af.blackmilkmag.com
Nuwe resepte

'N Geskiedenis van voedsel- en videospeletjies

'N Geskiedenis van voedsel- en videospeletjies


We are searching data for your request:

Forums and discussions:
Manuals and reference books:
Data from registers:
Wait the end of the search in all databases.
Upon completion, a link will appear to access the found materials.


Vir diegene wat nie vertroud is met die spelwêreld nie, lyk kos- en videospeletjies na 'n hoogs onwaarskynlike kombinasie. Maar 'n nader kyk na die konsepte agter groot videospeletjies - die oorlewing van die sterkstes, jag en versamel, soek na skatte - toon waarom kos en videospeletjies so goed saamwerk.

Van die vroegste Pac-Man tot die nuutste interaktiewe Wii-uitvindings, die tradisie om voedsel in videospeletjies te gebruik, was 'n stapelvoedsel in die bedryf, en het ons telkens geleer dat bordjies kos wat in militêre basisse lê altyd skietwonde sal genees. Trouens, toe videospeletjies eers begin het, was daar reeds kos betrokke. Pac-Man, byvoorbeeld, was aan die voorpunt van die arcade-verskynsel in 1980, toe videospeletjies by elke tiener in Amerika gedink het. Toe videospeletjies na die konsole gaan, was kitskos-speletjies onverklaarbaar die woede, met klassieke soos BurgerTime vir die Atari 2600 en die latere Fast Food vir die Commodore 64 in 1982.

In die negentigerjare, toe videospeletjies gewelddadiger begin raak, het 'n onderneming genaamd Accolade PO'ed bekendgestel, waar die speler 'n sjef was wat met die alomteenwoordige videospeletjies uit die 90's te kampe gehad het. Vandag word daar speletjies wat spesiaal vir ware voedselliefhebbers vervaardig word, wat voedsel -videospeletjies gewilder maak as ooit tevore. gespeel. Terwyl ontwerpers dekades gelede die naaste wat ontwerpers kon kom om die kookervaring te skep, was dit om 'n geanimeerde sjef oor hamburgers te laat loop, maar hulle het vandag baie beter gereedskap wat allerhande ervarings kan naboots. In plaas daarvan dat 'n 8-bis-man heen en weer op die huidige videospeletjie-konsoles heen en weer hardloop, kan spelers direk in die kombuis wees en selfs gourmet-tegnieke in die regte wêreld leer.

Dit is natuurlik logies dat ontwerpers van videospeletjies op soek is na kook, as hulle inspirasie soek. Die daad is 'n tegniese uitdagende uitdaging gevolg deur 'n lonende uitbetaling, net soos voltooiing van 'n aantal Super Mario Bros. -speletjies. Terwyl kookspeletjies sommige van die vuurkrag en uitheemse invalle uit die ruimte ontbreek, is dit nog steeds gewild, en dit is 'n interessante punt: terwyl baie mense beweer dat hulle net kook omdat hulle honger is, of dat hulle 'n sekere soort wil hê aan die einde van die dag, dink mense dat kook, selfs denkbeeldige kookkuns, lekker is.


Kolom: Videospeletjies floreer te midde van COVID-19-en kenners sê dat dit 'n goeie ding is

Kies 'n bedryf, bykans elke bedryf, en die verhaal wat u waarskynlik oor die COVID-19-pandemie sal hoor, is een van finansiële verliese, afdankings en diepe onsekerheid oor die toekoms.

"Dit is regverdig om te sê dat videospeletjies tans 'n oomblik het-'n unieke en buitengewone tyd in elk geval," sê Stanley Pierre-Louis, uitvoerende hoof van Entertainment Software Assn., Die toonaangewende handelsgroep vir videospelondernemings.

'Dit is 'n bedryf wat handel oor die gemeenskap,' het hy vir my gesê. 'Videospeletjies bring mense bymekaar.'

Volgens die marknavorser NPD Group het Amerikaners se besteding aan videospeletjies in die eerste kwartaal 'n rekord van $ 10,86 miljard beloop, 9% meer as 'n jaar tevore.

Verlede maand, toe miljoene Amerikaners hul werk verloor of betaalverlagings ondervind het, het wildverkope $ 977 miljoen bereik, 52% meer as 'n jaar tevore, het NPD gesê. Verkope het tot dusver vanjaar met 18% toegeneem.

"Videospeletjies het miljoene troos en aansluiting gebring tydens hierdie uitdagende tyd," sê Mat Piscatella, 'n bedryfsontleder van NPD.

'Aangesien mense meer tuis gebly het, gebruik hulle nie net speletjies as 'n afleiding en 'n ontsnapping nie, maar ook as 'n manier om kontak met familie en vriende te behou,' het hy gesê.

Troos, verbinding, afleiding, ontsnapping - wat is daar nie om van te hou nie, veral nie in sulke tye nie?

Maar ouers van ernstige spelers, insluitend myself, sou ontsteld wees as hulle nie wonder hoe ons kinders sal wees as die pandemie uiteindelik eindig nie.

Sal al hierdie ekstra tyd wat deur adrenalien aangewend word aanlyn hul genot van die regte wêreld verminder?

'Ek het daaroor gedink', het Raiford Guins, 'n professor in mediastudies aan die Indiana University Bloomington, gefokus op videospeletjies. "Dit is 'n belangrike vraag."

Hy het vir my gesê dat sy 8-jarige seun gewoonlik ses of sewe uur per dag deurbring voor 'n skootrekenaar besig met sy afstandwerk. En dan, vir die plesier, skakel hy oor na 'n groter, helderder skerm vir 'n paar uur se "Fortnite" saam met vriende.

'Dit is 'n bron van kommer,' het Guins gesê. 'Maar dit is alles wat jongmense tans het. Dit is die enigste speelgrond waartoe hulle toegang het. ”

Hy en ander kenners met wie ek gepraat het, het gesê dat dit te vroeg is om die nadelige gevolge van hierdie langdurige verblyf in die Matrix af te lei.

Dit is heeltemal moontlik dat sosialisering deur middel van speletjies die kinders van die land veilig deur hierdie gemors kan bring, nie slegter daaraan toe dat hulle maande lank by die huis vasgekeer was nie.

"Ons is tans in 'n moeilike tyd," sê Carly A. Kocurek, 'n medeprofessor in digitale geesteswetenskappe en mediastudies aan die Illinois Institute of Technology. 'Ons probeer almal maniere vind om ons gestimuleer te hou.'

Sy het gesê dat videospeletjies veral aantreklik is omdat dit 'n veilige manier is om te sosialiseer. Vir baie van ons voel die wêreld regtig klein. In speletjies voel die wêreld regtig groot. ”

Ek het 'n paar jaar gelede geskryf of videospeletjies sleg is vir jongmense. Die konsensus onder kenners wat ek ondervra het, was dat dit nie so is nie.

Speletjies kan in sommige gevalle verslawend wees, het hulle erken. Maar daar is geen afdoende bewys dat videospeletjies tot afskuwelike of gewelddadige gedrag lei nie.

En tydens 'n buitengewone tyd soos hierdie is dit moontlik, veral vir kinders, die enigste bron van positiewe sosiale interaksie wat beskikbaar is.

"Videospeletjies is 'n afsluiter teen die onredelike verwagtinge wat van jongmense verwag word," sê Laine Nooney, assistent -professor in media- en inligtingsbedrywe aan die Universiteit van New York.

Net soos baie volwassenes aangepas het om tuis te werk as gevolg van die koronavirus, het sy gesê, gebruik kinders kinders "geleenthede om persoonlik gedefinieerde doelwitte te bereik" in videospeletjies.

"Vanuit 'n kind se perspektief, hoekom sou die speel van videospeletjies minder deel uitmaak van hul 'regte lewe' as om die klas op Zoom by te woon?"

Punt geneem. Terselfdertyd het ek bedenkinge oor die kwaliteit van die opvoeding wat my kind via Zoom ontvang, in vergelyking met die feit dat hy in 'n werklike klas is.

Dit is net te maklik om 'n digitale klas te verfyn, in teenstelling met die deelnamevlak wat in 'n werklike omgewing vereis word. Dit lyk ten minste so van waar ek sit.

Een verandering wat ek onlangs opgemerk het, is dat die uitbarstings van die spelverwante woede van my seun bedaar het. Voor die koronavirus was hy af en toe geneig om te skree of teen sy lessenaar te slaan as 'n wedstryd nie sy gang gaan nie.

Ook die asblik. Elke ouer van 'n speler weet hoe jongmense mekaar aanlyn kan onderdruk. Dit is nogal lelik.

Daar is nou ook minder daarvan in my huishouding. Dit is asof 'n stilswyende erkenning by gamers gewortel het dat die virtuele wêreld al is wat hulle oor het, dus is dit die beste om 'n bietjie dekor te handhaaf.

Nie een van die kenners met wie ek gepraat het nie, het die huidige toename in videospeletjies as 'n negatiewe saak beskou, selfs nie op lang termyn nie.

In elk geval, beskou hulle dit as 'n positiewe faktor dat die tyd wat hulle aan sosiale netwerke bestee het, meer algemeen aanvaar is.

'Dit is waarskynlik dat hierdie tydstip die algehele invloed en die normale normaliteit van videospeletjies in die toekoms sal verhoog,' het Nooney gesê.

Ek dink dit is waar. My 80-jarige pa speel nou elke dag brug aanlyn. Na die pandemie sal hy waarskynlik weer die regte wêreldtoernooie bywoon. Maar sy digitale speletjies sal voortgaan en hom kameraadskap en plesier verskaf.

En dan is dit: Die ander dag het ek by my seun se kamer ingestap om te sien wat hy doen. Hy was by sy lessenaar, koptelefoon aan en kyk na sy skootrekenaar.

Ek het na die skerm gekyk en verwag dat ek “Valorant” of “League of Legends” in volle swang sou sien.


Kolom: Videospeletjies floreer te midde van COVID-19-en kenners sê dat dit 'n goeie ding is

Kies 'n bedryf, bykans elke bedryf, en die verhaal wat u waarskynlik oor die COVID-19-pandemie sal hoor, is een van finansiële verliese, afdankings en diepe onsekerheid oor die toekoms.

"Dit is regverdig om te sê dat videospeletjies tans 'n oomblik het-'n unieke en buitengewone tyd in elk geval," sê Stanley Pierre-Louis, uitvoerende hoof van Entertainment Software Assn., Die toonaangewende handelsgroep vir videospelondernemings.

'Dit is 'n bedryf wat handel oor die gemeenskap,' het hy vir my gesê. 'Videospeletjies bring mense bymekaar.'

Volgens die marknavorser NPD Group het Amerikaners se besteding aan videospeletjies in die eerste kwartaal 'n rekord van $ 10,86 miljard beloop, 9% meer as 'n jaar tevore.

Verlede maand, toe miljoene Amerikaners hul werk verloor of betaalverlagings ondervind het, het wildverkope $ 977 miljoen bereik, 52% meer as 'n jaar tevore, het NPD gesê. Verkope het tot dusver vanjaar met 18% toegeneem.

"Videospeletjies het miljoene troos en verbinding gebring tydens hierdie uitdagende tyd," sê Mat Piscatella, 'n bedryfsontleder van NPD.

'Aangesien mense meer tuis gebly het, het hulle speletjies nie net as 'n afleiding en 'n ontsnapping gebruik nie, maar ook as 'n manier om in kontak met familie en vriende te bly,' het hy gesê.

Troos, verbinding, afleiding, ontsnapping - wat is daar nie om van te hou nie, veral nie in sulke tye nie?

Maar ouers van ernstige gamers, waaronder ek, sal ontsteld wees as hulle nie wonder hoe ons kinders sal wees as die pandemie uiteindelik eindig nie.

Sal al hierdie ekstra tyd wat deur adrenalien gevoer word aanlyn hul genot van die werklike wêreld verminder?

'Ek het daaroor gedink', het Raiford Guins, 'n professor in mediastudies aan die Indiana University Bloomington, gefokus op videospeletjies. "Dit is 'n belangrike vraag."

Hy het vir my gesê dat sy 8-jarige seun gewoonlik ses of sewe uur per dag deurbring voor 'n skootrekenaar besig met sy afstandwerk. En dan, vir die plesier, skakel hy oor na 'n groter, helderder skerm vir 'n paar uur se "Fortnite" saam met vriende.

'Dit is 'n bron van kommer,' het Guins gesê. 'Maar dit is alles wat jongmense tans het. Dit is die enigste speelgrond waartoe hulle toegang het. ”

Hy en ander kenners met wie ek gepraat het, het gesê dat dit te vroeg is om die nadelige gevolge van hierdie langdurige verblyf in die Matrix af te lei.

Dit is heeltemal moontlik dat sosialisering via speletjies die kinders van die land veilig deur hierdie gemors kan bring, nie erger daaraan toe dat hulle maande lank by die huis vasgekeer was nie.

"Ons is tans in 'n moeilike tyd," sê Carly A. Kocurek, 'n medeprofessor in digitale geesteswetenskappe en mediastudies aan die Illinois Institute of Technology. 'Ons probeer almal maniere vind om ons gestimuleer te hou.'

Sy het gesê dat videospeletjies veral aantreklik is omdat dit 'n veilige manier is om te sosialiseer. Vir baie van ons voel die wêreld regtig klein. In speletjies voel die wêreld regtig groot. ”

Ek het 'n paar jaar gelede geskryf of videospeletjies sleg is vir jongmense. Die konsensus onder kenners wat ek ondervra het, was dat dit nie so is nie.

Speletjies kan in sommige gevalle verslawend wees, het hulle erken. Maar daar is geen afdoende bewys dat videospeletjies tot afskuwelike of gewelddadige gedrag lei nie.

En tydens 'n buitengewone tyd soos hierdie is dit moontlik, veral vir kinders, die enigste bron van positiewe sosiale interaksie wat beskikbaar is.

"Videospeletjies is 'n afsluiter teen die onredelike verwagtinge wat van jongmense verwag word," sê Laine Nooney, assistent -professor in media- en inligtingsbedrywe aan die Universiteit van New York.

Net soos baie volwassenes aangepas het om tuis te werk as gevolg van die koronavirus, het sy gesê, gebruik kinders kinders "geleenthede om persoonlik gedefinieerde doelwitte te bereik" in videospeletjies.

"Vanuit 'n kind se perspektief, waarom sou die speel van videospeletjies minder deel uitmaak van hul 'werklike lewe' as om die klas op Zoom by te woon?"

Punt geneem. Terselfdertyd het ek bedenkinge oor die kwaliteit van die opvoeding wat my kind via Zoom ontvang, in vergelyking met die feit dat hy in 'n werklike klas is.

Dit is net te maklik om 'n digitale klas te verfyn, in teenstelling met die deelnamevlak wat in 'n werklike omgewing vereis word. Dit lyk ten minste so van waar ek sit.

Een verandering wat ek onlangs opgemerk het, is dat die uitbarstings van spelverwante woede deur my seun bedaar het. Voor die koronavirus was hy soms geneig om te skree of teen sy lessenaar te slaan as 'n wedstryd nie sy gang gaan nie.

Ook die asblik. Elke ouer van 'n speler weet hoe jongmense mekaar aanlyn kan onderdruk. Dit is nogal lelik.

Daar is nou ook minder daarvan in my huishouding. Dit is asof 'n stilswyende erkenning by gamers gewortel het dat die virtuele wêreld al is wat hulle oor het, dus is dit die beste om 'n bietjie dekor te handhaaf.

Nie een van die kenners met wie ek gepraat het nie, het die huidige toename in videospeletjies as 'n negatiewe saak beskou, selfs nie op lang termyn nie.

In elk geval, hulle beskou dit as 'n positiewe faktor dat die tyd wat hulle aan sosiale netwerke bestee het, meer algemeen aanvaar is.

'Dit is waarskynlik dat hierdie tydstip die algehele invloed en die normale normaliteit van videospeletjies in die toekoms sal verhoog,' het Nooney gesê.

Ek dink dit is waar. My 80-jarige pa speel nou elke dag brug aanlyn. Na die pandemie sal hy waarskynlik weer die regte wêreldtoernooie bywoon. Maar sy digitale speletjies sal voortgaan en hom kameraadskap en plesier verskaf.

En dan is dit: Die ander dag het ek by my seun se kamer ingestap om te sien wat hy doen. Hy was by sy lessenaar, koptelefoon aan en kyk na sy skootrekenaar.

Ek het na die skerm gekyk en verwag dat ek “Valorant” of “League of Legends” in volle swang sou sien.


Kolom: Videospeletjies floreer te midde van COVID-19-en kenners sê dat dit 'n goeie ding is

Kies 'n bedryf, bykans elke bedryf, en die verhaal wat u waarskynlik oor die COVID-19-pandemie sal hoor, is een van finansiële verliese, afdankings en diepe onsekerheid oor die toekoms.

"Dit is regverdig om te sê dat videospeletjies tans 'n oomblik het-'n unieke en buitengewone tyd in elk geval," sê Stanley Pierre-Louis, uitvoerende hoof van Entertainment Software Assn., Die toonaangewende handelsgroep vir videospelondernemings.

'Dit is 'n bedryf wat handel oor die gemeenskap,' het hy vir my gesê. 'Videospeletjies bring mense bymekaar.'

Volgens die marknavorser NPD Group het Amerikaners se besteding aan videospeletjies in die eerste kwartaal 'n rekord van $ 10,86 miljard beloop, 9% meer as 'n jaar tevore.

Verlede maand, toe miljoene Amerikaners hul werk verloor of betaalverlagings ondervind het, het wildverkope $ 977 miljoen bereik, 52% meer as 'n jaar tevore, het NPD gesê. Verkope het tot dusver vanjaar met 18% toegeneem.

"Videospeletjies het miljoene troos en verbinding gebring tydens hierdie uitdagende tyd," sê Mat Piscatella, 'n bedryfsontleder van NPD.

'Aangesien mense meer tuis gebly het, het hulle speletjies nie net as 'n afleiding en 'n ontsnapping gebruik nie, maar ook as 'n manier om in kontak met familie en vriende te bly,' het hy gesê.

Troos, verbinding, afleiding, ontsnapping - wat is daar nie om van te hou nie, veral nie in sulke tye nie?

Maar ouers van ernstige gamers, waaronder ek, sal ontsteld wees as hulle nie wonder hoe ons kinders sal wees as die pandemie uiteindelik eindig nie.

Sal al hierdie ekstra tyd wat deur adrenalien gevoer word aanlyn hul genot van die werklike wêreld verminder?

'Ek het daaroor gedink', sê Raiford Guins, professor in mediastudies aan die Indiana University Bloomington, wat fokus op videospeletjies. "Dit is 'n belangrike vraag."

Hy het vir my gesê sy 8-jarige seun spandeer gewoonlik ses of sewe uur per dag voor 'n skootrekenaar besig om sy verafgeleë skoolwerk te doen. En dan, vir die plesier, skakel hy oor na 'n groter, helderder skerm vir 'n paar uur se "Fortnite" saam met vriende.

'Dit is 'n bron van kommer,' het Guins gesê. 'Maar dit is alles wat jongmense tans het. Dit is die enigste speelgrond waartoe hulle toegang het. ”

Hy en ander kenners met wie ek gepraat het, het gesê dat dit te vroeg is om die nadelige gevolge van hierdie langdurige verblyf in die Matrix af te lei.

Dit is heeltemal moontlik dat sosialisering via speletjies die kinders van die land veilig deur hierdie gemors kan bring, nie erger daaraan toe dat hulle maande lank by die huis vasgekeer was nie.

"Ons is tans in 'n moeilike tyd," sê Carly A. Kocurek, 'n medeprofessor in digitale geesteswetenskappe en mediastudies aan die Illinois Institute of Technology. 'Ons probeer almal maniere vind om ons gestimuleer te hou.'

Sy het gesê dat videospeletjies veral aantreklik is omdat dit 'n veilige manier is om te sosialiseer. Vir baie van ons voel die wêreld regtig klein. In speletjies voel die wêreld regtig groot. ”

Ek het 'n paar jaar gelede geskryf of videospeletjies sleg is vir jongmense. Die konsensus onder kenners wat ek ondervra het, was dat dit nie so is nie.

Speletjies kan in sommige gevalle verslawend wees, het hulle erken. Maar daar is geen afdoende bewys dat videospeletjies tot afskuwelike of gewelddadige gedrag lei nie.

En tydens 'n buitengewone tyd soos hierdie is dit moontlik, veral vir kinders, die enigste bron van positiewe sosiale interaksie wat beskikbaar is.

"Videospeletjies is 'n uitlaatklep teen die onredelike verwagtinge wat jong mense nou moet dra," het Laine Nooney, assistent -professor in media- en inligtingsbedrywe aan die Universiteit van New York, gesê.

Net soos baie volwassenes aangepas het om tuis te werk as gevolg van die koronavirus, het sy gesê, gebruik kinders kinders "geleenthede om persoonlik gedefinieerde doelwitte te bereik" in videospeletjies.

"Vanuit 'n kind se perspektief, hoekom sou die speel van videospeletjies minder deel uitmaak van hul 'regte lewe' as om die klas op Zoom by te woon?"

Punt geneem. Terselfdertyd het ek bedenkinge oor die kwaliteit van die opvoeding wat my kind via Zoom ontvang, in vergelyking met die feit dat hy in 'n werklike klas is.

Dit is net te maklik om 'n digitale klas te verfyn, in teenstelling met die deelnamevlak wat in 'n werklike omgewing vereis word. Dit lyk ten minste so van waar ek sit.

Een verandering wat ek onlangs opgemerk het, is dat die uitbarstings van spelverwante woede deur my seun bedaar het. Voor die koronavirus was hy soms geneig om te skree of teen sy lessenaar te slaan as 'n wedstryd nie sy gang gaan nie.

Ook die asblik. Elke ouer van 'n speler weet hoe jongmense mekaar aanlyn kan onderbreek. Dit is nogal lelik.

Daar is nou ook minder daarvan in my huishouding. Dit is asof 'n stilswyende erkenning by gamers gewortel het dat die virtuele wêreld al is wat hulle oor het, dus is dit die beste om 'n bietjie dekor te handhaaf.

Nie een van die kenners met wie ek gepraat het nie, het die huidige toename in videospeletjies as 'n negatiewe saak beskou, selfs nie op lang termyn nie.

In elk geval, hulle beskou dit as 'n positiewe faktor dat die tyd wat hulle aan sosiale netwerke bestee het, meer algemeen aanvaar is.

'Dit is waarskynlik dat hierdie tydstip die algehele invloed en die normale normaliteit van videospeletjies in die toekoms sal verhoog,' het Nooney gesê.

Ek dink dit is waar. My 80-jarige pa speel nou elke dag brug aanlyn. Na die pandemie sal hy waarskynlik weer die regte wêreldtoernooie bywoon. Maar sy digitale speletjies sal voortgaan en hom kameraadskap en plesier verskaf.

En dan is dit: Die ander dag het ek by my seun se kamer ingestap om te sien wat hy doen. Hy was by sy lessenaar, koptelefoon aan en kyk na sy skootrekenaar.

Ek het na die skerm gekyk en verwag dat ek “Valorant” of “League of Legends” in volle swang sou sien.


Kolom: Videospeletjies floreer te midde van COVID-19-en kenners sê dat dit 'n goeie ding is

Kies 'n bedryf, bykans elke bedryf, en die verhaal wat u waarskynlik oor die COVID-19-pandemie sal hoor, is een van finansiële verliese, afdankings en diepe onsekerheid oor die toekoms.

"Dit is regverdig om te sê dat videospeletjies tans 'n oomblik het-'n unieke en buitengewone tyd in elk geval," sê Stanley Pierre-Louis, uitvoerende hoof van Entertainment Software Assn., Die toonaangewende handelsgroep vir videospelondernemings.

'Dit is 'n bedryf wat handel oor die gemeenskap,' het hy vir my gesê. 'Videospeletjies bring mense bymekaar.'

Volgens die marknavorser NPD Group het Amerikaners se besteding aan videospeletjies in die eerste kwartaal 'n rekord van $ 10,86 miljard beloop, 9% meer as 'n jaar tevore.

Verlede maand, toe miljoene Amerikaners hul werk verloor of betaalverlagings ondervind het, het wildverkope $ 977 miljoen bereik, 52% meer as 'n jaar tevore, het NPD gesê. Verkope het tot dusver vanjaar met 18% toegeneem.

"Videospeletjies het miljoene troos en verbinding gebring tydens hierdie uitdagende tyd," sê Mat Piscatella, 'n bedryfsontleder van NPD.

'Aangesien mense meer tuis gebly het, het hulle speletjies nie net as 'n afleiding en 'n ontsnapping gebruik nie, maar ook as 'n manier om in kontak met familie en vriende te bly,' het hy gesê.

Troos, verbinding, afleiding, ontsnapping - wat is daar nie om van te hou nie, veral nie in sulke tye nie?

Maar ouers van ernstige spelers, insluitend myself, sou ontsteld wees as hulle nie wonder hoe ons kinders sal wees as die pandemie uiteindelik eindig nie.

Sal al hierdie ekstra tyd wat deur adrenalien gevoer word aanlyn hul genot van die werklike wêreld verminder?

'Ek het daaroor gedink', sê Raiford Guins, professor in mediastudies aan die Indiana University Bloomington, wat fokus op videospeletjies. "Dit is 'n belangrike vraag."

Hy het vir my gesê dat sy 8-jarige seun gewoonlik ses of sewe uur per dag deurbring voor 'n skootrekenaar besig met sy afstandwerk. En dan, vir die plesier, skakel hy oor na 'n groter, helderder skerm vir 'n paar uur se "Fortnite" saam met vriende.

'Dit is 'n bron van kommer,' het Guins gesê. 'Maar dit is alles wat jongmense tans het. Dit is die enigste speelgrond waartoe hulle toegang het. ”

Hy en ander kenners met wie ek gepraat het, het gesê dat dit te vroeg is om die nadelige gevolge van hierdie langdurige verblyf in die Matrix af te lei.

Dit is heeltemal moontlik dat sosialisering via speletjies die kinders van die land veilig deur hierdie gemors kan bring, nie erger daaraan toe dat hulle maande lank by die huis vasgekeer was nie.

"Ons is tans in 'n moeilike tyd," sê Carly A. Kocurek, 'n medeprofessor in digitale geesteswetenskappe en mediastudies aan die Illinois Institute of Technology. 'Ons probeer almal maniere vind om ons gestimuleer te hou.'

Sy het gesê dat videospeletjies veral aantreklik is omdat dit 'n veilige manier is om te sosialiseer. Vir baie van ons voel die wêreld regtig klein. In speletjies voel die wêreld regtig groot. ”

Ek het 'n paar jaar gelede geskryf of videospeletjies sleg is vir jongmense. Die konsensus onder kenners wat ek ondervra het, was dat dit nie so is nie.

Speletjies kan in sommige gevalle verslawend wees, het hulle erken. Maar daar is geen afdoende bewys dat videospeletjies tot afskuwelike of gewelddadige gedrag lei nie.

En tydens 'n buitengewone tyd soos hierdie, is dit moontlik, veral vir kinders, die enigste bron van positiewe sosiale interaksie wat beskikbaar is.

"Videospeletjies is 'n afsluiter teen die onredelike verwagtinge wat van jongmense verwag word," sê Laine Nooney, assistent -professor in media- en inligtingsbedrywe aan die Universiteit van New York.

Net soos baie volwassenes aangepas het om tuis te werk as gevolg van die koronavirus, het sy gesê, gebruik kinders kinders "geleenthede om persoonlik gedefinieerde doelwitte te bereik" in videospeletjies.

"Vanuit 'n kind se perspektief, waarom sou die speel van videospeletjies minder deel uitmaak van hul 'werklike lewe' as om die klas op Zoom by te woon?"

Punt geneem. Terselfdertyd het ek bedenkinge oor die kwaliteit van die opvoeding wat my kind via Zoom ontvang, in vergelyking met die feit dat hy in 'n werklike klas is.

Dit is net te maklik om 'n digitale klas te verfyn, in teenstelling met die deelnamevlak wat in 'n werklike omgewing vereis word. Dit lyk ten minste so van waar ek sit.

Een verandering wat ek onlangs opgemerk het, is dat die uitbarstings van spelverwante woede deur my seun bedaar het. Voor die koronavirus was hy af en toe geneig om te skree of teen sy lessenaar te slaan as 'n wedstryd nie sy gang gaan nie.

Ook die asblik. Elke ouer van 'n speler weet hoe jongmense mekaar aanlyn kan onderdruk. Dit is nogal lelik.

Daar is nou ook minder daarvan in my huishouding. Dit is asof 'n stilswyende erkenning by gamers gewortel het dat die virtuele wêreld al is wat hulle oor het, dus is dit die beste om 'n bietjie dekor te handhaaf.

Nie een van die kenners met wie ek gepraat het nie, het die huidige toename in videospeletjies as 'n negatiewe saak beskou, selfs nie op lang termyn nie.

In elk geval, hulle beskou dit as 'n positiewe faktor dat die tyd wat hulle aan sosiale netwerke bestee het, meer algemeen aanvaar is.

'Dit is waarskynlik dat hierdie tydstip die algehele invloed en die normale normaliteit van videospeletjies in die toekoms sal verhoog,' het Nooney gesê.

Ek dink dit is waar. My 80-jarige pa speel nou elke dag brug aanlyn. Na die pandemie sal hy waarskynlik weer die regte wêreldtoernooie bywoon. Maar sy digitale speletjies sal voortgaan en hom kameraadskap en plesier verskaf.

En dan is dit: Die ander dag het ek by my seun se kamer ingestap om te sien wat hy doen. Hy was by sy lessenaar, koptelefoon aan en kyk na sy skootrekenaar.

Ek het na die skerm gekyk en verwag dat ek “Valorant” of “League of Legends” in volle swang sou sien.


Kolom: Videospeletjies floreer te midde van COVID-19-en kenners sê dat dit 'n goeie ding is

Kies 'n bedryf, bykans elke bedryf, en die verhaal wat u waarskynlik oor die COVID-19-pandemie sal hoor, is een van finansiële verliese, afdankings en diepe onsekerheid oor die toekoms.

"Dit is regverdig om te sê dat videospeletjies tans 'n oomblik het-'n unieke en buitengewone tyd in elk geval," sê Stanley Pierre-Louis, uitvoerende hoof van Entertainment Software Assn., Die toonaangewende handelsgroep vir videospelondernemings.

'Dit is 'n bedryf wat handel oor die gemeenskap,' het hy vir my gesê. 'Videospeletjies bring mense bymekaar.'

Volgens die marknavorser NPD Group het Amerikaners se besteding aan videospeletjies in die eerste kwartaal 'n rekord van $ 10,86 miljard beloop, 9% meer as 'n jaar tevore.

Verlede maand, toe miljoene Amerikaners hul werk verloor of betaalverlagings ondervind het, het wildverkope $ 977 miljoen bereik, 52% meer as 'n jaar tevore, het NPD gesê. Verkope het tot dusver vanjaar met 18% toegeneem.

"Videospeletjies het miljoene troos en aansluiting gebring tydens hierdie uitdagende tyd," sê Mat Piscatella, 'n bedryfsontleder van NPD.

'Aangesien mense meer tuis gebly het, gebruik hulle nie net speletjies as 'n afleiding en 'n ontsnapping nie, maar ook as 'n manier om kontak met familie en vriende te behou,' het hy gesê.

Troos, verbinding, afleiding, ontsnapping - wat is daar nie om van te hou nie, veral nie in sulke tye nie?

Maar ouers van ernstige gamers, waaronder ek, sal ontsteld wees as hulle nie wonder hoe ons kinders sal wees as die pandemie uiteindelik eindig nie.

Sal al hierdie ekstra tyd wat deur adrenalien gevoer word aanlyn hul genot van die werklike wêreld verminder?

'Ek het daaroor gedink', sê Raiford Guins, professor in mediastudies aan die Indiana University Bloomington, wat fokus op videospeletjies. "Dit is 'n belangrike vraag."

Hy het vir my gesê sy 8-jarige seun spandeer gewoonlik ses of sewe uur per dag voor 'n skootrekenaar besig om sy verafgeleë skoolwerk te doen. En dan, vir die plesier, skakel hy oor na 'n groter, helderder skerm vir 'n paar uur se "Fortnite" saam met vriende.

'Dit is 'n bron van kommer,' het Guins gesê. 'Maar dit is alles wat jongmense tans het. Dit is die enigste speelgrond waartoe hulle toegang het. ”

Hy en ander kenners met wie ek gepraat het, het gesê dat dit te vroeg is om die nadelige gevolge van hierdie langdurige verblyf in die Matrix af te lei.

Dit is heeltemal moontlik dat sosialisering deur middel van speletjies die kinders van die land veilig deur hierdie gemors kan bring, nie slegter daaraan toe dat hulle maande lank by die huis vasgekeer was nie.

"Ons is tans in 'n moeilike tyd," sê Carly A. Kocurek, 'n medeprofessor in digitale geesteswetenskappe en mediastudies aan die Illinois Institute of Technology. 'Ons probeer almal maniere vind om ons gestimuleer te hou.'

Sy het gesê dat videospeletjies veral aantreklik is omdat dit 'n veilige manier is om te sosialiseer. Vir baie van ons voel die wêreld regtig klein. In speletjies voel die wêreld regtig groot. ”

Ek het 'n paar jaar gelede geskryf of videospeletjies sleg is vir jongmense. Die konsensus onder kenners wat ek ondervra het, was dat dit nie so is nie.

Speletjies kan in sommige gevalle verslawend wees, het hulle erken. Maar daar is geen afdoende bewys dat videospeletjies tot afskuwelike of gewelddadige gedrag lei nie.

En tydens 'n buitengewone tyd soos hierdie is dit moontlik, veral vir kinders, die enigste bron van positiewe sosiale interaksie wat beskikbaar is.

"Videospeletjies is 'n uitlaatklep teen die onredelike verwagtinge wat jong mense nou moet dra," het Laine Nooney, assistent -professor in media- en inligtingsbedrywe aan die Universiteit van New York, gesê.

Net soos baie volwassenes aangepas het om tuis te werk as gevolg van die koronavirus, het sy gesê, gebruik kinders kinders "geleenthede om persoonlik gedefinieerde doelwitte te bereik" in videospeletjies.

"Vanuit 'n kind se perspektief, hoekom sou die speel van videospeletjies minder deel uitmaak van hul 'regte lewe' as om die klas op Zoom by te woon?"

Punt geneem. Terselfdertyd het ek bedenkinge oor die kwaliteit van die onderwys wat my kind via Zoom ontvang, in vergelyking met die feit dat ek in 'n werklike klaskamer is.

Dit is net te maklik om 'n digitale klas te verfyn, in teenstelling met die deelnamevlak wat in 'n werklike omgewing vereis word. Dit lyk ten minste so van waar ek sit.

Een verandering wat ek onlangs opgemerk het, is dat die uitbarstings van die spelverwante woede van my seun bedaar het. Voor die koronavirus was hy soms geneig om te skree of teen sy lessenaar te slaan as 'n wedstryd nie sy gang gaan nie.

Ook die asblik. Elke ouer van 'n speler weet hoe jongmense mekaar aanlyn kan onderdruk. Dit is nogal lelik.

Daar is nou ook minder daarvan in my huishouding. Dit is asof 'n stilswyende erkenning by gamers gewortel het dat die virtuele wêreld al is wat hulle oor het, dus is dit die beste om 'n bietjie dekor te handhaaf.

Nie een van die kenners met wie ek gepraat het nie, het die huidige toename in videospeletjies as 'n negatiewe saak beskou, selfs nie op lang termyn nie.

In elk geval, beskou hulle dit as 'n positiewe faktor dat die tyd wat hulle aan sosiale netwerke bestee het, meer algemeen aanvaar is.

"Dit is waarskynlik dat hierdie tydstip die algehele invloed en die normale normaliteit van videospeletjies in die toekoms sal verhoog," het Nooney gesê.

Ek dink dit is waar. My 80-jarige pa speel nou elke dag brug aanlyn. Na die pandemie sal hy waarskynlik weer die regte wêreldtoernooie bywoon. Maar sy digitale speletjies sal voortgaan en hom kameraadskap en plesier verskaf.

And then there’s this: The other day I popped into my son’s room to see what he was up to. He was at his desk, headphones on, gazing at his laptop.

I looked at the screen, expecting to see “Valorant” or “League of Legends” in full swing.


Column: Video games are thriving amid COVID-19 — and experts say that’s a good thing

Pick an industry, pretty much any industry, and the story you’ll likely hear regarding the COVID-19 pandemic will be one of financial losses, layoffs and deep uncertainty about the future.

“It’s fair to say that video games are having a moment right now — a unique and extraordinary time by any measure,” said Stanley Pierre-Louis, chief executive of the Entertainment Software Assn., the leading trade group for video game companies.

“This is an industry that’s about community,” he told me. “Video games are bringing people together.”

Indeed, spending by Americans on video games hit a record $10.86 billion in the first quarter, up 9% from a year before, according to market researcher NPD Group.

Last month, as millions of Americans lost their jobs or experienced pay cuts, game sales reached $977 million, up 52% from a year earlier, NPD said. Sales have increased 18% so far this year.

“Video games have brought comfort and connection to millions during this challenging time,” said Mat Piscatella, an industry analyst for NPD.

“As people have stayed at home more, they’ve utilized gaming not only as a diversion and an escape, but also as a means of staying connected with family and friends,” he said.

Comfort, connection, diversion, escape — what’s not to like, especially at a time like this?

But parents of serious gamers, including myself, would be remiss if they didn’t wonder what our kids will be like when the pandemic finally ends.

Will all this additional, adrenaline-fueled time spent online diminish their enjoyment of the real world?

“I’ve thought about that,” said Raiford Guins, a professor of media studies at Indiana University Bloomington who focuses on video games. “It’s an important question.”

He told me his 8-year-old son typically spends six or seven hours a day in front of a laptop doing his remote schoolwork. And then, for fun, he switches to a bigger, brighter screen for several hours of “Fortnite” with friends.

“That’s a concern,” Guins said. “But this is all young people have right now. This is the only playground they have access to.”

He and other experts I spoke with said it’s too early to infer any harmful effects from these extended stays in the Matrix.

It’s entirely possible that socializing via games will help bring the nation’s kids safely through this mess, no worse off for having been trapped at home for months.

“We’re in a tough time right now,” said Carly A. Kocurek, an associate professor of digital humanities and media studies at Illinois Institute of Technology. “We’re all trying to find ways to keep ourselves stimulated.”

Video games, she said, “are especially appealing because they offer a safe way to socialize. For many of us, the world feels really small. In games, the world feels really big.”

I wrote a few years ago about whether video games are bad for young people. The consensus among experts I interviewed was that, no, they’re not.

Games can be addictive in some cases, they acknowledged. But there’s no conclusive evidence that video games lead to abhorrent or violent behavior.

And during an extraordinary time such as this, they might be, especially for kids, the only source of positive social interaction available.

“Video games are a release valve against the unreasonable expectations that young people are being expected to carry right now,” said Laine Nooney, an assistant professor of media and information industries at New York University.

Just as many adults have adapted to working from home because of the coronavirus, she said, kids are embracing “opportunities for achieving personally defined goals” in video games.

“From a child’s perspective, why would playing video games be any less part of their ‘real life’ than attending class on Zoom?”

Point taken. At the same time, I have reservations about the quality of education my kid is receiving via Zoom compared with being in an actual classroom.

It’s just too easy to finesse a digital class, as opposed to the level of participation required in a real-world setting. At least that’s how it looks from where I’m sitting.

One change I’ve noticed recently, though, is that bursts of game-related rage from my son have subsided. Before the coronavirus, he was occasionally prone to yelling or banging his desk when a game wasn’t going his way.

Also, the trash talk. Any parent of a gamer knows how young people can run one another down online. It’s pretty ugly.

There’s now less of that as well in my household. It’s as if a tacit acknowledgement has taken root among gamers that the virtual world is all they have left, so it’s best to maintain a little decorum.

None of the experts I spoke with viewed the current surge in video gaming as a negative thing, even from a long-term perspective.

If anything, they see it as a positive that time spent socializing online has received greater mainstream acceptance.

“It’s likely that this moment in time will increase the overall influence and perceived normalcy of video games going forward,” said Nooney.

I think that’s true. My 80-year-old father now plays bridge online every day. After the pandemic, he’ll likely resume attending real-world tournaments. But his digital games will continue, and will continue providing him camaraderie and pleasure.

And then there’s this: The other day I popped into my son’s room to see what he was up to. He was at his desk, headphones on, gazing at his laptop.

I looked at the screen, expecting to see “Valorant” or “League of Legends” in full swing.


Column: Video games are thriving amid COVID-19 — and experts say that’s a good thing

Pick an industry, pretty much any industry, and the story you’ll likely hear regarding the COVID-19 pandemic will be one of financial losses, layoffs and deep uncertainty about the future.

“It’s fair to say that video games are having a moment right now — a unique and extraordinary time by any measure,” said Stanley Pierre-Louis, chief executive of the Entertainment Software Assn., the leading trade group for video game companies.

“This is an industry that’s about community,” he told me. “Video games are bringing people together.”

Indeed, spending by Americans on video games hit a record $10.86 billion in the first quarter, up 9% from a year before, according to market researcher NPD Group.

Last month, as millions of Americans lost their jobs or experienced pay cuts, game sales reached $977 million, up 52% from a year earlier, NPD said. Sales have increased 18% so far this year.

“Video games have brought comfort and connection to millions during this challenging time,” said Mat Piscatella, an industry analyst for NPD.

“As people have stayed at home more, they’ve utilized gaming not only as a diversion and an escape, but also as a means of staying connected with family and friends,” he said.

Comfort, connection, diversion, escape — what’s not to like, especially at a time like this?

But parents of serious gamers, including myself, would be remiss if they didn’t wonder what our kids will be like when the pandemic finally ends.

Will all this additional, adrenaline-fueled time spent online diminish their enjoyment of the real world?

“I’ve thought about that,” said Raiford Guins, a professor of media studies at Indiana University Bloomington who focuses on video games. “It’s an important question.”

He told me his 8-year-old son typically spends six or seven hours a day in front of a laptop doing his remote schoolwork. And then, for fun, he switches to a bigger, brighter screen for several hours of “Fortnite” with friends.

“That’s a concern,” Guins said. “But this is all young people have right now. This is the only playground they have access to.”

He and other experts I spoke with said it’s too early to infer any harmful effects from these extended stays in the Matrix.

It’s entirely possible that socializing via games will help bring the nation’s kids safely through this mess, no worse off for having been trapped at home for months.

“We’re in a tough time right now,” said Carly A. Kocurek, an associate professor of digital humanities and media studies at Illinois Institute of Technology. “We’re all trying to find ways to keep ourselves stimulated.”

Video games, she said, “are especially appealing because they offer a safe way to socialize. For many of us, the world feels really small. In games, the world feels really big.”

I wrote a few years ago about whether video games are bad for young people. The consensus among experts I interviewed was that, no, they’re not.

Games can be addictive in some cases, they acknowledged. But there’s no conclusive evidence that video games lead to abhorrent or violent behavior.

And during an extraordinary time such as this, they might be, especially for kids, the only source of positive social interaction available.

“Video games are a release valve against the unreasonable expectations that young people are being expected to carry right now,” said Laine Nooney, an assistant professor of media and information industries at New York University.

Just as many adults have adapted to working from home because of the coronavirus, she said, kids are embracing “opportunities for achieving personally defined goals” in video games.

“From a child’s perspective, why would playing video games be any less part of their ‘real life’ than attending class on Zoom?”

Point taken. At the same time, I have reservations about the quality of education my kid is receiving via Zoom compared with being in an actual classroom.

It’s just too easy to finesse a digital class, as opposed to the level of participation required in a real-world setting. At least that’s how it looks from where I’m sitting.

One change I’ve noticed recently, though, is that bursts of game-related rage from my son have subsided. Before the coronavirus, he was occasionally prone to yelling or banging his desk when a game wasn’t going his way.

Also, the trash talk. Any parent of a gamer knows how young people can run one another down online. It’s pretty ugly.

There’s now less of that as well in my household. It’s as if a tacit acknowledgement has taken root among gamers that the virtual world is all they have left, so it’s best to maintain a little decorum.

None of the experts I spoke with viewed the current surge in video gaming as a negative thing, even from a long-term perspective.

If anything, they see it as a positive that time spent socializing online has received greater mainstream acceptance.

“It’s likely that this moment in time will increase the overall influence and perceived normalcy of video games going forward,” said Nooney.

I think that’s true. My 80-year-old father now plays bridge online every day. After the pandemic, he’ll likely resume attending real-world tournaments. But his digital games will continue, and will continue providing him camaraderie and pleasure.

And then there’s this: The other day I popped into my son’s room to see what he was up to. He was at his desk, headphones on, gazing at his laptop.

I looked at the screen, expecting to see “Valorant” or “League of Legends” in full swing.


Column: Video games are thriving amid COVID-19 — and experts say that’s a good thing

Pick an industry, pretty much any industry, and the story you’ll likely hear regarding the COVID-19 pandemic will be one of financial losses, layoffs and deep uncertainty about the future.

“It’s fair to say that video games are having a moment right now — a unique and extraordinary time by any measure,” said Stanley Pierre-Louis, chief executive of the Entertainment Software Assn., the leading trade group for video game companies.

“This is an industry that’s about community,” he told me. “Video games are bringing people together.”

Indeed, spending by Americans on video games hit a record $10.86 billion in the first quarter, up 9% from a year before, according to market researcher NPD Group.

Last month, as millions of Americans lost their jobs or experienced pay cuts, game sales reached $977 million, up 52% from a year earlier, NPD said. Sales have increased 18% so far this year.

“Video games have brought comfort and connection to millions during this challenging time,” said Mat Piscatella, an industry analyst for NPD.

“As people have stayed at home more, they’ve utilized gaming not only as a diversion and an escape, but also as a means of staying connected with family and friends,” he said.

Comfort, connection, diversion, escape — what’s not to like, especially at a time like this?

But parents of serious gamers, including myself, would be remiss if they didn’t wonder what our kids will be like when the pandemic finally ends.

Will all this additional, adrenaline-fueled time spent online diminish their enjoyment of the real world?

“I’ve thought about that,” said Raiford Guins, a professor of media studies at Indiana University Bloomington who focuses on video games. “It’s an important question.”

He told me his 8-year-old son typically spends six or seven hours a day in front of a laptop doing his remote schoolwork. And then, for fun, he switches to a bigger, brighter screen for several hours of “Fortnite” with friends.

“That’s a concern,” Guins said. “But this is all young people have right now. This is the only playground they have access to.”

He and other experts I spoke with said it’s too early to infer any harmful effects from these extended stays in the Matrix.

It’s entirely possible that socializing via games will help bring the nation’s kids safely through this mess, no worse off for having been trapped at home for months.

“We’re in a tough time right now,” said Carly A. Kocurek, an associate professor of digital humanities and media studies at Illinois Institute of Technology. “We’re all trying to find ways to keep ourselves stimulated.”

Video games, she said, “are especially appealing because they offer a safe way to socialize. For many of us, the world feels really small. In games, the world feels really big.”

I wrote a few years ago about whether video games are bad for young people. The consensus among experts I interviewed was that, no, they’re not.

Games can be addictive in some cases, they acknowledged. But there’s no conclusive evidence that video games lead to abhorrent or violent behavior.

And during an extraordinary time such as this, they might be, especially for kids, the only source of positive social interaction available.

“Video games are a release valve against the unreasonable expectations that young people are being expected to carry right now,” said Laine Nooney, an assistant professor of media and information industries at New York University.

Just as many adults have adapted to working from home because of the coronavirus, she said, kids are embracing “opportunities for achieving personally defined goals” in video games.

“From a child’s perspective, why would playing video games be any less part of their ‘real life’ than attending class on Zoom?”

Point taken. At the same time, I have reservations about the quality of education my kid is receiving via Zoom compared with being in an actual classroom.

It’s just too easy to finesse a digital class, as opposed to the level of participation required in a real-world setting. At least that’s how it looks from where I’m sitting.

One change I’ve noticed recently, though, is that bursts of game-related rage from my son have subsided. Before the coronavirus, he was occasionally prone to yelling or banging his desk when a game wasn’t going his way.

Also, the trash talk. Any parent of a gamer knows how young people can run one another down online. It’s pretty ugly.

There’s now less of that as well in my household. It’s as if a tacit acknowledgement has taken root among gamers that the virtual world is all they have left, so it’s best to maintain a little decorum.

None of the experts I spoke with viewed the current surge in video gaming as a negative thing, even from a long-term perspective.

If anything, they see it as a positive that time spent socializing online has received greater mainstream acceptance.

“It’s likely that this moment in time will increase the overall influence and perceived normalcy of video games going forward,” said Nooney.

I think that’s true. My 80-year-old father now plays bridge online every day. After the pandemic, he’ll likely resume attending real-world tournaments. But his digital games will continue, and will continue providing him camaraderie and pleasure.

And then there’s this: The other day I popped into my son’s room to see what he was up to. He was at his desk, headphones on, gazing at his laptop.

I looked at the screen, expecting to see “Valorant” or “League of Legends” in full swing.


Column: Video games are thriving amid COVID-19 — and experts say that’s a good thing

Pick an industry, pretty much any industry, and the story you’ll likely hear regarding the COVID-19 pandemic will be one of financial losses, layoffs and deep uncertainty about the future.

“It’s fair to say that video games are having a moment right now — a unique and extraordinary time by any measure,” said Stanley Pierre-Louis, chief executive of the Entertainment Software Assn., the leading trade group for video game companies.

“This is an industry that’s about community,” he told me. “Video games are bringing people together.”

Indeed, spending by Americans on video games hit a record $10.86 billion in the first quarter, up 9% from a year before, according to market researcher NPD Group.

Last month, as millions of Americans lost their jobs or experienced pay cuts, game sales reached $977 million, up 52% from a year earlier, NPD said. Sales have increased 18% so far this year.

“Video games have brought comfort and connection to millions during this challenging time,” said Mat Piscatella, an industry analyst for NPD.

“As people have stayed at home more, they’ve utilized gaming not only as a diversion and an escape, but also as a means of staying connected with family and friends,” he said.

Comfort, connection, diversion, escape — what’s not to like, especially at a time like this?

But parents of serious gamers, including myself, would be remiss if they didn’t wonder what our kids will be like when the pandemic finally ends.

Will all this additional, adrenaline-fueled time spent online diminish their enjoyment of the real world?

“I’ve thought about that,” said Raiford Guins, a professor of media studies at Indiana University Bloomington who focuses on video games. “It’s an important question.”

He told me his 8-year-old son typically spends six or seven hours a day in front of a laptop doing his remote schoolwork. And then, for fun, he switches to a bigger, brighter screen for several hours of “Fortnite” with friends.

“That’s a concern,” Guins said. “But this is all young people have right now. This is the only playground they have access to.”

He and other experts I spoke with said it’s too early to infer any harmful effects from these extended stays in the Matrix.

It’s entirely possible that socializing via games will help bring the nation’s kids safely through this mess, no worse off for having been trapped at home for months.

“We’re in a tough time right now,” said Carly A. Kocurek, an associate professor of digital humanities and media studies at Illinois Institute of Technology. “We’re all trying to find ways to keep ourselves stimulated.”

Video games, she said, “are especially appealing because they offer a safe way to socialize. For many of us, the world feels really small. In games, the world feels really big.”

I wrote a few years ago about whether video games are bad for young people. The consensus among experts I interviewed was that, no, they’re not.

Games can be addictive in some cases, they acknowledged. But there’s no conclusive evidence that video games lead to abhorrent or violent behavior.

And during an extraordinary time such as this, they might be, especially for kids, the only source of positive social interaction available.

“Video games are a release valve against the unreasonable expectations that young people are being expected to carry right now,” said Laine Nooney, an assistant professor of media and information industries at New York University.

Just as many adults have adapted to working from home because of the coronavirus, she said, kids are embracing “opportunities for achieving personally defined goals” in video games.

“From a child’s perspective, why would playing video games be any less part of their ‘real life’ than attending class on Zoom?”

Point taken. At the same time, I have reservations about the quality of education my kid is receiving via Zoom compared with being in an actual classroom.

It’s just too easy to finesse a digital class, as opposed to the level of participation required in a real-world setting. At least that’s how it looks from where I’m sitting.

One change I’ve noticed recently, though, is that bursts of game-related rage from my son have subsided. Before the coronavirus, he was occasionally prone to yelling or banging his desk when a game wasn’t going his way.

Also, the trash talk. Any parent of a gamer knows how young people can run one another down online. It’s pretty ugly.

There’s now less of that as well in my household. It’s as if a tacit acknowledgement has taken root among gamers that the virtual world is all they have left, so it’s best to maintain a little decorum.

None of the experts I spoke with viewed the current surge in video gaming as a negative thing, even from a long-term perspective.

If anything, they see it as a positive that time spent socializing online has received greater mainstream acceptance.

“It’s likely that this moment in time will increase the overall influence and perceived normalcy of video games going forward,” said Nooney.

I think that’s true. My 80-year-old father now plays bridge online every day. After the pandemic, he’ll likely resume attending real-world tournaments. But his digital games will continue, and will continue providing him camaraderie and pleasure.

And then there’s this: The other day I popped into my son’s room to see what he was up to. He was at his desk, headphones on, gazing at his laptop.

I looked at the screen, expecting to see “Valorant” or “League of Legends” in full swing.


Column: Video games are thriving amid COVID-19 — and experts say that’s a good thing

Pick an industry, pretty much any industry, and the story you’ll likely hear regarding the COVID-19 pandemic will be one of financial losses, layoffs and deep uncertainty about the future.

“It’s fair to say that video games are having a moment right now — a unique and extraordinary time by any measure,” said Stanley Pierre-Louis, chief executive of the Entertainment Software Assn., the leading trade group for video game companies.

“This is an industry that’s about community,” he told me. “Video games are bringing people together.”

Indeed, spending by Americans on video games hit a record $10.86 billion in the first quarter, up 9% from a year before, according to market researcher NPD Group.

Last month, as millions of Americans lost their jobs or experienced pay cuts, game sales reached $977 million, up 52% from a year earlier, NPD said. Sales have increased 18% so far this year.

“Video games have brought comfort and connection to millions during this challenging time,” said Mat Piscatella, an industry analyst for NPD.

“As people have stayed at home more, they’ve utilized gaming not only as a diversion and an escape, but also as a means of staying connected with family and friends,” he said.

Comfort, connection, diversion, escape — what’s not to like, especially at a time like this?

But parents of serious gamers, including myself, would be remiss if they didn’t wonder what our kids will be like when the pandemic finally ends.

Will all this additional, adrenaline-fueled time spent online diminish their enjoyment of the real world?

“I’ve thought about that,” said Raiford Guins, a professor of media studies at Indiana University Bloomington who focuses on video games. “It’s an important question.”

He told me his 8-year-old son typically spends six or seven hours a day in front of a laptop doing his remote schoolwork. And then, for fun, he switches to a bigger, brighter screen for several hours of “Fortnite” with friends.

“That’s a concern,” Guins said. “But this is all young people have right now. This is the only playground they have access to.”

He and other experts I spoke with said it’s too early to infer any harmful effects from these extended stays in the Matrix.

It’s entirely possible that socializing via games will help bring the nation’s kids safely through this mess, no worse off for having been trapped at home for months.

“We’re in a tough time right now,” said Carly A. Kocurek, an associate professor of digital humanities and media studies at Illinois Institute of Technology. “We’re all trying to find ways to keep ourselves stimulated.”

Video games, she said, “are especially appealing because they offer a safe way to socialize. For many of us, the world feels really small. In games, the world feels really big.”

I wrote a few years ago about whether video games are bad for young people. The consensus among experts I interviewed was that, no, they’re not.

Games can be addictive in some cases, they acknowledged. But there’s no conclusive evidence that video games lead to abhorrent or violent behavior.

And during an extraordinary time such as this, they might be, especially for kids, the only source of positive social interaction available.

“Video games are a release valve against the unreasonable expectations that young people are being expected to carry right now,” said Laine Nooney, an assistant professor of media and information industries at New York University.

Just as many adults have adapted to working from home because of the coronavirus, she said, kids are embracing “opportunities for achieving personally defined goals” in video games.

“From a child’s perspective, why would playing video games be any less part of their ‘real life’ than attending class on Zoom?”

Point taken. At the same time, I have reservations about the quality of education my kid is receiving via Zoom compared with being in an actual classroom.

It’s just too easy to finesse a digital class, as opposed to the level of participation required in a real-world setting. At least that’s how it looks from where I’m sitting.

One change I’ve noticed recently, though, is that bursts of game-related rage from my son have subsided. Before the coronavirus, he was occasionally prone to yelling or banging his desk when a game wasn’t going his way.

Also, the trash talk. Any parent of a gamer knows how young people can run one another down online. It’s pretty ugly.

There’s now less of that as well in my household. It’s as if a tacit acknowledgement has taken root among gamers that the virtual world is all they have left, so it’s best to maintain a little decorum.

None of the experts I spoke with viewed the current surge in video gaming as a negative thing, even from a long-term perspective.

If anything, they see it as a positive that time spent socializing online has received greater mainstream acceptance.

“It’s likely that this moment in time will increase the overall influence and perceived normalcy of video games going forward,” said Nooney.

I think that’s true. My 80-year-old father now plays bridge online every day. After the pandemic, he’ll likely resume attending real-world tournaments. But his digital games will continue, and will continue providing him camaraderie and pleasure.

And then there’s this: The other day I popped into my son’s room to see what he was up to. He was at his desk, headphones on, gazing at his laptop.

I looked at the screen, expecting to see “Valorant” or “League of Legends” in full swing.


Kyk die video: Romeins koken met Agripinna en Lovina - Romeinse snackbar. Welkom bij de Romeinen