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  • Dust off the old cartridge, because we're talking about

  • video games. They might feel like a staple in modern day

  • life, but just a few decades ago...video games were as new

  • and fascinating as virtual reality is now. Video games have

  • influenced our culture, history, and way of life since 1972.

  • Pong - the classic game that's essentially electronic tennis.

  • Developed by Atari...Pong caught on instantly and was Sears'

  • hottest selling item on the department store shelves. In the

  • 1980's we met Donkey Kong...and along with him...of course,

  • Mario, who would become the face of Nintendo for years to come.

  • In the 90's, Sega's Sonic the Hedgehog broke onto the

  • scene...and a few years later Pokemon became the most popular

  • children character...selling out toys, trading cards, and even a movie.

  • Gaming has gone from arcade games to consoles to

  • online-gaming and smartphones...setting up a whole

  • new culture to go along with each. While video games are

  • often based in fantasy...they also reflect both history and

  • current events. Whether that's a good or a bad thing...is up for debate.

  • War is often something depicted in popular games like

  • Call of Duty and Warfare. Players can pretend they are

  • fighting in the war on terror in Iran, Iraq, and Afghanistan...or

  • jump back in time to World War Two. But do violent games lead

  • to violence in real life? According to the American

  • Psychological Association, violent video games can be a risk factor for aggression.

  • In 2017, APA concluded that violent

  • video game exposure was linked to increased aggressive

  • behaviors, thoughts, and emotions, as well as decreased

  • empathy. But it's not all bad. Tech media company inverse

  • published a report about the changing landscape of gaming.

  • Writing that the industry is prioritizing empathy by

  • diversifying characters and creating different goals. Many

  • times, games can enhance learning and curiosity in

  • players...and can even be educational. Video games known

  • as "stimulation games" like the popular Tycoon series and The

  • Sims are a good examples of this. In Rollercoaster

  • Tycoon...players must successfully build and manage an

  • amusement park...bringing in enough guests to keep it afloat

  • and managing every aspect of the business. And of course...we

  • can't talk about strategic life simulation games without talking

  • about The Sims...where players have to build and decorate a

  • home, manage relationships, and stay happy while on a budget.

  • (Yeah...unless you knew that Rosebud cheat code but let's

  • pretend we played fair.) The nonprofit Games for Change has

  • been contributing to this so-called renaissance in

  • gaming...rewarding innovators and raising interest in games

  • with positive real world application.

Dust off the old cartridge, because we're talking about

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