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Video Games Essay | Essay on Video Games for Students and Children in English

February 13, 2024 by Prasanna

Video Games Essay:  Video games are electronic games that requires a user interface, input device (it can be joysticks, controllers, motion-sensing devices, keyboard, etc.) that generates visual feedback for the player or players, an output device that is either a two or three-dimensional display device (like TV monitor, touchscreen, VR headset, etc.).

Video games also are augmented with audio feedback using either headphones or speakers. Other types of augmented feedback systems of video games include haptic technology.

You can also find more  Essay Writing  articles on events, persons, sports, technology and many more.

Long and Short Essays on Video Games for Students and Kids in English

We are providing students with a long essay sample of 500 words and a short essay sample of 150 words on the topic Video Games in English for reference.

Long Essay on Video Games 500 Words in English

Long Essay on Video Games is usually given to classes 7, 8, 9, and 10.

Video games have undeniably become an imperative part of most of our life, either as a form of entertainment and even hobby. Video games came into existence through the invention of the Cathode Ray Tube Amusement Device by Thomas T Goldsmith Jr. and Estle Ray Mann in 1947. And in 1948 they got the patent for their invented device with knobs and buttons used for stimulating airborne enemies. It was not until the 1970s, and 1980s those video games reached the mainstream popularity.

One of the biggest technological evolution examples is that of what is seen in video games. Over the years there had been massive changes and several creations since the first released video game. Before the age of Playstation, Xbox, or even computer games, people used to be engrossed in playing video arcade games and later the 8-bit video games using consoles, joysticks, and other controllers. Now we have video games with much higher graphics, better storyline, and even more options. This makes the gaming experience more thrilling and enjoyable; however, it does not change the fact that video games have turned almost an entire generation into couch potatoes.

It is no news that video games are fascinating and because of the graphics along with sound effects gives the player a real-like experience. The video game industry has also started experimenting with virtual reality resulting in even more realistic games which give the player the sensation of truly witnessing the activities of the game. Bur we all know that technology is both a good and a bad effect. The condition is not much different when it comes to video games as well. There are several benefits of playing video games; similarly, there are also adverse effects of the same.

The positive effects of video games include developing one’s skills, like strategic thinking, quick learning, cooperation, creativity, etc. Simulations which are based on the similar technology behind video games are used for training purposes (like shooting, golfing, driving, etc.). Simulations have helped in reducing the risk of accidents occurring during training by allowing the user to practice longer without the requirement of frequent maintenance.

However, there are also some very destructive negative effects of video games. Firstly, children and young adults often get very addicted to playing video games and end up wasting a lot of time and becoming socially isolated. Another aspect of video games which has affected the players immensely is the increase in the violence and aggressiveness in them while trying to imitate the competitive traits of the game.

As intelligent beings, we must use our wisdom and self-control to spend our time wisely and efficiently while avoiding things that have the potential of causing us harm. The gaming industry should monitor the type of games being manufactured and restricting the game for the age for only which it is suitable. Players too should understand the negative impacts of excessive video game playing and addiction. Hence, it can be concluded that the effect of video games depends a lot on the player.

Short Essay on Video Games 150 Words in English

Short Essay on Video Games is usually given to classes 1, 2, 3, 4, 5, and 6.

The electronic games that involve the user interface interacting with a human that results in generating feedback onto the video device are called video games. The platforms are the electronic devices used for playing various video games. The size of platforms or gaming units can range from large mainframe computers to even small handheld devices. The trend of playing video games became prominent from the late 1970s and has only increased over time with the advancement of technology. At present, the global value of the video game industry is stated to be USD 152 billion approximately.

The large scale engagement of youth and people of other age groups as well has turned video games into a trend factor. However, there has been a lot of debate on the matter of the positive and negative impact of games on people. Thus, both the industry and the user need to monitor the content of the games being made, and the amount of time being spent on it, respectively.

10 Lines on Video Games in English

  • There are several types of video games like arcade games, console video game, computer video games, and mobile games.
  • The evident increase in the commercial importance of the video gaming industry began from the 2010s.
  • The Asian market is the biggest contributor to the growth of the video gaming industry.
  • As of 2018, video games were the third-largest segment drawing revenue in the entertainment market of US, behind broadcast and cable TV.
  • Today, numerous people are involved behind creating video games like developers, publishers, distributors, retailers, third party manufacturers, etc.
  • Studies show that gaming addiction causes several physical and behavioural problems in people, especially in children.
  • There are also competitions held for video games in various stages (local, national and international) to find the best player among all.
  • The growth and expansion of the video gaming industry have opened up several job opportunities as well.
  • Parents should monitor the game playing type and time of their children so that it doesn’t turn into an addiction.
  • Lack of motion because of excessive video game playing can cause diseases like obesity and diabetes, along with muscle pain.

FAQ’s on Video Games Essay

Question 1. Mention some positive effects of playing video games.

Answer: Some positive effects of video game playing includes the following-

  • It improves IQ and reflexes of an individual.
  • It develops skills like decision making, attentiveness, multi-tasking, etc.
  • It improves motor skills of players.

Question 2. Which is the most iconic video game character of all time?

Answer:  Mario

Question 3. What is the first invented video game?

Answer:  Tennis for Two is the first video game, and it was created in 1958.

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Argumentative Essay on Benefits of Video Games

📌Category: ,
📌Words: 589
📌Pages: 3
📌Published: 11 February 2022

Statistics from Stackup.org state that 64% of households own a device to play video games, and 55% of gamers state that games help connect them and their friends together. Video gaming has made a huge impact on our society, yet critics still insist after over 40 years that they have a very harmful effect on children and even adults. However, there are lots of benefits stored within these games such as mental health and social development.

Firstly, video games generally do not affect most people in a negative way. In fact, there is plenty of research that shows there are benefits for mental health. According to the Association for Psychological Science as recently as September 2020, “games are now more important than ever for socialization, feeling autonomy and control during a certain time, and just de-stressing-Ferguson.” For instance, gamers have shown that gaming has kept them feeling less isolated during the COVID-19 pandemic. These games can also act as a way to distract people from pain, psychological trauma, depression, ADHD, stress, and lots more. A March 2014 article called “Gaming well: links between videogames and flourishing mental health'', they state, “Moderate video gameplay has been found to contribute to emotional stability and reducing emotional disturbances in children.” This demonstrates that video gaming can benefit a child’s emotional state by letting them “let out their steam” which can act as their flourishing mental health.

People show bias toward banning violence in video games, but they barely scratch the surface of their benefits to society. It has helped our community grow as a whole since these games show cultural awareness by helping connect different cultures, races, regions, and more together. These games can improve people’s skills in communication since some games allow the players to work together by talking to each other. In a 2019 World Economic Forum article, Susanna Pollack and Stanley Pierre-Louis both claim, “Video games now provide the platform for this authentic, collaborative play that broadens perspectives and builds new communities by connecting people who may otherwise have never met.” Gaming can actually be an opportunity for players to build a whole new relationship with others. In addition to that, they can help make games become less antisocial and more civilized. The Institute of Gaming mentions, “Over 70% of gamers play with a friend, by playing against each other or working cooperatively in a team. Games such as World of Warcraft open up virtual worlds and communities that extend far beyond the computer screen.” This all goes to show that these games bring people from literally anywhere from across the world closer and improve our society as a whole.

Although violent video games can cause good, it can also cause bad. A project done by Frontiersin.org concludes their study by saying, “There seems to be a link between self-reported violent video game exposure and differences in psychopathic trait expression especially in interpersonal-affective deficits.” They calculated and tested what effects happen after a certain time period of playing these games. One Dana.org 2019 article comments, “Violent games do increase aggressive behavior but these effects are quite small.” Which means there have been signs in the past demonstrating that the games end up causing more hostile behavior, but they aren’t really common/consistent. It is truly stated that some violence in video games have graphical content that could badly influence a younger audience, maybe even adults. Some effects can be future smoking, criminal activity, aggressiveness, and more. Apa.org answers saying, “There is not consistent evidence for the claim that younger children are more negatively affected than adolescents or young adults or that males are more affected than females.” This proves that with all this bad stuff happening, there has not been sufficient proof to confidently say that young ones or young adults are as negatively affected by violent games as you think they are.

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Essay on Importance of Games

Students are often asked to write an essay on Importance of Games in their schools and colleges. And if you’re also looking for the same, we have created 100-word, 250-word, and 500-word essays on the topic.

Let’s take a look…

100 Words Essay on Importance of Games

Introduction.

Games are a crucial part of our lives. They instill values, promote health, and provide entertainment.

Health Benefits

Developing skills.

They also develop our skills. Team games teach us cooperation, while strategy games improve our problem-solving abilities.

Social Interaction

Games encourage social interaction. They help us make friends and learn to work as a team.

Also check:

250 Words Essay on Importance of Games

The essence of games.

Games, both physical and digital, play a pivotal role in the holistic development of individuals. They serve as a powerful tool, fostering psychological growth, enhancing physical fitness, and nurturing social skills.

Psychological Development

Games stimulate cognitive abilities, promoting analytical thinking, decision-making, and problem-solving skills. For example, strategy-based games, such as chess or Risk, demand players to anticipate opponents’ moves and plan their own. This helps in improving critical thinking and strategic planning skills.

Physical Fitness

Physical games like football, basketball, or tennis, contribute significantly to maintaining health and fitness. They enhance stamina, agility, and coordination, and teach the importance of discipline and teamwork. In an era where sedentary lifestyle diseases are on the rise, games act as a countermeasure, promoting a healthy lifestyle.

Social Skills

500 words essay on importance of games.

Games, in their many forms, have been a central part of human culture throughout history. They are a universal language that transcends age, culture, and geography, uniting people through shared experiences. The importance of games cannot be overstated, as they play a pivotal role in physical, mental, and social development. They are not just a source of fun and entertainment, but also a means of learning and personal growth.

Physical and Mental Health Benefits

Physically engaging games, such as sports, are a vital part of maintaining a healthy lifestyle. They promote physical fitness, improve coordination, and enhance motor skills. Participating in games can also help in managing weight, reducing the risk of obesity, and promoting cardiovascular health.

Social and Emotional Development

Games are also instrumental in social and emotional development. They foster a sense of community and teamwork, as players often need to collaborate to achieve a common goal. This interaction helps in developing communication skills, understanding social cues, and building empathy.

Educational Value

In conclusion, games are an integral part of human life. They are not just pastimes, but platforms for learning, growth, and development. They contribute to physical and mental health, foster social and emotional development, and have significant educational value. As society evolves, so do games, reflecting our changing interests, values, and technologies. The importance of games, therefore, lies not only in their inherent entertainment value but also in their ability to promote well-rounded development and foster a sense of community.

If you’re looking for more, here are essays on other interesting topics:

Apart from these, you can look at all the essays by clicking here .

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essay about importance of video games

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Essays About Video Games: Top 12 Examples and Prompts

Video games have revolutionized the way we have fun today. If you are writing essays about video games , check out our guide to inspire your writing.  

Few can contest the fact that video games have taken over the world. From the basic, almost “primitive” games of the 1970s like Pong to the mind-bending virtual reality games of the 2020s, they have been a source of entertainment for all. Moreover, they have proven quite profitable; countries like Japan and the United States have made tens of billions of dollars solely from the video game market.

Despite their popularity, much has been debated over the potentially harmful side effects that video games may have, particularly on children. One side argues that playing certain video games can lead to people exhibiting violence in the future, while others believe that video games teach players essential life skills. Regardless, they will continue to be a part of our lives for the foreseeable future. 

For engaging essays about video games , read the essay examples featured below for inspiration.

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1. What electronic games can teach us by Kendall Powell

2. designers are imagining video games without guns by keith stuart, 3. playing video games all summer won’t make you feel worse by nicole wetsman, 4.  violent video games bad by andrea newman.

  • 5. ​​The health effects of too much gaming by Peter Grinspoon

Writing Prompts For Essays About Video Games

1. video games: good or bad, 2. the benefits of video games, 3. what is your favorite video game, 4. do video games cause people to become violent, 5. video games in your life, 6. video games vs. traditional games, 7. is the video game rating system enough.

“In other studies, researchers found that gamers who trained on Tetris were better at mentally rotating two-dimensional shapes than those who played a control game. Students who played two hours of All You Can E.T., an educational game designed to enhance the executive function of switching between tasks, improved their focus-shifting skills compared with students who played a word search game.”

Powell explains a few possibilities of applying video games to education. As it turns out, certain video games can improve players’ skills, depending on the mechanics. Researchers are inspired by this and hope to take advantage of the competitive, motivational nature of gaming to encourage children to learn. New games are designed to help kids improve their focus, coordination, and resilience, and game designers hope they will succeed. 

“Imagine a game where you’re a war reporter seeking to capture the most iconic, representative images in a battle environment: You’d still get the sense of peril that audiences expect from action adventures, but your relationship with the environment would be more profound. It would be Call of Duty from the perspective of a creative participant rather than a violent interloper.”

The graphic nature of some video games is said to make kids violent, so it is only natural that some creators try to change this. Stuart writes that it is possible to maintain the fun that shooter-type games induce without using guns. He gives examples of games where you do not kill your enemy, simply stunning or capturing them instead. He also suggests photography as an alternative to killing in a “shooting” game. Finally, he suggests basing video games around helping others, making friends, and doing more peaceful, creative tasks.

“Any role video games play in skewing well-being that did pop up in the study was too small to have a real-world impact on how people feel, the authors said. People would have to play games for 10 more hours per day than their baseline to notice changes in their well-being, the study found.”

Wetsman counters the widespread belief that video games “destroy your brain.” Research done with a sample of 39,000 players over six weeks has shown that whether one plays video games for long or short periods, their mental health is not impacted much. There are some exceptions; however, there are not enough to conclude that video games are, in fact, harmful.

“Some people believe that the connection between violent games, and real violence is also fairly intuitive. In playing the games kids are likely to become desensitized to gory images;which could make them less disturbing, and perhaps easier to deal with in real life. While video games aren’t about violence their capacity to teach can be a good thing.”

In her essay , Newman writes about the supposed promotion of violence in some video games. However, she believes this violence does not cause people to be more aggressive later. Instead, she believes these games expose children to certain atrocities so they will not be traumatized if they see them in real life. In addition, these games supposedly promote connections and friendships. Finally, Newman believes that these “harmful” can make you a better person.

5. ​​ The health effects of too much gaming by Peter Grinspoon

“Gamers need to be educated on how to protect their thumbs, wrists, and elbows, their waistlines, their emotional state, their sleep, and their eyes. Simple education around taking breaks, stretching, eating healthy snacks, and resting and icing your thumb, wrist, or elbow when it starts hurting can address injuries early, before they become significant. For the eyes, gamers can try the 20-20-20 rule: every 20 minutes, try to look at something 20 feet away for 20 seconds.”

Grinspoon discusses both the benefits and the health risks of gaming. Video games allow people to interact with each other remotely and bond over specific missions or tasks, and some research shows that they have cognitive benefits. However, some gamers may develop vision problems and hand and wrist injuries. Gaming and “staring in front of a screen the whole day” is also associated with obesity. Overall, Grinspoon believes that gaming is best done in moderation.

Looking for more? Check out these essays about hobbies .

Many parents believe that their children’s “bad behavior” is because of video games. Based on your experience and others, decide: are video games good or bad for you? Make sure to read viewpoints from both sides and write an essay based on your position. Would you encourage others to play video games? Discuss these pros and cons for an interesting argumentative essay .

Like anything else, video games have both positive and negative aspects. Explain the good that video games can do for you: the skills they can equip you with, the lessons they can teach, and anything else. Also, include whether you believe their benefits outweigh the disadvantages they may pose. 

For your essay , write about your favorite video game and why you chose it. What is its meaning to you, and how has it affected your life? Describe the gameplay mechanics, characters , storyline, and general impact on the gaming community or society. You can write about any game you want, even if you have not played it; just ensure the content is sufficient.

Many claim that playing violent video games can make you violent in the future. Research this phenomenon and conclude whether it is true or not. Is the evidence sufficient? There are many resources on this topic; support your argument by citing credible sources, such as news articles, statistics, and scientific research.

Video games have been a part of almost all our lives. Recall a treasured experience with video games and explain why it is significant. How old were you? Why do you remember it fondly? How did this experience make you feel? Answer these questions in your own words for an exciting essay .

Essays About Video Games: Video games vs. Traditional games

There are stark differences between video and traditional games, such as board games and card games. For an engaging essay , compare and contrast them and write about which is more entertaining, in your opinion . Be creative ; this should be based on your own opinions and ideas.

The video game content rating system is used to classify video games based on their appropriateness for specific ages. However, parents complain that they are not strict enough and allow the display of violent content to children. Explore the criteria behind the rating system, decide whether it needs to be changed or not, and give examples to support your argument.

If you are interested in learning more, check out our essay writing tips !

Tip: If writing an essay sounds like a lot of work, simplify it. Write a simple 5 paragraph essay instead.

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107 Video Game Essay Topic Ideas & Examples

Inside This Article

Video games have become a popular form of entertainment for people of all ages. From action-packed shooters to immersive role-playing games, there is a video game out there for everyone. With such a wide variety of games to choose from, it can be overwhelming to decide on a topic for an essay about video games. To help you get started, here are 107 video game essay topic ideas and examples to inspire your writing:

  • The impact of violent video games on children's behavior
  • The evolution of video game graphics over the years
  • The rise of esports and its influence on the gaming industry
  • The benefits of playing video games for cognitive development
  • The representation of gender and race in video games
  • The history of virtual reality gaming
  • The psychology of loot boxes in video games
  • The role of music in enhancing the gaming experience
  • The ethics of video game journalism
  • The impact of video game addiction on mental health
  • The cultural significance of video game franchises like Mario and Pokemon
  • The future of cloud gaming and streaming services
  • The role of storytelling in video games
  • The influence of video games on popular culture
  • The relationship between video games and education
  • The impact of video game censorship on creative expression
  • The portrayal of mental health issues in video games
  • The role of social media in video game marketing
  • The history of video game consoles
  • The impact of online multiplayer games on social interaction
  • The evolution of game mechanics in the survival horror genre
  • The representation of LGBTQ+ characters in video games
  • The influence of Japanese culture on video game aesthetics
  • The role of nostalgia in the popularity of retro gaming
  • The impact of microtransactions on player experience
  • The relationship between video games and violence in society
  • The role of artificial intelligence in game development
  • The impact of video game streaming platforms like Twitch
  • The representation of disability in video games
  • The influence of game design on player engagement
  • The evolution of mobile gaming
  • The role of virtual economies in online multiplayer games
  • The impact of video game sound design on immersion
  • The portrayal of mental illness in video games
  • The influence of Eastern philosophy on game narratives
  • The role of user-generated content in game communities
  • The impact of fan culture on video game development
  • The representation of indigenous cultures in video games
  • The influence of literature on game storytelling
  • The role of game difficulty in player satisfaction
  • The impact of video game piracy on the industry
  • The portrayal of war in military shooter games
  • The relationship between video games and sports
  • The influence of board games on video game design
  • The role of player choice in game narratives
  • The impact of virtual reality on therapy and rehabilitation
  • The representation of historical events in video games
  • The influence of film on game aesthetics
  • The role of gender stereotypes in video game marketing
  • The impact of game mods on player creativity
  • The portrayal of mental health professionals in video games
  • The influence of tabletop role-playing games on video game mechanics
  • The role of game mechanics in promoting teamwork and cooperation
  • The impact of game development crunch on industry workers
  • The representation of animals in video games
  • The influence of science fiction on game narratives
  • The role of player agency in game storytelling
  • The impact of game difficulty on player motivation
  • The portrayal of addiction in video games
  • The influence of mythology on game aesthetics
  • The role of puzzles in game design
  • The impact of game reviews on player purchasing decisions
  • The representation of mental illness in horror games
  • The influence of architecture on game environments
  • The role of game soundtracks in enhancing the player experience
  • The impact of game tutorials on player learning
  • The portrayal of robots and AI in video games
  • The influence of fashion on character design in games
  • The role of humor in game narratives
  • The impact of game localization on cultural representation
  • The representation of environmental issues in video games
  • The influence of psychology on game design
  • The role of game narratives in exploring complex themes
  • The impact of game communities on player engagement
  • The portrayal of mental health struggles in indie games
  • The influence of mythology on game storytelling
  • The role of player feedback in game development
  • The impact of game accessibility on player inclusivity
  • The representation of gender identity in video games
  • The influence of surrealism on game aesthetics
  • The role of morality systems in game narratives
  • The impact of game tutorials on player retention
  • The portrayal of mental health professionals in horror games
  • The influence of psychology on game narratives
  • The role of player choice in shaping game outcomes
  • The impact of game aesthetics on player immersion
  • The representation of LGBTQ+ relationships in video games
  • The role of environmental storytelling in game design
  • The impact of game streaming on player engagement
  • The portrayal of mental illness in puzzle games
  • The role of player feedback in shaping game development
  • The impact of game aesthetics on player perception
  • The representation of LGBTQ+ characters in horror games
  • The influence of film noir on game narratives
  • The role of environmental storytelling in shaping game worlds
  • The impact of game tutorials on player skill progression
  • The portrayal of mental illness in narrative-driven games
  • The influence of science fiction on game aesthetics
  • The role of player choice in determining game endings
  • The impact of game aesthetics on player emotional response
  • The representation of LGBTQ+ relationships in indie games
  • The influence of literature on game design
  • The role of environmental storytelling in immersive game worlds
  • The impact of game streaming on player community building
  • The portrayal of mental health struggles in interactive fiction games

Whether you are writing a research paper, a critical analysis, or a personal reflection on video games, these topics provide a diverse range of ideas to explore. From examining the psychological effects of gaming to analyzing the cultural significance of game narratives, there is no shortage of fascinating topics to delve into. So, pick a topic that interests you and start exploring the world of video games through the lens of your essay. Happy writing!

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6 surprising benefits of video games for kids

essay about importance of video games

By Gail Belsky

Expert reviewed by Jodi Gold, MD

Two smiling children sit together on a sofa, playing a video game and holding controllers while watching the screen.

At a glance

While there are downsides to playing video games, there are also surprising benefits.

Video games can help kids build skills and make social connections.

Kids who play video games are often very creative.

There are clear watch-outs for families when kids play video games. Some kids have trouble shutting down or transitioning off games . Others have mood swings during or after playing, or become hyperfocused . And there are kids who are totally consumed by games. However, there are some upsides, too.

Here are six surprising benefits of playing video games.

Studies show that kids who play video games may get a small boost to their reading skills. This is true even for kids who struggle with reading, and even when playing action games.

Researchers think that this may happen because kids need to figure out text instructions to play. There’s also a fun factor. Kids who are reluctant to open a traditional book may rush to read a website or internet forum to get the latest on their favorite game.

That doesn’t mean video games should replace books, though.

2. Visual-spatial skills

Many games — like Minecraft  — are set in 3D virtual worlds that kids have to navigate. And there’s no GPS or smartphone map app to lead the way.

The result is that kids who play these games have the chance to practice their visual-spatial skills . This can lead to a better understanding of distance and space.

essay about importance of video games

Hear an expert’s tips for helping kids maximize learning from popular video games

3. Problem-solving

At the heart of every video game is a challenge. Some games can be mindless, like Space Invaders. But many others — from puzzles and mysteries, to managing virtual cities or empires — offer kids the chance to take on a problem and work to find a solution.

Some researchers say kids who play these video games improve in three areas: planning, organization, and flexible thinking . But don’t get too excited about this. It’s not clear that these gaming problem-solving skills carry over into daily life. And there’s no evidence that so-called “train the brain” games  can improve real-world skills.

4. Social connections

Some kids have trouble fitting in and making friends in real life. Video games can be a refuge for them to find people to connect with in positive way. In our busy lives, games offer virtual playdates with real-life friends.

Video games also give kids something to talk about at school. These days, games are a mainstream topic of conversation for kids, just like sports and music. An interest in gaming can help kids who have trouble coming up with topics to discuss.

On the flip side, kids who struggle socially in real life  may also have trouble online. Learn how this can play out in multiplayer online video games .

5. Imaginative play and creativity

When kids are young, there’s a lot of space for imaginative play, from LEGOs to dolls to make-believe. But for tweens and teens, society sometimes frowns on that play. Video games give kids a chance to continue imaginative play.

There’s also some evidence that games encourage creative thinking. In one study, 12-year-old gamers were asked to draw, tell stories, ask questions, and make predictions. All the kids showed high levels of creativity and curiosity.

6. Video gaming careers

The 16-year-old winner of the first Fortnite World Cup won $3 million. The other 99 solo finalists won anywhere from $50,000 to $1.8 million each.

Just as with professional sports, the chances of becoming a professional video gamer are very small. However, the video gaming industry is growing by leaps and bounds, much faster than traditional sports and entertainment.

There are lots of careers in this growing industry — careers like coding, marketing, or running events.

Those are some of the potential benefits of video games. Now learn how to choose video games and apps for your child .

Key takeaways

Video games give older kids a chance to continue imaginative play.

Kids can get extra reading practice through video games.

The gaming industry is growing, and your child’s interest could spark a career.

Explore related topics

American Psychological Association Logo

Video game play may provide learning, health, social benefits, review finds

February 2014, Vol 45, No. 2

Print version: page 10

Playing video games, including violent shooter games, may boost children’s learning, health and social skills.

Playing video games, including violent shooter games, may boost children's learning, health and social skills, according to a review of research in American Psychologist .

The study comes out as debate continues among psychologists and other health professionals regarding the effects of violent media on youth. An APA task force is conducting a comprehensive review of research on violence in video games and interactive media and will release its findings later this year.

"Important research has already been conducted for decades on the negative effects of gaming, including addiction, depression and aggression, and we are certainly not suggesting that this should be ignored," says Isabela Granic, PhD, of Radboud University Nijmegen in The Netherlands, lead author of the article. "However, to understand the impact of video games on children's and adolescents' development, a more balanced perspective is needed."

While one widely held view maintains that playing video games is intellectually lazy, such play actually may strengthen a range of cognitive skills such as spatial navigation, reasoning, memory and perception, according to several studies reviewed in the article. This is particularly true for shooter video games, which are often violent, the authors found. A 2013 meta-analysis found that playing shooter video games improved a player's capacity to think about objects in three dimensions just as well as academic courses designed to enhance these same skills, according to the study.

"This has critical implications for education and career development, as previous research has established the power of spatial skills for achievement in science, technology, engineering and mathematics," Granic says.

This enhanced thinking was not found when playing other types of video games, such as puzzles or role-playing games.

Playing video games may also help children develop problem-solving skills, the authors said. The more adolescents reported playing strategic video games, such as role-playing games, the more they improved in problem solving and school grades the following year, according to a long-term study published in 2013. Children's creativity was also enhanced by playing any kind of video game, including violent games, but not when the children used other forms of technology, such as a computer or cell phone, other research revealed.

Simple games that are easy to access and can be played quickly, such as "Angry Birds," can improve players' moods, promote relaxation and ward off anxiety, the study said. "If playing video games simply makes people happier, this seems to be a fundamental emotional benefit to consider," said Granic. The authors also highlighted the possibility that video games are effective tools for learning resilience in the face of failure. By learning to cope with ongoing failures in games, the authors suggest that children build emotional resilience they can rely upon in their everyday lives.

Another stereotype the research challenges is the socially isolated gamer. More than 70 percent of gamers play with a friend, and millions of people worldwide participate in massive virtual worlds through video games such as "Farmville" and "World of Warcraft," the article noted. Multiplayer games become virtual social communities, where decisions need to be made quickly about whom to trust or reject and how to lead a group, the authors said. People who play video games, even if they are violent, that encourage cooperation are more likely to be helpful to others while gaming than those who play the same games competitively, a 2011 study found.

— Lisa Bowen

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Persuasive Essay: Video Games

Teenagers today often spend a great deal of time playing video games. These games are fun and engaging and young people often feel like playing games is a great thing to do in their spare time. However, you shouldn’t spend too much time gaming and there are a number of reasons for this: it’s unhealthy, you should spend more time studying, and you need to socialize more.

The primary reason to cut down on gaming time has to be that youths that spend a long time on computers and games consoles are often not getting enough exercise. With high obesity rates, it’s very important for young people to spend as much time being active as possible, especially since studies show that people who are overweight during childhood and adolescence are far more likely to become overweight adults than those of a healthy weight when they’re young. There is just as much, if not more, fun to be had in getting out and about and being active. This doesn’t have to mean going for long runs if that’s not your thing; team sports are both fun and great exercise. Dance or fitness classes are also a good option for those not into sports.

Secondly, getting a good education is that best thing that you can do for your future. If every teenager cut down on their gaming time by 30 minutes per day and used this time to study, the whole of that generation would achieve better results and be more likely to have the career that they want. With education, you get out what you put in, so it’s really up to you to put in the additional effort. If you want to go to a good college, extra study in your own time will be completely vital, but gaming can reduce your concentration span and make this more difficult.

The third main reason that playing video games too often is that it’s no good for your social skills. Some teenagers may argue that because they can now play their games online with friends, they are socializing in their own way. However, you can’t beat face-to-face contact, and if you want to succeed in interviews and build good relationships in later life, you need to develop some proper communication skills. This shouldn’t be a chore, or difficult, because hanging out with friends is far more fun than sitting indoors playing on games all day anyway!

In conclusion, there can be no doubt that spending too much time gaming isn’t good for you. You don’t have to stop all together, but it’s all about moderation. Cut down and allocate your additional free time to doing things that are good for you, and you definitely won’t regret it in later life.

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The evolution of video games as a storytelling medium, and the role of narrative in modern games

This essay aims to investigate the topic of narrative in video games. Specifically, the evolution of narratives in games, and the role of narrative in today’s story-based games. Narrative is all around us; we can interpret all events as stories with plo

Picture of Chris Stone

January 7, 2019

essay about importance of video games

1.  An Introduction to Narrative

1.1.  defining narrative.

In a paper exploring the field of narrative and its prominence in video games, the logical first step would be to establish a baseline definition of what narrative is. During the past decade or more, many broader interpretations of the word have arisen, stretching the meaning to involve “belief, value, experience, interpretation, or simply content,” [1]. For this essay, a much narrower definition is required, since narrative regarding games (and my approach the subject of narrative in this essay) refers to storytelling, and the relation of events and characters. Therefore, an appropriate definition would be H. Porter Abbott’s, made in 1978, which is “the representation of an event, or a series of events” [2].

            This definition encapsulates the most basic interpretation of the word, and is a nice, simple way to describe narrative when it is referenced or alluded to in this essay. However, I feel that expanding upon this definition before continuing may prove beneficial. In her paper Defining Media from the Perspective of Narratology [1], Marie-Laure Ryan gives three features by which narrative can be explained, which can be summarized as follows: A “Story that takes place in a world populated with individual agents and objects”, which “must undergo not fully predictable changes of state”, and these physical events “must be associated with mental states and events (goals, plans, emotions).” These three features form a very clear rule by which to define narrative and what counts as a narrative or not.

1.2.  A History of Narrative

Since humans have been communicating, they have been using narrative to tell stories, and it is a topic that has been studied since the time of Aristotle, when he laid the foundation for narrative study in Western culture with his book Poetics [3]. Aristotle theorised tragedy (which was in those days a term used to describe a form of theatre in which tragic events were experienced by the main character), and concluded that plot, or “the arrangement of the incidents” [3] was the most important of the six ingredients of a tragedy. The other ingredients, as he described, were Character, Thought, Diction (the way language is used to convey and represent ideas), Song, or Melody, and Spectacle, given in order of importance. Another concept of narrative defined by Aristotle is that any given story must have a beginning, where a problem is encountered, a middle, in which the characters struggle to overcome the problem, and an end in which the problem is resolved.

Aristotle is widely accepted as the biggest influence on the development of literature in the West, and the thoughts we have about the subject today largely come from his ideas. The ingredients of tragedy that he defined can be seen in modern narrative, and in fact they translate to the definition that we put together before. The individual agents and objects refers to character, the change of state is the plot, and the mental states and events are thought. Stemming from Aristotle’s work, the field of narratology was formed, a study that was most prominent around 1960, which aimed to identify what narratives have in common. The way we tell stories and the way we interpret events has been changed a lot by this research and the work done in this field, because it translates to the narratives that are presented to us in our daily lives.

In the world today, narrative has become such a core part of how we interpret events around us. We see it in every medium from musicals and poems to television and radio, and now we see it in video games as well. Through this exposure to the media, as Helen Fulton describes, “...our sense of reality is increasingly structured by narrative.” [4] We begin to think of everything as a structured story, because we understand that every event that we experience in our lives can be told through a narrative. While the main form of storytelling has always been speech, in the modern age narrative is presented to us most prominently through digital media, especially television and (more recently) video games.

1.3.  Narrative in Digital Media

The twentieth century brought about the beginning of the digital age, the age of computers, and television, film and video. Before this, there were significantly less devices through which to tell a story; The main media that conveyed narratives were conversation, books, and plays. But the introduction of film and cinema, which Marie-Laure Ryan describes as the “art of the twentieth century” [5], saw an evolution in how narrative can be told. In her article, Ryan describes how cinema gave new dimensions to novels and theatre. It allows events to be represented as they happen in the present tense, in a similar way to written tales, while also transcending theatre in its visual representation. The ability for film to put its audience in the action through cinematography and music was revolutionary.

Television and the internet make narratives more accessible than ever before, and contributes to the importance that human cognition puts on them. We might see an advert for a cleaning product, where a child spills his or her drink, and a frustrated mother will try in vain to fix the mess with a ‘regular’ cleaning product, and thus turn to the advertised product. Even this example uses a problem and solution narrative to give authenticity to the product, that resonates with audiences because it is relatable. Modern social apps such as Snapchat, Facebook, and Instagram give users the opportunity to experience their friends lives and adventures in the form of ‘stories’. Narratives can be experienced now more than ever before, due to the amount of media we consume through the internet and through our devices. Video games are the next step in digital storytelling, ushering in a new concept of interactive narrative.

2.  Narrative in Games

2.1.  a brief history of video games.

It is strange, perhaps even incredible to consider how quickly video games have developed from when they began in the 1960’s, as we move towards an ever increasingly technologically dependant world. In his book ‘The Singularity Is Near’ [6], Ray Kurzweil compares it to biological evolution, drawing conclusions that over time, advancements become more rapid, as we use tools from previous generations to progress to the next. This has allowed video games to advance at a very high rate. As we step into the world of video games to discover the evolution and the role of narrative in them, we must take a moment to explore the evolution of video games and look at the history of the medium.

As detailed in The Complete History of Video Games [7], the first interactive video game was created in 1962 by MIT student Steve Russell. It was a space combat game aptly called Spacewar [20], where two player-controlled spaceships fought against each other around the gravity well of a star. This was the most basic of games by today’s standards, but it was revolutionary at the time, and paved the way for a lot of development in the field of computer science and programming. Though this game was developed openly by community members over the following years, it wasn’t until almost a decade later in 1971, that it became the first arcade machine (released as Computer Space [21] by Nutting Associates). A year later Atari was formed by Nolan Bushnell, who headed the development of Computer Space , and Pong [22] was created by Atari engineer Al Alcorn.

            The first home videogame system was the Odyssey, created by Magnavox in 1972, which could be plugged into a television, and came with several games including Tennis [23] and Ski [24]. Three years later, Atari created a Pong unit for home use as well. In 1977, a series of LED-based handheld games were released by Mattel. From this point, the development of the industry speeds up rapidly, with the main companies like Nintendo, Atari, Sega, Namco, and others start developing games and systems at a higher rate. During this time arcades were doing extremely well, with Pacman [25] being released in 1980, which would go on to sell 300,000 units worldwide. 1986 saw the release of the Nintendo NES, the Sega Master System, and the Atari 7800, which were all very successful. During the 90s, PC gaming started to become prominent with games like Doom [26], and new consoles were introduced, including Sony’s PlayStation and the Nintendo 64. The late 90s brought a new trend in handheld games with popular titles like Pokémon [27]. From here, the games industry would only become more successful, and would develop into what we see today.

2.2.  Narrative in Video Games

In this section, I will begin to explore the first part of the essay title, which is the evolution of narrative in games. I will begin by looking at the different styles of narrative that are usually found in games, and describing each of them in turn. Then, using specific examples, I will explore two games from the 1980s and 90s, and look at their stories and the way in which they show them. Then using the same method, I will investigate two more modern games from this decade. After these discussions, conclusions should be made by comparison about the evolution of narrative in video games.

Here it may also be necessary to mention that not all games have, or focus on narrative. For example, sandbox games, simulation games, sports games and the like have no need for a story or even context behind them. Minecraft [28], as a specific example, provides no semblance of story, no reason as to why the player is there in the world, nor a plot to guide them through their experience. Instead the player is free to create their own story in the world, relying solely on their own imagination to create some form of plot, rather than any interaction with the game itself. Since the most important element of narrative is missing, it cannot be said that Minecraft has a narrative. These games are not the type this essay will be focusing on. For the rest of the paper, the games we look at will be ones that have an obvious narrative attached to them, or that are completely story-based.

2.2.1.  Types of Narratives

The first thing to note about narrative in games is that there it two parts: the structure, referring to the progression of the story, the different sections and subsections, and how they are connected and interconnected to form a plot, and the portrayal: how the game conveys or shows the story. There are three main types of narrative structures that are usually found in games, the first being linear. This is likely a familiar concept, as it is the structure found in other mediums such as literature and film, since these mediums can almost only use this model. The Google definition of linear is ‘progressing from one stage to another in a single series of steps’, and this is essentially the case. In a linear narrative, the story progresses from one event to another in a single straight line, with no deviation, backtracking, or skipping ahead. In games, linear narrative offers players no interaction with the story. They are not given choices that affect the story, and cannot alter it through gameplay, therefore being unable to dictate how the story plays out. The game can only be completed one way: the way that was written by the game designers.

The second type of narrative structure is referred to in game design as the string of pearls model. This is where the story is told in a linear fashion, but can be interrupted by player freedom at times. This is a structure unique to video games, as the interactivity required for the player freedom cannot be found in other mediums. This is typically seen in role-playing games, where the main story is linear - made up of separate sequences in the form of missions or quests. The player is given freedom through exploration and side quests that are given throughout the world. The third narrative structure is a fully branching story, where player choice plays a major role in how the plot and characters in the world develop, and how the game ends. This type of narrative has been attempted before video games, in the form of interactive books: this type of novel gives the reader choices at the end of each chapter, each choice sending the reader to a different chapter, giving them a chance to create their own story. This structure is usually used in fully story-based games.

There is a fourth model known as the amusement park model, which is very like the branching narrative except players access story by exploration rather than by completing missions. For example, a story branch will unlock by finding the NPC that triggers it, rather than unlocking it through previously completed content. This is a common structure for open world games. These different structures can be represented well through graphs, using nodes to represent story elements/sequences, and the connecting lines to show gameplay paths. A node with multiple children represents a choice, where each child is an option. Below are the three narrative structures as graphs:

essay about importance of video games

There are also several different ways that narrative can be shown and conveyed to the player in a game. The first is through cutscenes, which is an exposition of the story in the form of a short cinematic. Cutscenes can combine dialogue and action in a way that keeps the player in action, and are used to convey plot development in games the same way film does. Text is a very traditional way to convey plot. A block of text used at each story event is the primary way a lot of older games give context to the player. Dialogue is another way that players can uncover story elements. Talking to NPCs in the game world can uncover plotlines and context for characters and events, as well as giving quests in games that use the amusement park model. The other, and perhaps the most interesting form of storytelling in games is storytelling through the environment and the game world. Letting the player interpret the story through objects, places, and people in the game world allows them to form their own ideas about the plot. This is the rarest form of storytelling in games, however it is prominent and successful in the game Dark Souls [29] and its subsequent titles. Most games use a combination of these narrative techniques to convey story elements to the player.

2.2.2.  Narrative in Early Games

            Nintendo’s Donkey Kong [30], is widely considered the first game that had a story that players could see unfold on the screen. It was released in 1981, and directed by Shigeru Miyamoto, who had a very different idea about communicating with the player than the rest of the industry did at that time. According to an article about the history of Donkey Kong, ‘Miyamoto wanted to make sure the whole story, simple though it was, could be told on screen in a way that could be instantly grasped by players’ [8]. Donkey Kong is a 2D platformer, where the player character (an early rendition of Mario) must track down his pet ape who has escaped with the player’s girlfriend. The game uses cutscenes at the beginning of the game showing the ape escaping, and every time the player completes the level, upon which Donkey Kong grabs the girl and climbs to a higher level. Small animations and text serve to convey plot, such as the ‘help’ speech bubble that represents the damsel calling for aid.

Crash Bandicoot [31], released in 1996 by Sony Computer Entertainment, is a 3D platformer following the story of a marsupial as he attempts to rescue his girlfriend from the clutches of the antagonist Dr Neo Cortex. In this game, as with a lot of old-school titles, the story takes a backseat to the gameplay. It instead focuses on the platforming mechanics and level design, in order to make a fun experience for the user. In fact, there are only two expositions of plot: the opening cutscene, where Crash escapes from the Cortex’s castle, and the ending cutscene where Crash saves his girlfriend after the final boss fight with Cortex. The plot simply exists to give context to the player’s actions and to give the player a reason to continue playing through the game.

            What we can see from these games, is that they both employ a classic damsel and destress story. Both the nameless carpenter and Crash are out to rescue their significant other from the antagonist. In both games, the story also takes a secondary role to the gameplay, existing for the sole reason of giving context to the gameplay. The plot serves as motivation for the player, giving them a goal to achieve that makes them want to progress. They are also both linear stories, and that is an indirect result of the gameplay being linear. In both games, the player completes a series of levels sequentially, with no branching options for gameplay, and in turn, no player choices that lead to branching narrative.

2.2.3.  Narrative in Today’s Games

            Skyrim [32], Bethesda Softworks’ fifth instalment of the Elder Scrolls series, is well known in the gaming community, and was met with critical acclaim upon its release in 2011. It tells the story of the Dragonborn, a human with the blood and soul of a dragon. The player controls this Dragonborn, moving through the world of Skyrim to discover locations, people, quests, and ultimately defeat the evil dragon Alduin. The game employs a combination of the string of pearls and amusement park models. The main questline is linear, with player emergency not affecting the outcome of the story. However, the player can explore the world, and take part in other questlines. In all of these optional questlines, the player must make choices that affects the characters and the following quests they can take in regard to that questline. The open world nature of the game, and its non-linear gameplay allow this narrative structure to work.

            Life is Strange [33] is another critically acclaimed title, part of a new trend of episodic games, where content is released periodically in ‘chapters’. Developed by Dotnod Entertainment, it completely revolves around player choice by employing a full branching narrative, where the player’s decisions affect the outcome of the game and produce different endings. The player watches the action unfold before them from the perspective of the main character Max Caulfield, who discovers her ability to rewind time. The player makes choices through multiple choice actions and dialogue, and all these choices affect characters and events in the future. Unlike any of the previous games mentioned, this one is completely story-based, meaning that the gameplay has taken a backseat to the narrative. This is the type of game that tries to tell a story, where the developers have designed the game to give the player a narrative experience that cannot exist in other mediums such as literature or film.

            We can see that these two games are drastically different from the old-school games in the structure of their narrative. These games both use narrative structures that allow player interaction and player choices to have an impact on the outcome of the story. Story in these games is used as a foundation for the game world. It does not feel like a component that is tacked on to the rest of the game, but is instead the backbone of the entire structure of the game.

2.3.  The Evolution of Narrative

By comparing the games from 20-30 years ago, to the games from the current decade, we can look to draw conclusions about the evolution of narrative in video games. First, the structure of progression: we see that while both early games used a linear structure, the last two employ more branching narratives. Players are not able to interact with the story in early games; no matter how they play the game it will always be the same, because they are not given choices to make that will impact the flow of the game, or how the story plays out. Modern games encourage player interaction, by giving them choices that have real consequences, and allowing them to make their own story by the decisions they make.

The role of the narrative has also changed. In the early games, the story existed to provide context to the game, to give players a goal to achieve and a reason to play. It was almost tacked on to some games, and it would not have mattered if these stories had been completely different, or there at all from a gameplay perspective. Nowadays, developers make games with a story in mind, and the gameplay and the narrative become of equal importance in the game. In a blog post about the development of narrative, specifically in the developer Naughty Dog’s games [9], Chris Bowring writes that “In Uncharted the story was merely there to logically funnel you from one segment of gameplay to the next. However, in The Last of Us, the story and gameplay is one cohesive whole.” Bowring also describes how with games like The Last of Us [34], it shows the game industry maturing with its audience. In the early stages of the medium, games were considered toys for children, but now those who played games as a kid are grown up, and the industry is growing with them. The graphic content and the concepts the game explores attest to this.

The fact that games themselves are becoming more advanced and complex, both technologically and gameplay wise, allows game narratives to evolve in the same way. Early games were very restricted by computing power, to small 2D games that could not support the complexity that is needed for such narratives to exist. Modern open world games allow the amusement park model to exist, and the budgets of today’s games allow developers to invest in complex and detailed narratives, and worlds and gameplay that fully support this. Another factor is that the amount of indie games being produced has skyrocketed in recent years, giving way to more experimental games that are not afraid to try new storytelling techniques.

What it ultimately comes down to is the concept of embedded narratives vs emergent narratives. Older games typically have embedded narratives, which means “pre-generated narrative content that exists prior to a player’s interaction with the game” [10]. They have backstories, and “are often used to provide the fictional background for the game, motivation for actions in the game, and development of story arc.” This is what we see in Crash Bandicoot and Donkey Kong, whereas Skyrim and Life is Strange employ emergent narratives, which “arises from the player’s interaction with the game world, designed levels, [and] rule structure.” “Moment by moment play in the game creates this emergent narrative… depending on [the] user’s actions.” In conclusion, narrative in video games have evolved over time to become more complex and cohesive with the gameplay, moving from embedded to emergent. We have gone from stories being used to show games, to games being used to tell stories.

3.  Exploring Modern Narrative Games

This section of the paper aims to investigate the second part of the essay title: the role of narrative in modern games, by building upon what has already been covered in terms of narrative evolution. To begin, we will look at the latest trends in story-based games, and how interactivity impacts storytelling. Interactivity in games will be discussed, particularly how it can elicit emotion from the player and provide new narrative experiences with new structures and ways that it can be delivered to the player. Finally, I will look at the popularity of modern story-based games and the reasons it appeals to people. Using these points, conclusions can be made about the role of narrative in modern games.

3.1.  Interactive stories

Until Dawn [35], developed by Supermassive Games and released in August of 2015 for the PlayStation 4, ushered in a new age of video games. Until Dawn is a survival horror game, following a group of eight teenagers as they spend the weekend in a ski lodge. They are there to party, but soon realize that they are not the only people on the mountain, and are terrorized throughout the game by a group of cannibals possessed by evil spirits. The player interacts with the game mainly through quick time events, and decisions that are made by pressing one button or another. There are moments when they player can take control of the characters, but it mostly results in what is referred to as a ‘walking simulator’, where the player simply moves the character from one location to the next. The main mechanic in this game is the use of the ‘butterfly effect’, the notion that even the smallest of choices can have massive impacts on future events. Like Life is Strange, this results in is what can only be described as an interactive movie.

In fact, Until Dawn was a collaboration between Hollywood and the game industry. The two lead writers, Larry Fessenden and Graham Reznick are both well-established figures in the realm of film, having each written multiple Hollywood films. The script spanned more than 10,000 pages, having to account for all narrative branches, all eight characters and the choices that the player makes. Reznick says that “what’s exciting about games, and specifically narrative-based games, is that you can take that approach from filmmaking, the curated narrative, and then explode it out so that the designers and writers of the game are curating a narrative environment for the player, but the player becomes a complicit collaborator” [11]. From this quote by the writer, we can see that he recognizes that Until Dawn is essentially an interactive movie, approached the same way as a film, the difference being that games allow every possibility of that story to be put into the final product.

Telltale Games have taken this concept, and built a franchise upon it. Founded from the remnants of LucasArts, the studio began to develop entirely story-based games, but they developed games in the same way that television does due to the nature of their games. Thus, Telltale created a new format of games. Episodic releases have been embraced by more and more games since the inception of it, such as Hitman [36] and as mentioned before, Life is Strange. These new trends in narrative games mark a branch from gaming; whether they can still be considered video games is a debate that has been raging online for the past several years. This is an important discussion, but not one that this essay will go into detail about. For this sake of this paper, Telltale Games products will be recognized as video games. Despite this, there is no denying that they are a different breed of game entirely. Interactive games have proven extremely popular, as will be discussed further on, and contribute to pushing storytelling in games and storytelling in general further.

3.2.  Interactivity and Storytelling

                In order to play a game, the player must interact with it, through a human device interface (HID), typically a controller or a mouse and keyboard. Gameplay can only work through player interaction, based on a set of rules provided by the game. However, interactivity impacts not just gameplay, but how the game narrative works and how it tells its story. Craig Lindley explains that “one must learn and then perform a gameplay gestalt in order to progress through the events of the game. To experience the game as a narrative also requires the creation of a narrative gestalt unifying the game experiences into a coherent narrative structure” [12]. From this we can see that for a narrative to exist in a game, there must be a way for the player to interact with it. So the question becomes, how does interactivity impact storytelling in video games?

            An obvious answer, one repeated time and time again, is that by interacting with the characters in the game, the player becomes part of the narrative. In games, players control the pacing of the gameplay, and the movements and actions of the main character, effectively becoming a co-author of the story. The interactivity allows stories to be told from the perspective of the player, rather than that of the main character. An experiment conducted by the Department of Journalism and Communication Research at Hanover University sought to understand players’ identification with video game characters [13]. They got half of their participants to play a game for a period of time, while the other half watched. What they found from participant questionnaires is that “people playing the game and thus having the possibility to act efficiently within the character role identify with the game protagonist to a much larger extent than people do who could not interact with the game.” On top of this, the researchers concluded that “the interactive use of the combat game ‘Battlefield 2’ thus allowed for more intense, ‘authentic’ vicarious or simulated experiences of ‘being’ a soldier in a modern combat scenario”.

            From this research, we can see that games allow players to identify more with the player character because of the interaction with the game. While in movies you can only watch the characters move around the world, games give the player agency, the ability to pilot these characters themselves. In the beginning of The Last of Us, the player takes the role of a young girl at the start of the zombie outbreak. After about 10 minutes of gameplay, the girl is killed. This is shown in a cinematic cut scene, so it is delivered in the same way as a movie, eliciting the same emotions as the scene would in a film. However, by having played as the girl prior to this, they are able to identify more with her and relate to her, making it harder to see her die. By interacting with the game and taking the role of a character the player becomes attached to that role, and so games can, in some ways, more emotion than other mediums.

            The fact that games are inherently an interactive medium opens up a world of possibilities for narrative, and supports a plethora of new storytelling structures and ways in which they are conveyed. A game that must be mentioned, as a specific case study, is Bloodborne [37], From Software’s PlayStation 4 exclusive, released in 2015. In the same realm as Dark Souls, this game uses environmental storytelling, a method exclusive to video games and interactive environments. In the game the player is a hunter, tasked with clearing the city of Yharnam of its people who have turned into beasts. What starts as a gothic horror quickly turns into a cosmic horror, as concepts akin to H.P. Lovecraft’s work arise concerning celestial beings called great ones, and nightmare planes of existence.

On the surface level, and what a player may notice on their first play through of the game, is that there does not appear to be a clear story. There are vague cut scenes that offer unclear exposition, which by themselves make no sense to the player. Players are given clues about where to go in the world to progress, but no clear reason why. There are three endings to the game, one which allows you to allows you to be executed by your mentor, after which you wake up in the city in the morning. Another ending allows you to fight your mentor and take his place, and the third ending sees the player become a great one themselves by defeating the celestial entity called the Moon Presence. At first glance, there is no clear meaning for each of these endings, as there doesn’t seem to be context behind any of them.

            But this is the intention, and indeed the beauty of the storytelling used in this game. There is a story to the world of Bloodborne, a complex narrative that involves history and backstory, branching questlines with player choices that impact the outcome, deep lore concerning the characters and locations in the world. There is a reason for everything in Bloodborne, but the player has to find it themselves. The game does not walk the player through the story in the way other games do. No piece of dialogue or cut scene will ever show the whole story, or explain exactly the situation. But these cut scenes and dialogue, along with items found throughout the game world, are clues, small pieces of a puzzle that must be discovered and put together to reveal the whole picture. There are hundreds of items in the game, ranging from weapons and armour to spells and potions. Each item has a unique description, which serves to uncover a part of the lore. Everything in the world is put there for a reason. A seemingly random item found on a dead body can reveal a clue. Only by interacting with the environment, the characters, and the items in the world, can the player seek to understand the story of Bloodborne.

            This form of storytelling is something that cannot be found in another medium. Bloodborne puts an emphasis on the gameplay by not forcing the narrative on players, allowing them to skip the story completely if they so choose. But if looked into closely enough, it can be seen that everything about the gameplay and the game world is there to support a convoluted narrative whose complexity rivals those of modern story-based games. It merges ludology with narratology in way that is seldom seen in other games. The fact that the player has a choice in experiencing the story or not, that if they want to know about the world and events and the context of the game they have to interact with the world and interpret those clues for themselves speaks volumes about the storytelling capability of video games. The game makes players feel smart if they manage to uncover the plot, and rewards them for their dedication to, and interaction with the story by providing them knowledge of the game and context for their actions. By looking at Bloodborne we can see that games can tell stories in different ways, made possible by the inherent interactivity that is required to play.

3.3.  Why Game Narrative Appeals

                From the previous section, we see that interactivity can provide new narrative experiences within gameplay. Modern games keep pushing strong stories that have real messages to show and a reason to show it. We could ask the question, then, have games become a better storytelling medium than film, television and books. But how would that question be answered? How would one compare one medium to another, or quantify each medium based on its ability to tell a story? Each, of course, have their own strengths and weaknesses, but discussing other mediums is not relevant to this paper. Instead, it may be better to ask why some people choose to play story-based games in order to experience narrative. What about the medium appeals to those hungry for story?

            It has to be said that story-based games are a relatively new concept in games, and though they are clearly on the rise, at the moment are far from being the most popular type of game. In a breakdown of 2016 video game sales in the US by Statista [14], story-based or anything similar was not recognized as a top-8 genre, instead being classed under ‘other’. Despite this, these types of games have some of the highest user ratings on Steam, with Undertale [38], Life is Strange, and The Walking Dead [39] all scoring above a 95% positive rating, and all ranking within the top 50 for positive reviews on Steam [15]. So while not extremely popular at the moment, they do have an overwhelmingly positive reception by players.

            As the investigations in the previous section prove, games are able to give players narrative experiences seldom found in other mediums. A reason that players may choose to play story-based games is because they want to try other narrative forms, such as a branching structure where their choices can make an impact on the game, and where they feel like they can dictate the story. Perhaps people feel like they cannot relate to the stories from other mediums as well as they can with games. They may be too impatient to read books, or sit through a two-hour movie. It may also be to do with the type of stories being told in games, which are generally aimed at a younger generation. People of this generation may feel that the stories being told are more relatable for them.

            A paper from the University of Amsterdam [16] detailing the appeal of interactive storytelling suggests that games takes concepts from other mediums and enhances the user’s experience of them. One such concept is curiosity. “When curiosity occurs, users first perceive a state of uncertainty, which comes along with increased physiological activation.” In games, the user does not just think about what will happen next, but “What will happen if I decide this way?” When playing games, “users may combine different mechanisms of curiosity, which should result in a high frequency and intensity of curiosity-based affective dynamics”. What this says, is that when playing games, there are more ways for players to experience curiosity. Other concepts that the paper discusses in much the same way are suspense, aesthetics, self-enhancement (or a sense of achievement for completing the game or solving the story), and task engagement, otherwise known as flow. This links back to games enhancing the emotion of players due to interaction. Overall, the interaction that players have with the game and its narrative is why people may prefer this medium over others.

3.4.  Role of Narrative in Modern Games

            To conclude this chapter, we look at the overall picture, and look briefly to answer the topic question: what is the role of narrative in modern story-based games? Perhaps the answer is as simple as ‘to tell stories’. Is this not the reason narratives exist in the first place: to communicate events and characters? But narrative is different in video games than it is in other mediums. If books, movies, television, and music seek to tell the stories of the artists behind them, then modern games tell the user’s story. They give the player choices, and a populated environment in which these choices make a difference, and give them control of where those choices take them. Games are being developed to tell stories, and to make the player feel emotions, and think about real-world issues, and so this is the role that narratives take in video games.

4.  The Future of Narrative Games

4.1.  what the future may hold.

                Throughout this paper, games narrative has been discussed thoroughly. We have looked at storytelling in early games, and in modern games, and now, we look forward. To think about the future of story-based games is an interesting topic. It is the same as looking at the future of any form of technology, in the sense that we can never really predict what may happen. The future may hold ideas and concepts that nobody has though of at this time, that may seem impossible now. Who, hundreds of years ago, could fathom the internet? We can speculate though, and we can make educated guesses into what the near future may hold for game narrative. The people most educated on the matter are the game writers themselves. Those who have been in the industry for a long time, seen the developments of the medium, and contributed their own work to the industry. B looking at current trends and asking the professionals, we can seek to answer the question of what the future may hold.

            Phil Spencer is the head of Xbox at Microsoft, and in an interview with The Guardian [14] he explained the current situation and the future of the Xbox, particularly about what they could offer that would attract more people to the Xbox brand. Among other things, he talked about subscription games, referencing Telltale Games and their brand of episodic games. He also mentioned how the subscription model of television promotes storytelling. “[Subscription services] might spur new story-based games coming to market because there’s a new business model to help support their monetization.” Streaming services like Netflix and Amazon Prime allow so much content to be produced and consumed, and offers a platform on which users can access all this content by paying a subscription. Applying the same structure to a game streaming service would allow the same to happen with storytelling in games. More content could be produced and consumed, allowing more stories to be told and experienced very easily. A new business model such as this might improve the future of narrative for games.

            At a fan event in San Francisco in 2015, Some of the biggest and well-distinguished video game writers were interviewed about narrative in games, and in particular, what they think the future of video game narratives may entail. When asked where games and storytelling are going, Jenova Chen, creative director at Thatgamecompany, talked about story streaming. “Maybe in future games, everybody will have different versions of a story, and someone will have a really amazing version that we’ll all want to watch. That might come from dreams” [15]. This is an interesting concept, exploring the move from current branching narratives where players go from one pre-written chunk of story to the next, to narratives where players create even their own chunks, with no need for written scripts. Perhaps procedurally generated narratives could be the future of storytelling.

Chen also mentions even more interactivity between player and game. “Video games [are] still in the era of silent film. The equivalent of sound and words is the ability of AI to understand what we’re saying. Imagine you’re playing a game and not just pressing buttons, but actually talking to the game.” He went on to describe how much more emotional the interaction could be in a video game if you were able to make conversation yourself. From this we can gather that narrative-based games will almost definitely move towards a place where the player can truly interact with the game, rather than using a designed interface to communicate with the world and its characters. It is interesting to think about talking to an Artificial Intelligence (AI) system inside of a game. If, in Life is Strange, instead of controlling Max and making decisions based on multiple choice, you as the player are Max, and you can make any decision you wanted when faced with a choice. The future of story games will seek to be more interactive, and look to break down the biggest barriers between the player and the game: the screen, and interface.

4.2.  Future Technology and Narrative

            On the topic of breaking down the screen and the interface, the future of narrative in games will certainly involve Virtual Reality (VR). VR, to give a simple definition, is a simulation of events that users can experience as if they were in the fictional world themselves, through headsets with two screens (one for each eye) and a stereo for sound. It is a very new medium, and is, like games were in the early stages, very restricted by technology. If a game or simulation in VR does not run at a certain frame rate, users can experience severe nausea, and most home computers do not have the processing power to support big, complex games in VR. This means that at the moment, VR games are restricted in terms of graphics and complexity. The large sum of money required to purchase an Oculus Rift or an HTC Vive means that it is not yet viable as a product for the general consumer. However, the medium open up a lot of possibilities for education, medicine, and of course, storytelling.

            In an attempt to research storytelling in VR, Disney Imagineering developed a high-fidelity virtual reality attraction based on the film Aladdin, where guests are able to pilot a flying carpet through a virtual environment. Their findings are detailed in a paper [16] that I will presently discuss. Through their efforts to create a simulation that could tell a story, the team found that VR was a much different medium, and there were a lot of challenges when designing the narrative experience. The fact that the camera is fully controlled by the player means that scenes have to be designed around this. Pacing a story can be difficult, because, like in video games, the player controls the pace of the gameplay. Sound is also tricky because it is typically used to carry emotional tone for a scene, however the developers no longer control the timing. Despite these difficulties though, they managed to produce an experience that captured the imaginations of those who tested it. They concluded the research with a few main points, two of which were that “the illusion is compelling enough that most guests accept being in a synthetically generated environment and focus on the environment, not the technology.” And that “VR appeals to everyone. Both genders and all ages had similar responses to [the] attraction.”

            What we can learn from this experiment with VR, is that there is no doubt that it will become a standard medium of storytelling in the future. It has the ability to transport the player into another realm of existence entirely; a world to themselves, the ultimate form of escapism. This is the first step towards the future that Jenova Chen describes, and as VR keeps developing and improves as technology evolves it will become increasingly immersive for players. It will allow them to tell their own stories and take control of the narrative. This is certainly the future of storytelling in games.

5.  Conclusion

In this paper, we have sought to understand the evolution of games as a storytelling medium, as well as the role of narrative in modern games, and how it may change in the future. By looking at the narrative structures of old-school games from 20-30 years ago, and comparing them to the narratives of modern games, it can be recognized that games have gone from using a linear structure with embedded narrative, to branching structures with emergent narratives. Games now allow players to take control of the narrative, by giving them choices with meaningful consequences that affect the outcome of the story. Storytelling has matured, going from meaningless damsel in distress cases that serve to motivate the player, to being at the forefront of the game with real messages and important stories to tell.

We see modern trends in story-based games, where gameplay takes a backseat to branching narratives, as in Telltale games and Until Dawn. We find that interactivity enhances the ability for games to tell stories. From research about player character identification it can be seen how even in a linear narrative such as in The Last of Us, interaction with the game and character can elicit more emotions than other mediums, leaving a bigger impact on the player. And the cast study of Bloodborne shows the potential games have for different kinds of storytelling, and how they can be effective and rewarding for the audience. For these reasons, we see an increase in storytelling games, and that these games are being met with critical success. Being able to interact with a game is a strong argument for video games being a viable storytelling medium.

We have also looked in to the future of storytelling in games. We see that story-based games may become even more popular, as new business models provide platforms for content similar to TV streaming websites like Netflix. With VR, and a host of other experimental technologies on the rise, narratives in games are looking to become more immersive and interactive, giving the player full control by putting them into the game.

Could Aristotle, when creating the rules of narrative, have ever envisioned what would become of his work. That his theories and his work would be the foundation of mediums of storytelling that would not exist for thousands of years. Video games as a medium for storytelling have evolved so significantly in the last 30 years, that even those who incepted video games could not possibly have known how far we have come. And we, educated as we are in the field, cannot possibly imagine how far we have to go.

Bibliography

[1] M. Ryan, "Defining Media from the Perspective of Narratology".

[2] H. Porter Abbott, The Cambridge Introduction to Narrative, 1st ed. Cambridge University Press, 2008.

[3] Aristotle (350 B.C.E) Poetics [Online]. Available: http://classics.mit.edu//Aristotle/poetics.html [March 29, 2017]

[4] H. Fulton, R. Huisman, J. Murphet and A. Dunn, Narrative and Media, 1st ed. New York: Cambridge University Press, 2005.

[5] M. Ryan, "Beyond Myth and Metaphor", Game Studies , vol. 1, no. 1, 2001.

[6] R. Kurzweil, The Singularity Is Near, 1st ed. Penguin Books, 2006.

[7] S. Kent, The Ultimate History of Video Games, 1st ed. Roseville: Three Rivers Press, 2001.

[8] T. Fahs, "The Secret History of Donkey Kong", Gamasutra, 2017.

[9] C. Bowring, "How Narrative Has Evolved in Video Games – A History of Naughty Dog", WordPress, 2017..

[10] "Narrative in Games", University of Amsterdam, 2010. Available: http://www.few.vu.nl/~vbr240/onderwijs/pim/Narrative%20in%20Games.pdf

[11] Graham Reznick, August 25, 2015. Available: https://venturebeat.com/2015/08/25/in-sonys-until-dawn-interactive-horror-game-the-players-become-part-of-the-narrative/view-all/

[12] C. Lindley, "The Gameplay Gestalt, Narrative, and Interactive Storytelling", 2002.

[13] Department of Journalism and Communication Research, "Identification with the Player Character as Determinant of Video Game Enjoyment", Hanover, 2007.

[14] "U.S. most popular video game genres 2016 | Statista", Statista, 2017. [Online]. Available: https://www.statista.com/statistics/189592/breakdown-of-us-video-game-sales-2009-by-genre/. [Accessed: 16- Jun- 2017].

[15] "Game Ratings", Steam Database, 2017. [Online]. Available: https://steamdb.info/stats/gameratings/. [Accessed: 16- Jun- 2017].

[16] C. Roth, P. Vorderer and C. Kimmt, "The Motivational Appeal of Interactive Storytelling", 2009.

[17] P. Spencer, April 28, 2017. Available: https://www.engadget.com/2017/04/28/xbox-one-phil-spencer-subscription-gaming/.

[18] J. Chen, San Francisco, December 5, 2015. Available: https://venturebeat.com/2015/ 12/23/the-masters- of-storytelling-predict-the -future-of-narrative-gaming/view-all/.

[19] Disney Imagineering, "Disney's Aladdin: First Steps Toward Storytelling in Virtual Reality", Virginia, 2017.

[20] Spacewar . [PDP-1]. Cambridge: Massachusetts Institute of Technology, 1962.

[21] Computer Space. [Arcade]. Nutting Associates, 1971.

[22] Pong . [Arcade]. Atari, 1972.

[23] Tennis . [Odyssey]. Magnavox, 1972.

[24] Ski . [Odyssey]. Magnavox, 1972.

[25] PacMan . [Arcade]. Namco, Atari, 1980.

[26] Doom . [MS-DOS]. GT Interactive, 1993.

[27] Pokémon . [Game Boy]. Nintendo, 1996.

[28] Minecraft. [Windows]. Mojang, 2009.

[29] Dark Souls . [PlayStation 3, Xbox 360]. Bandai Namco Entertainment, 2011.

[30] Donkey Kong. [Arcade]. Nintendo, 1981.

[31] Crash Bandicoot. [PlayStation]. Sony Interactive Entertainment, 1996.

[32] The Elder Scrolls V: Skyrim. [Windows, PlayStation 3, Xbox 360]. Bethesda Softworks, 2011.

[33] Life is Strange. [Windows]. Square Enix, 2015.

[34] The Last of Us . [PlayStation 3]. Sony Computer Entertainment, 2013.

[35] Until Dawn . [PlayStation 4]. Sony Computer Entertainment, 2015.

[36] Hitman . [Windows, PlayStation 3, Xbox 360]. Square Enix, 2016.

[37] Bloodborne . [PlayStation 4]. Sony Computer Entertainment, 2015.

[38] Undertale . [Windows]. Toby Fox, 2015.

[39] The Walking Dead . [Windows]. Telltale Games, 2012.

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Essay on Gaming in 900 Words in English for School Students

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  • Jun 18, 2024

Essay on gaming

Essay on Gaming: Do you play PUBG or BGMI? If you do, then you might remember the auto-generated guideline at the beginning of every match; ‘This is a simulation game set in a virtual world and does not represent real life. Please play in moderation and responsibly.

essay about importance of video games

Playing multiplier games has become a trend. Everyone, young and old, likes sitting on the couch and holding the joystick in their hands. Gaming has come a long way. With growing technological advancements and better infrastructure, new and fast gaming consoles are being developed. Popular gaming companies are Tencent Holdings Limited, Microsoft Corporation, Apple Inc., Sony Corporation, Krafton, etc. 

Table of Contents

  • 1 Introduction to Gaming
  • 2 Importance of Gaming
  • 3 Advantages and Disadvantages of Gaming
  • 4 Career in Gaming: eSports
  • 5 Conclusion
  • 6 Top 10 Online Games

Games offer cognitive benefits, can help improve strategic and creative thinking and some even educate us. We all played the games of the early 2000s, like GTA Vice City or NFS Most Wanted. These games were so addictive that children like us would spend hours without caring about the outside world and delving into the missions and races. While playing games, a simple thing we need to understand is, ‘Anything too much is dangerous’.

Introduction to Gaming

Today, the Internet, Google Play Store and Apple Store are flooded with games. If you search for one game, you will get a list of 20 similar games as well. So far, the gaming market has evolved. However, this was not the case when games were first introduced. Do you know the name of the first computer game? Spacewar! 

This influential computer game was developed in 1950 while scientists were still discovering computer software for the gaming future. Then Microsoft Corporation took the gaming market by introducing interesting games Bubble Space, Spider Solitaire, Pinball, and Age of Empires. 

While Microsoft was leading the gaming industry, American gaming companies like Electronic Arts Gaming and Activision Blizzard took the world by storm with their new gaming series like Call of Duty, FIFA, Need for Speed, etc.

As technology improves, gaming platforms have switched from desktops and consoles to mobile phones. These days, mobile games like PUBG, Candy Crush, Subway Surfers, Clash of Clans, etc. are the most popular games. 

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Importance of Gaming

Playing games is important as it helps improve our cognitive functioning, problem-solving, creative thinking and situational awareness. Every individual must play games to learn how to solve complex problems and adapt to the changing environment and social interaction.

Online gaming encourages social interaction as we connect with online friends and players. Competitive gaming, or esports, has become a major industry. Professional gamers and teams compete in tournaments watched by millions, creating a sense of community among fans.

Might sound cliche but gaming also serves as a powerful educational tool. They enhance learning through engagement and interactivity, which can make difficult subjects more accessible. Some ‘Minecraft’ are used in classrooms to teach subjects such as mathematics, science, and engineering. They encourage creativity and logical thinking.

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Advantages and Disadvantages of Gaming

Games are interesting, some play for learning purposes, while others build a hobby. We get to learn a lot from games, which can improve hand-eye coordination, enhance memory and concentration, serve as a stress reliever, and lead to the development of persistence and resilience.

However, games are not just about benefits and cognitive development. There are disadvantages associated with gaming as well. Parents and lawmakers around the world are worried about the physical and mental health issues associated with excessive gaming. Long hours of exposure to computers and mobile screens weaken our eyesight and can lead to obesity, cardiovascular issues, and poor posture.

Continuous use of game controllers, keyboards, and mice can lead to repetitive strain injuries, such as carpal tunnel syndrome. Gaming addiction, also known as Internet Gaming Disorder, is a growing concern. It can lead to compulsive gaming behaviours, neglect of personal responsibilities, and significant distress or impairment in daily life.

Excessive gaming can also have negative effects on our social lives. Spending long hours on games can result in social isolation, as individuals may prioritise virtual interactions over face-to-face relationships. Its addiction can strain relationships with family and friends and lead to neglect of social responsibilities and interactions.

Other disadvantages of excessive gaming are behavioural issues, financial impact and ethical and societal concerns. 

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Career in Gaming: eSports

Modern gaming has given birth to a new type of employment; esports. This new industry offers employment opportunities to programmers, game developers and designers, animators, etc. Professional gamers and online streamers compete in esports tournaments for prize money and sponsorships. This career requires exceptional skill in a specific game, dedication, and regular practice. 

Gaming involves a lot of research and development, such as the psychological effects of gaming, game design methodologies, and their economic impact. This role often requires advanced degrees and strong analytical skills.

Gaming is both good and bad. It is good when played in moderation, but bad when it disturbs our day-to-day activities. Gaming companies and governments are becoming more and more aware of the challenges posed by excessive gaming, and therefore several policies have been implemented. We need to understand that gaming is good for us and can improve our intelligence, but only when played in moderation.

Top 10 Online Games

Here’s a list of top 10 online games played today:

  • Call of Duty
  • World of Warcraft
  • Rocket League
  • Red Dead Redemption 2

Ans: Games are an important part of our life. They teach us many valuable lessons, improve our cognitive functioning and offer several other benefits. Online gaming encourages social interaction as we connect with online friends and players. Competitive gaming, or esports, has become a major industry. Professional gamers and teams compete in tournaments watched by millions, creating a sense of community among fans. It might sound cliche but gaming also serves as a powerful educational tool. They enhance learning through engagement and interactivity, which can make difficult subjects more accessible. Some ‘Minecraft’ are used in classrooms to teach subjects such as mathematics, science, and engineering. They encourage creativity and logical thinking.

Ans: Games present players with challenges and goals, giving a sense of accomplishment when these are achieved. Many games have multiplayer features that allow players to interact with friends or meet new people. Games often have built-in reward systems, such as points, levels, achievements, and in-game items. 

Ans: Playing games is important as it helps improve our cognitive functioning, problem-solving, creative thinking and situational awareness. Every individual must play games to learn how to solve complex problems and adapt to the changing environment and social interaction. Online gaming encourages social interaction as we connect with online friends and players. Competitive gaming, or esports, has become a major industry. Professional gamers and teams compete in tournaments watched by millions, creating a sense of community among fans.

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Andrew Jackson: America’s Wild Frontier Hero and his Unlikely Influence on Video Game Culture

This essay is about Andrew Jackson, the seventh President of the United States, and his profound impact on both American history and modern pop culture, particularly video games. It highlights Jackson’s rise from a rugged frontier hero to a national icon through his military victories and populist presidency. The essay discusses his controversial policies, such as the Indian Removal Act and his support for slavery, which marred his legacy. Additionally, it explores how Jackson’s persona has influenced video game characters and narratives, drawing parallels between his life and the themes of resilience, independence, and moral complexity found in games like “Red Dead Redemption” and “Assassin’s Creed.” The essay underscores the multifaceted nature of Jackson’s legacy and its ongoing relevance.

How it works

Andrew Jackson, the seventh President of the United States, is a name that stirs a multitude of emotions and opinions. Known for his fiery disposition and unyielding determination, Jackson left a significant mark on American history. His legacy is a mix of triumphs in democratic expansion and the controversial policies that shaped the nation. However, beyond the realms of politics and history, Jackson’s rugged persona and adventurous spirit have unexpectedly found echoes in modern video game culture, illustrating how historical figures can transcend their times to become icons in entirely new domains.

Born in 1767 in the Carolina backcountry, Andrew Jackson’s early life was fraught with adversity. Orphaned by 14 and having witnessed the brutalities of the Revolutionary War, Jackson developed a fierce independence and resilience that defined his later years. These traits propelled him into military and political success, cementing his reputation as a rugged frontier hero. His rise to national prominence began with his military exploits, particularly his leadership in the Battle of New Orleans during the War of 1812. This victory, achieved against formidable British forces, not only made Jackson a national hero but also solidified his image as a defender of the common people.

Jackson’s presidency, from 1829 to 1837, was marked by his commitment to the “common man” and efforts to democratize American politics. His approach to governance was revolutionary and controversial, characterized by the extensive use of presidential vetoes and strong executive action. Jackson’s battle against the Second Bank of the United States exemplified his distrust of concentrated financial power. He viewed the bank as a symbol of privilege that undermined the economic opportunities of ordinary citizens.

However, Jackson’s legacy is also tainted by policies that had devastating effects on Native American communities. The Indian Removal Act of 1830, which Jackson vigorously supported, led to the forced relocation of thousands of Native Americans from their ancestral lands in the southeastern United States. This policy culminated in the tragic Trail of Tears, resulting in immense suffering and death. Jackson’s actions reflect a darker side of his presidency, where his vision of American expansion came at a tremendous human cost.

In addition to his policies towards Native Americans, Jackson’s stance on slavery further complicates his legacy. Despite his populist rhetoric, Jackson was a staunch defender of slavery and a slave owner himself. His administration upheld and enforced laws that perpetuated the institution of slavery, contributing to the deepening divisions that would eventually lead to the Civil War. Jackson’s commitment to the common man did not extend to enslaved African Americans, highlighting the contradictions in his vision of democracy.

Interestingly, Jackson’s rugged persona and dramatic life story have found a place in modern video game culture. His character traits—resilience, independence, and a willingness to confront powerful adversaries—resonate with the archetypal video game hero. Games like “Red Dead Redemption” and “Assassin’s Creed” often feature protagonists who embody similar characteristics: tough, resourceful, and unafraid to challenge the status quo. These characters, much like Jackson, navigate complex moral landscapes where the lines between heroism and villainy are often blurred.

In “Red Dead Redemption,” for example, players take on the role of Arthur Morgan, an outlaw navigating the waning days of the American frontier. The game’s themes of survival, loyalty, and justice echo the struggles and values that defined Jackson’s life. Arthur, like Jackson, operates in a world where personal codes of honor often clash with societal laws, and where the fight for survival requires both moral and physical fortitude.

Similarly, “Assassin’s Creed” games often place players in historical settings where they must navigate political intrigue and social upheaval. Characters like Ezio Auditore and Bayek of Siwa are cut from the same cloth as Jackson: they are individuals shaped by hardship, driven by a sense of justice, and willing to challenge powerful institutions. These games allow players to explore the complexities of historical figures and periods, drawing parallels between past and present struggles for power and justice.

Beyond their entertainment value, these games offer a form of interactive storytelling that brings historical figures like Jackson into contemporary relevance. By immersing players in the challenges and decisions faced by characters reminiscent of Jackson, these games foster a deeper understanding of the complexities and contradictions inherent in leadership and governance.

Moreover, Jackson’s influence can be seen in the broader cultural conversations about leadership and power within the gaming community. His presidency set a precedent for strong executive action and direct appeals to the electorate, a style that resonates in today’s political climate and is mirrored in the narrative arcs of many game protagonists. This approach to leadership, characterized by decisive action and personal charisma, is a staple in gaming narratives, reflecting the ongoing fascination with powerful, transformative figures.

Despite the controversies, Andrew Jackson remains a pivotal figure in American history and culture. His life and career embody the complexities of the American experiment, reflecting both the nation’s aspirations for democracy and the profound injustices that have accompanied its growth. Jackson’s story is a reminder that historical legacies are often multifaceted, shaped by both achievements and failures.

Understanding Jackson’s legacy requires a nuanced view that acknowledges his contributions to American democracy while also recognizing the profound harm his policies inflicted on marginalized communities. His presidency underscores the ongoing struggle to reconcile the ideals of liberty and justice with the realities of power and exclusion. In this way, Andrew Jackson’s life and legacy continue to offer valuable lessons for contemporary debates about leadership, democracy, and the meaning of progress in American society.

In the end, Andrew Jackson’s impact on American history is undeniable. He reshaped the presidency, influenced the political landscape, and left an indelible mark on the nation’s consciousness. His life story, filled with triumphs and controversies, serves as a powerful reminder of the complexities and contradictions that define the American experience. As we continue to grapple with issues of democracy, justice, and equality, Jackson’s legacy offers both cautionary tales and inspirational lessons, underscoring the enduring importance of leadership, vision, and the relentless pursuit of a more just and inclusive society. Through the lens of modern video game culture, Jackson’s persona continues to provoke thought and discussion, reminding us of the enduring power of historical figures to shape our understanding of the present.

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Video game industry - Statistics & Facts

Who are the big 3 in video gaming, who are the major gaming industry players outside the big 3, gaming hardware as a basis for market dominance, deal activity in the gaming industry, 2023 gaming industry trends – cloud gaming, vr, multiplatform, oh my, key insights.

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Video game market revenue worldwide 2019-2029

Video game market revenue worldwide 2019-2029, by segment

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Video game market revenue worldwide from 2019 to 2029 (in billion U.S. dollars)

Video game market revenue worldwide from 2019 to 2029, by segment (in billion U.S. dollars)

Video gaming market revenue growth worldwide 2018-2027

Global video games market revenue growth from 2018 to 2027

Video gaming market revenue growth worldwide 2020-2029, by segment

Global video games market revenue growth from 2020 to 2029, by segment

Global video game consoles revenue 2018-2028

Revenue of the video game consoles market worldwide from 2018 to 2028 (in billion U.S. dollars)

Global video game consoles revenue growth 2019-2028

Revenue growth of the video game consoles market worldwide from 2019 to 2028

Online PC gaming market value worldwide 2011-2028

Online PC gaming market value worldwide from 2011 to 2028 (in billion U.S. dollars)

Console gaming consumer market value worldwide 2018-2028

Console gaming content market value worldwide from 2018 to 2028 (in billion U.S. dollars)

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Mobile gaming content market value worldwide from 2011 to 2028 (in billion U.S. dollars)

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EV/R of selected digital media verticals worldwide 2023

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Leading gaming companies worldwide 2022, by EV/EBITDA

Enterprise-value-to-EBITDA (EV/EBITDA) of leading gaming companies worldwide from 2021 to 2022

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Estimated gaming revenue of leading gaming companies worldwide in 4th quarter 2023 (in million U.S. dollars)

Workforce of leading Western gaming companies 2023

Number of employees at leading Western gaming companies as of June 2023

Workforce of leading Asian gaming companies 2023

Number of employees at leading Asian gaming companies as of June 2023

Big 3 - Microsoft, Nintendo, Sony

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Big 3 video game market share worldwide 2022

Nintendo, Microsoft and Sony (Big 3) video games market share worldwide in 2022

Microsoft annual gaming revenue 2017-2023

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Microsoft gaming revenue as of Q3 2024

Gaming revenue generated by Microsoft from fiscal 1st quarter 2019 to 3rd quarter 2024 (in million U.S. dollars)

Microsoft annual Xbox gaming revenue 2021, by segment

Xbox gaming revenue generated by Microsoft in 2021, by segment (in million U.S. dollars)

Net sales of Nintendo worldwide 2008-2023

Annual net sales generated by Nintendo worldwide from 2008 to 2023 (in million U.S. dollars)

Net income Nintendo worldwide 2008-2023

Annual net income generated by Nintendo from 2008 to 2023 (in million U.S. dollars)

Sony game and network services: net sales & operating income FY 2012-2023

Net sales and operating income of Sony's game and network services (G&NS) from fiscal 2012 to 2023 (in billion yen)

Sony game and network services: net sales FY2018-2023, by segment

Net sales of Sony's game and network services (G&NS) from fiscal 2018 to 2023, by segment (in billion yen)

Biggest video game publishers

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Activision Blizzard (ABK) net income 2005-2022

Net income generated by Activision Blizzard from 2005 to 2022 (in million U.S. dollars)

Electronic Arts (EA) net revenue 2005-2024

Net revenue generated by Electronic Arts from fiscal 2005 to 2024 (in million U.S. dollars)

Electronic Arts (EA) net income 2005-2024

Net income generated by Electronic Arts from fiscal 2005 to 2024 (in million U.S. dollars)

Roblox Corporation global revenue 2018-2023

Annual revenue generated by Roblox Corporation worldwide from 2018 to 2023 (in million U.S. dollars)

Roblox Corporation global net loss 2018-2023

Annual net loss generated by Roblox Corporation worldwide from 2018 to 2023 (in millions U.S dollars)

Take-Two Interactive annual revenue FY 2011-2024

Revenue generated by Take-Two Interactive from fiscal year 2011 to 2024 (in million U.S. dollars)

Take Two Interactive annual net income FY 2011-2024

Net income generated by Take-Two Interactive from fiscal year 2011 to 2024 (in million U.S. dollars)

Annual gaming revenue of Tencent 2023, by segment

Annual gaming revenue of Tencent in 2023, by segment (in billion yuan)

Annual gaming revenue of Tencent 2023, by region

Annual gaming revenue of Tencent in 2023, by region (in billion yuan)

Major players: software

  • Premium Statistic Digital revenue share of video game publishers worldwide 2023
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Share of digital vs. non-digital revenue of major video game publishers worldwide in most recent fiscal year as of May 2023

Nintendo Switch software unit sales 2017-2024

Gaming software unit sales for Nintendo Switch worldwide from 2017 to 2024 (in millions)

Sony PlayStation full-game and first party software unit sales 2018-2023

Full game and first party gaming software unit sales for Sony PlayStation worldwide from fiscal year 2018 to 2023 (in millions)

Sony PlayStation digital software unit sales share as of Q4 FY23

Digital download ratio of Sony PlayStation gaming software unit sales worldwide from fiscal 1st quarter 2019 to 4th quarter 2023

PlayStation versus Xbox game content revenue share 2023-2025

Distribution of PlayStation versus Xbox game content revenue worldwide from 2023 to 2025

Capcom total annual gaming software unit sales 2014-2023, by format

Unit sales of Capcom gaming software worldwide from fiscal years 2014 to 2023, by format (in millions)

Sega Sammy annual video game unit sales FY 2006-2024

Annual video game software unit sales generated by Sega Sammy Holdings from fiscal 2006 to 2024 (in millions)

Square Enix video game unit sales FY 2017-2024, by format

Video game unit sales generated by Square Enix in fiscal years 2017 to 2024, by format (in millions)

Major players: hardware

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Lifetime sales of video game consoles worldwide as of February 2024 (in million units)

Worldwide monthly console unit sales 2023, by region

Global gaming console unit sales during in September 2023, by region

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Annual unit sales of the Xbox Series X/S worldwide from 2021 to 2023 YTD (in millions)

Global unit sales of Nintendo Switch worldwide 2017-2023

Lifetime unit sales of the Nintendo Switch console worldwide from March 2017 to September 2023 (in millions)

Sony PlayStation 5 game consoles unit sales 2011-2023, by quarter

Sony PlayStation 5 game console unit sales worldwide from 2020 to 2023, by quarter (in millions)

Platform preferences

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Number of major upcoming video game releases from late 2022 through 2024, by platform

Global game developers working on projects for selected platforms 2024

Share of game developers worldwide working on game projects for selected platforms in 2024

Global game developers level of interest in selected platforms 2024

Most interesting gaming platforms according to game developers worldwide in 2024

Global game developers working on projects for select VR/AR platforms 2024

Share of game developers worldwide working on game projects for select VR/AR platforms in 2024

Global game developers level of interest in blockchain tech 2024

Share of game developers whose studios are interested in blockchain technology including crypto, NFT, and Web3 worldwide in 2024

Monetization via digital content

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  • Basic Statistic Fortnite developer and creator breakdown 2023, by rewards

Most popular gaming business models among developers worldwide 2024

Most common gaming business models used by game developers worldwide in 2024

Global console gaming market value 2020-2026, by type

Console gaming revenues worldwide from 2020 to 2026, by type (in billion U.S. dollars)

Sony PS5 video game investment FY 2019-2025, by business model

PS5 video game investment by PlayStation Studios from fiscal 2019 to 2025, by business model

Electronic Arts (EA) net bookings as of Q4 2024, by composition

Net bookings generated by Electronic Arts from fiscal 1st quarter 2016 to 4th quarter 2024, by composition (in million U.S. dollars)

Take-Two Interactive recurrent consumer revenue share FY 2017-2024

Share of net revenue generated by Take-Two Interactive through recurrent consumer spending from fiscal year 2017 to 2024

Ubisoft global net bookings share as of FY 2010-2024, by type

Share of net bookings generated by Ubisoft worldwide from fiscal year 2017-18 to 2023-24, by type

Roblox Corporation annual number of creators earning money 2021-2023

Annual number of developers and creators earning money on Roblox from 2021 to 2023

Roblox Corporation annual developer exchange fees 2018-2023

Annual developer and creator cash payout on Roblox from 2018 to 2023 (in million U.S. dollars)

Fortnite developer and creator breakdown 2023, by rewards

Fortnite developer and creator breakdown as of April 2023, by rewards

Industry trend: subscriptions and cloud gaming

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Subscriber count of leading cloud gaming and gaming subscription services worldwide as of March 2023 (in millions)

Number of PlayStation Plus subscribers worldwide 2014-2023

Number of subscribers of PlayStation Plus (PS Plus) worldwide as of March 2023 (in millions)

Number of Xbox Game Pass subscribers worldwide 2020-2024

Number of subscribers of Xbox Game Pass worldwide as of February 2024 (in millions)

Game library of leading gaming subscriptions 2023

Number of video games included in select gaming subscription services worldwide as of June 2023

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Console gaming subscription service revenues generated by select gaming companies worldwide in 2021 (in million U.S. dollars)

Cloud gaming market revenue worldwide 2017-2027

Global cloud gaming market revenue from 2017 to 2027 (in billion U.S. dollars)

Microsoft xCloud gaming service revenue 2021-2026

Estimated cloud gaming service revenue of Microsoft in 2021 and 2026 (in million U.S. dollars)

Investments and M&A

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Global video game industry closed M&A value as of Q4 2023

Value of closed video games industry mergers and acquisitions (M&A) worldwide as of 4th quarter 2023 (in billion U.S. dollars)

Biggest video game industry acquisitions 2023

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Global video game industry M&A 2022, by target type

Video game industry mergers and acquisitions (M&A) worldwide in 2022, by target type

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Home — Essay Samples — Nursing & Health — Nursing — Video Games Thesis Statement

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  15. The Importance of Video Games

    Newark, DE 19711, USA. [email protected]. Hours. Video games have been shown to be a great learning platform. Through gaming, players can learn important life skills like communication, coordination, and problem-solving. Video games can also be a great resource for learning in the classroom.

  16. Video game play may provide learning, health, social benefits, review finds

    The more adolescents reported playing strategic video games, such as role-playing games, the more they improved in problem solving and school grades the following year, according to a long-term study published in 2013. Children's creativity was also enhanced by playing any kind of video game, including violent games, but not when the children ...

  17. Benefits of Playing Video Games Essay

    When playing video games, the coordination and concentration can physically, socially, and mentally benefit the user. Research today shows that certain video games can reduce fat and therefore promote weight loss. Other sources state that doctors have instructed parents to let their children play video games to help control focus.

  18. Persuasive Essay: Video Games

    Persuasive Essay: Video Games. Teenagers today often spend a great deal of time playing video games. These games are fun and engaging and young people often feel like playing games is a great thing to do in their spare time. However, you shouldn't spend too much time gaming and there are a number of reasons for this: it's unhealthy, you ...

  19. The Benefits and Negative Effects of Video Games

    One of the most significant negative effects is the impact on physical health. Playing video games can lead to sedentary behavior, which can contribute to obesity and other health problems. Additionally, video games can have psychological effects, including addiction and increased aggression. However, it is important to note that responsible ...

  20. Effects of Video Games

    Studies indicate that video games, especially those that are violent, reshape the behavior of children. Moreover, video games could contain some sort of competition and aggression, which affect the reasoning of children. In the current society, the rate at which conflicts occur in society has increased.

  21. Are Video Games Good for You?

    Essentially, the more you learn, the more your brain can adapt. "Like stimulants, video gaming can increase gray matter in the brain," says Dr. Manos. "Gray matter provides interconnectivity ...

  22. The evolution of video games as a storytelling medium, and the role of

    This section of the paper aims to investigate the second part of the essay title: the role of narrative in modern games, by building upon what has already been covered in terms of narrative evolution. To begin, we will look at the latest trends in story-based games, and how interactivity impacts storytelling.

  23. Essay on Gaming in 900 Words in English for School Students

    These days, mobile games like PUBG, Candy Crush, Subway Surfers, Clash of Clans, etc. are the most popular games. Quick Read: How I Spent My Summer Vacation Essay. Importance of Gaming. Playing games is important as it helps improve our cognitive functioning, problem-solving, creative thinking and situational awareness.

  24. Andrew Jackson: America's Wild Frontier Hero and His Unlikely Influence

    Essay Example: Andrew Jackson, the seventh President of the United States, is a name that stirs a multitude of emotions and opinions. ... underscoring the enduring importance of leadership, vision, and the relentless pursuit of a more just and inclusive society. Through the lens of modern video game culture, Jackson's persona continues to ...

  25. Essay about the importance of video game

    In recent years, the perception of video games has evolved, with an increasing recognition of their educational, social, and cognitive benefits. This essay explores the importance of playing video games and why they are more than just a pastime. Cognitive Benefits Video games have been shown to enhance various cognitive skills.

  26. Video game industry

    The global video game industry is a billion-dollar business and has been for many years. In 2022, the revenue from the worldwide gaming market was estimated at almost 347 billion U.S. dollars ...

  27. Video Games Thesis Statement: [Essay Example], 658 words

    A review published in the American Psychologist highlighted the potential of video games to provide cognitive and emotional benefits, particularly in the realm of mental health. This suggests that video games can have a constructive impact on individuals' well-being, challenging the prevailing narrative of their negative influence.