The advent of electronic games in the early seventies brought about transformation of the methods the games are delivered and the ways people think about games. Electronic games are often created as art forms; they serve several quite different goals such as
Teaching tool for education and training
Entertainment
Health, and fitness, many times including biofeedback
Simulation games that serve for knowledge acquisition in medical diagnosis, business strategy, or business management. Research and evaluation have been intensively conducted on strategic management simulation games
A way of networking.
With new technologies in gaming such as Nintendo Wii U (http://en.wikipedia.org/wiki/Nintendo_3DS).