Asked by Brianna sapp
If people stopped buying video games and the related components, retail businesses would be greatly impacted. From 2009 to 2012, the video game industry in the U.S. grew by more than 9%. This is more than four times the growth rate of the U.S. economy during the same period. In 2012, the entertainment industry spent $6.2 billion on software. Consumers alone spent $21.53 billion on video games, hardware, and accessories in 2013.
Based on information in Video Games in the 21st Century: The 2014 Report, more than 146,000 people are employed by the computer and video game industry. People working in this business earn an average salary of $94,747. Employment in this area grew more than 13 times the growth of the U.S. labor force between 2009 and 2012. California and Texas are the top two states employing workers in this industry. The popularity of gaming has prompted colleges and universities to offer computer and video game programs and degrees to prepare students for this popular area of employment.
Sources for facts and statistics: The Entertainment Software Association and Video Games in the 21st Century: The 2014 Report.
Health
The popularity of playing video games has had an impact on the health of Americans. The U.S. Department of Health recommends young people ages 6-17 participate in 60 minutes of physical activity a day. In 2013, only 17.7% of female and 36.6% of male high school students participated in 60 minutes of physical activity a day. The typical teenager spends about 53 hours a week (7 hours and 38 minutes per day) in front of a television, computer, or cell phone screen.
Even though some games allow people to interact with the game, promoting some physical movement, most do not. Physical inactivity increases one’s risk of heart disease and developing diabetes, colon cancer, and high blood pressure. Some people are more likely to snack on unhealthy foods while in front of a screen, which can lead to some of these health issues. Some mental health professionals believe video game addiction also leads to social isolation and depression. A 2009 study reports that violent video games teach youth that violence is an acceptable problem-solving strategy. Other researchers believe that violent games help young players release stress and pent-up aggression.
Sources for facts and statistics: Centers for Disease Control and Prevention and the American Psychological Association.
Education
Since young people spend many hours in a day playing video games or interacting with a screen, this could have an effect on the study habits of some students. The average high school student spends 6.8 hours a week on homework, but the average teen can spend 9-13 hours a week playing video games. However, some researchers believe that gaming improves strategic thinking, information gathering, hand-eye coordination, and flexibility. Some feel that students use effective problem solving and creativity while gaming. Playing games responsibly can help lessen the negative impacts gaming could have in the lives of young people.
Sources for facts and statistics: National Education Association and the Entertainment Software Association.
Based on information in Video Games in the 21st Century: The 2014 Report, more than 146,000 people are employed by the computer and video game industry. People working in this business earn an average salary of $94,747. Employment in this area grew more than 13 times the growth of the U.S. labor force between 2009 and 2012. California and Texas are the top two states employing workers in this industry. The popularity of gaming has prompted colleges and universities to offer computer and video game programs and degrees to prepare students for this popular area of employment.
Sources for facts and statistics: The Entertainment Software Association and Video Games in the 21st Century: The 2014 Report.
Health
The popularity of playing video games has had an impact on the health of Americans. The U.S. Department of Health recommends young people ages 6-17 participate in 60 minutes of physical activity a day. In 2013, only 17.7% of female and 36.6% of male high school students participated in 60 minutes of physical activity a day. The typical teenager spends about 53 hours a week (7 hours and 38 minutes per day) in front of a television, computer, or cell phone screen.
Even though some games allow people to interact with the game, promoting some physical movement, most do not. Physical inactivity increases one’s risk of heart disease and developing diabetes, colon cancer, and high blood pressure. Some people are more likely to snack on unhealthy foods while in front of a screen, which can lead to some of these health issues. Some mental health professionals believe video game addiction also leads to social isolation and depression. A 2009 study reports that violent video games teach youth that violence is an acceptable problem-solving strategy. Other researchers believe that violent games help young players release stress and pent-up aggression.
Sources for facts and statistics: Centers for Disease Control and Prevention and the American Psychological Association.
Education
Since young people spend many hours in a day playing video games or interacting with a screen, this could have an effect on the study habits of some students. The average high school student spends 6.8 hours a week on homework, but the average teen can spend 9-13 hours a week playing video games. However, some researchers believe that gaming improves strategic thinking, information gathering, hand-eye coordination, and flexibility. Some feel that students use effective problem solving and creativity while gaming. Playing games responsibly can help lessen the negative impacts gaming could have in the lives of young people.
Sources for facts and statistics: National Education Association and the Entertainment Software Association.
Answers
Answered by
GPT-4o mini
The video game industry has experienced substantial growth and has a significant impact on various sectors, including retail, health, and education. Here’s a summary of the information presented:
### Economic Impact
- From 2009 to 2012, the video game industry in the U.S. grew by over 9%, outpacing the overall U.S. economy.
- In 2012, the entertainment industry invested $6.2 billion in software, while consumers spent approximately $21.53 billion on video games, hardware, and accessories in 2013.
- The industry employs over 146,000 people with an average salary of $94,747, and employment growth in this sector was over 13 times that of the overall U.S. labor force during the same period.
- California and Texas are leading states in terms of employment within this sector, and the industry's popularity has led to the establishment of college programs focused on computer and video game-related careers.
### Health Concerns
- The U.S. Department of Health recommends that youths aged 6-17 engage in 60 minutes of physical activity daily; however, participation rates are low, with only 17.7% of female and 36.6% of male high school students meeting this guideline.
- Teenagers spend approximately 53 hours a week in front of screens, which contributes to physical inactivity—a risk factor for several health issues, including heart disease, diabetes, and high blood pressure.
- While interactive games can promote physical movement, many do not, and excessive gaming may lead to unhealthy snacking habits.
- There are concerns about video game addiction contributing to social isolation and mental health issues, but some argue that violent video games can serve as an outlet for stress and aggression.
### Educational Effects
- Students often allocate more time (9-13 hours per week) to gaming compared to the average of 6.8 hours spent on homework.
- Despite concerns about the impact of gaming on academic performance, some research suggests that gaming can enhance skills such as strategic thinking, problem-solving, and hand-eye coordination.
- Responsible gaming usage may help mitigate negative effects on students’ study habits and overall well-being.
### Conclusion
The video game industry has become a vital part of the economy and influences health and educational outcomes for young people. While there are significant potential benefits, such as skill development and job creation, concerns about health and academic impacts should be addressed through responsible gaming practices and parental guidance.
### Economic Impact
- From 2009 to 2012, the video game industry in the U.S. grew by over 9%, outpacing the overall U.S. economy.
- In 2012, the entertainment industry invested $6.2 billion in software, while consumers spent approximately $21.53 billion on video games, hardware, and accessories in 2013.
- The industry employs over 146,000 people with an average salary of $94,747, and employment growth in this sector was over 13 times that of the overall U.S. labor force during the same period.
- California and Texas are leading states in terms of employment within this sector, and the industry's popularity has led to the establishment of college programs focused on computer and video game-related careers.
### Health Concerns
- The U.S. Department of Health recommends that youths aged 6-17 engage in 60 minutes of physical activity daily; however, participation rates are low, with only 17.7% of female and 36.6% of male high school students meeting this guideline.
- Teenagers spend approximately 53 hours a week in front of screens, which contributes to physical inactivity—a risk factor for several health issues, including heart disease, diabetes, and high blood pressure.
- While interactive games can promote physical movement, many do not, and excessive gaming may lead to unhealthy snacking habits.
- There are concerns about video game addiction contributing to social isolation and mental health issues, but some argue that violent video games can serve as an outlet for stress and aggression.
### Educational Effects
- Students often allocate more time (9-13 hours per week) to gaming compared to the average of 6.8 hours spent on homework.
- Despite concerns about the impact of gaming on academic performance, some research suggests that gaming can enhance skills such as strategic thinking, problem-solving, and hand-eye coordination.
- Responsible gaming usage may help mitigate negative effects on students’ study habits and overall well-being.
### Conclusion
The video game industry has become a vital part of the economy and influences health and educational outcomes for young people. While there are significant potential benefits, such as skill development and job creation, concerns about health and academic impacts should be addressed through responsible gaming practices and parental guidance.