rates them. There are many opponents of
these games based on such issues as violence, physical and mental misuse
and social. Meanwhile, proponents say just the opposite. They see the games
as a release of tension, an enhancement of teamwork and socialization, and
a form of entertainment and physical enhancement.
Violence ranks as the number-one concern with those who highly
question the value of video games. Games are rated for their level of
the Ontario, Canada, review board gave its first R rating to "Manhunt," a
Play Station 2 game that features extreme violence and language. It can no
longer be sold, rented, or distributed to anyone in Ontario under 18 years
of age (UPI, 2004). Because of the rating, concerned parents can make...