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The Changing World of Electronic Games

THE first modern computer game, Spacewar, was created in 1962. The game's objective: fight off asteroids and enemy spaceships. Countless similar games eventually followed. When more powerful personal computers became widespread in the 1970's and 1980's, computer games became increasingly common. There were adventure games, quiz games, strategy games, and action games. One type of strategy game, for example, requires the player to plan and manage the growth of cities or civilizations. Many games simulate sports, such as ice hockey and golf.
    

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There are games that are praised for being educational and entertaining. In some, you can try to land a jumbo jet, drive a race car or a steam engine, ride a snowboard, or travel around the world. However, some action games, such as those called shoot-em-up games, are often criticized because of their violent content. A common objective for the player is to choose a weapon and then shoot and kill different human or nonhuman enemies.

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On-Line Games - A New Trend

 
The
land of Britannia has about 230,000 citizens.   They are people of all sorts - soldiers, tailors, blacksmiths, and musicians. They wage war, build cities, open shops, get married, and die. Yet, this particular Britannia does not exist in reality. It is a virtual medieval world, a place where network players compete and interact with one another simultaneously - a form of computer game, called an on-line game, that has become increasingly popular and is expected to be the "next big thing" in computer gaming. Launched in 1997, Ultima Online - which includes the fantasyland Britannia - was the first Internet-based game. Since then, many other Internet games have arisen, and more are in the works.

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What is different about this type of game? The various characters you meet in the game are controlled, not by a computer, but by other players acting simultaneously over the Internet. Thousands of people can participate in the same game. For example, Ultima Online is said to have had players from 114 countries participating at the same time. The popularity of these games may depend a lot on the social contact involved. Players can chat with each other and thus feel that they are part of a global community.

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Big Business

Role-playing games became popular in the 1970's with the game Dungeons and Dragons. Since then, they have developed into a multimillion-dollar industry, embracing board games, trading cards, interactive books, computer games, and even live-action games in which participants act out adventures. Apparently, there are more than six million regular players in the United States and hundreds of thousands in Europe. In France many high schools have clubs for role-playing games, while in Japan they are the most popular type of video games.

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The electronic-game industry is very optimistic about its future. By 1997 the annual income from the American computer- and video-game industry reached $5.3 billion, and the worldwide sales were at least $10 billion. This trend shows no signs of losing momentum. The market is expected to increase by 50 to 75 percent during the coming five years.

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Every day, according to Forrester Research, over a million people log on to different Internet-based games, and it is said that interest in on-line games will increase with the spread of broadband, a type of high-speed Internet connection. Children who have grown up playing computer games show no sign of stopping when they get older. One long-time player says: "Playing computer games has become a way of associating with friends from all over the world."

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Violence and the Occult


 Role-playing games differ widely, varying in both form and content. Even so, violence is present in many, if not most, of these games. In fact, in the imaginary universes that these games create, violence is often an integral part of advancement - or survival. Another concern is that magic often figures prominently in these games. Oftentimes, players can become sorcerers or other personalities with magic powers. Obstacles or enemies are then overcome through occult means. Reportedly, one popular game "allows players to take the role of either Angels or Demons in the service of Archangels or Demon Princes . . . Sacrilegious overtones keep it amusing." One computerized game even allows a player to become all-powerful simply by typing the word "Satan."

Illusion or Reality?

Many youths are drawn to these games as an escape from reality. But is it healthy to immerse oneself in a world of fantasy? French sociologist Laurent Tremel comments: "The real universe, dominated by uncertainty about the future, . . . contrasts terribly with these virtual but very realistic universes, where you finally master the rules and where you can model a character to resemble either what you are or what you would like to be." Mental-health expert Etty Buzyn further observes: "In playing, youths have the impression that they are leading a dangerous life, remaking the world, but in reality, they are not measuring up to any real risk. They are fleeing from society and its limits."

Ultimately, such escapism can only lead to frustration, since the realities of life lie just beyond the end of the game. These realities must eventually be confronted. Really, no amount of success or adventure in an imaginary role will ever make up for failure or mediocrity in real life. The smart thing to do is to confront life's realities - head-on! Sharpen your perceptive powers by facing real-life situations.

 

  


TheFreeSite.biz has free games and free online games. Here you can play racing games, shooting, arcade, and download action games.