As a colleague of mine stated, "With the technological age of today, more and more people are spending time in front of screens and for long periods of time." With the progression of the new cyber age, the majority of the populations’ life is spent looking at some sort of screen, whether if it’s a smartphone, laptop, projectors, and especially television. Television is a very popular item in the cyber world because one can sit down and look into the screen and obtain either entertainment or information. For most college students, it appeals more to the entertainment side rather than the informative side. But that does not mean all students don't view the informative things on television. Video games and computers are a growing industry in the newer generation with systems like the Xbox 360, PS3, and Nintendo Wii. With growth in modern technology effects in gaming has been increasing. It has shown as a result that more people start living their lives with video games as a daily part of it. A big percentage of college students tend to be regular video game players. The increased tendency to use these electronics in our new society has increased dramatically since the 1980's (Yang). The 1980's symbolizes when they first started advertising game production brands such as EA, Atari, etc.
Another factor that video games have on college students is that they may make it more of a lifestyle, such as living with it as a hobby. To some it may seem like a hindrance on actual learning in class, others may say that its normal to play video games even if it is to avoid studying for class (Pew).To some this sort of technology can help one bond with another through their common likes in gaming. It may be a person's escape from a life that is filled with stress either from school or just work.
It is hard to realize that there may be a chance in which our dependence of our future may be through some screen.
Works Cited
Lam, Taylor J. "Aethereal Momentum." : Our Vision. Blogger, 27 Mar. 2013. Web. 27 Mar. 2013.
"Pew Research Center's Internet & American Life Project." College Students and Computer, Video and Internet Games. Pew Internet & American Life Project, 6 July 2003. Web. 27 Mar. 2013.
Yang, Moonhee. "The Effectiveness of "In-Game" Advertising." Journal of Advertising,
Oct - Nov. 2006. Web. 27 Mar. 2013.