Digital Game Addiction and Children

Digital Game Addiction and Children

Shilpa Elza Sebastian, Derik George, S. Girish
DOI: 10.4018/978-1-6684-8397-8.ch024
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Abstract

Nowadays the usage of digital games has increased a lot. Console games, PC games, and online games are all examples of digital games. Aside from these, it has been observed that digital games are also played with portable technologies such as mobile phones and tablets. Children's play equipment, play habits, and play perceptions have all changed as a result of these changes. As a result, digital games have a significant influence on children. This chapter focuses on the effects of digital games on children and how children became addicted to digital games. It also discusses how to avoid overusing digital games. It also explains the meaning of digital games and discusses their history and future.
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History Of Digital Games

Gaming has grown from a technological oddity at a science fair in the 1950s to one of the world's most profitable entertainment industries. Dr. Edward Uhler Condon unveiled the first known example of a game machine at the New York World's Fair in 1940. The game, based on the ancient mathematical game of Nim, was played by approximately 50,000 people during its six-month run, with the computer reportedly winning more than 90% of the games (Chikhani, 2015).

The practice of playing games online is not new. It has been around since the earliest indoor sports, only taking different forms. Digital gaming has developed over time into a stand-alone sector with tremendous creative and employment potential. In terms of their historical development (1940–1960), video games have their roots in attempts to create artificial intelligence. Video games have advanced alongside hardware and software developments from the earliest ENIAC computer to the potent microprocessors of today. It is challenging to identify the first video game ever made because of this. Any number of long-forgotten puzzles, arcade and card games, and/or military sims could be competitors for the title of first video game. However, the first widely played commercial video game was Nimrod, which appeared in 1951. At the same time, William Higinbotham's pioneering “Tennis for Two” (1958) and IBM's well-known “Checkers game programme” (the 1950s) became well-known. (A Brief History of Digital Gaming, 2014).

Next is the Nascent stage (1960 - 1990), Steve Russell, an MIT employee, created 'Spacewar,' the game that is widely regarded as the first widely available and influential computer game, in 1960. In 1972, Nolan Bushnell founded Atari, Inc. and took the first steps towards commercializing the digital gaming industry. Soon after, Atari released the widely popular 'Pong' game. In 1983, the video game market crashed, bankrupting several companies in the United States that produced home computers and video game consoles. Between 1978 and 1990, the arcade industry was at its peak. Taito's 'Space Invaders' was such a success that it inspired a slew of video game companies to enter the market. During this formative period, evergreen computer and arcade games such as 'Pac-Man' and 'Donkey Kong' were introduced (A Brief History of Digital Gaming, 2014).

Key Terms in this Chapter

Outdoor Games: Sports or athletic games typically performed in the open, including physical exertion.

Figurative Game: Any figure of speech — a statement or phrase not intended to be understood literally.

Cybernated: The automatic control of a process or operation (as in manufacturing) by means of computers.

Children: A young human being below the age of puberty or below the legal age of majority.

Pedagogy: The method and practice of teaching, especially as an academic subject or theoretical concept.

Indoor Games: Indoor games and sports are a variety of structured forms of play or competitive physical activity, typically carried out either in the home or in specially constructed indoor.

Inclination: A person's natural tendency or urge to act or feel in a particular way; a disposition.

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