With the demand for technology rising, it's no wonder that the desire for bigger, better games have risen. The younger generation wants graphics that seem as real as life itself, a plot that will amuse, and characters that are unique.
James Gee, author of What Video Games have to Teach Us About Learning and Literacy, has written an elaborate and interesting book on how the school system has failed and how video games are steadily becoming the main interest to younger people. He analyses the cognitive and behaviorist aspects of video games and how they are able to perform complex tasks in the games while, in real life, their basic reading, writing and problem solving are barely adequate.
I chose this article on Gee's book because it accurately portrays how the younger generations are rapidly becoming more 'plugged in', so to speak. Video games are their main interest, and the real world (schoolwork and going out with friends) is no longer a concern. This media-like world, where technology is beyond that of the real world and the imaginary places are more interesting, is rapidly becoming a reality. What with online games and online chats, it seems that humanity is slowly become addicted to machines, needing them instead of sunlight and companionship.
http://www.xplanazine.com/2004/10/what-video-games-have-to-tell-us-about-learning-and-literacy-a-brief-look
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