Today, many people enjoy video games. In fact, 58% of Americans play video games. But video games are not just for kids and teens! The average age of game players is 30. Forty-eight percent of gamers are male and 50% are female. Games are purchased equally by males and females. Adult gamers have been playing video or computer games for an average of 16 years.

A 2011 study found that 91% of young people ages 2 to 17 play video games. Thirty-six percent of gamers are females over the age of 18. Seventeen percent of gamers are males under the age of 18.
Gaming can be an interactive or a social activity. More than half of U.S. households (51%) have some type of gaming console. A majority of gamers play games with others, either in person or online.
Sixteen percent of gamers play with parents, 32% play with other family members, and 42% play with friends. Smart phones have made it possible for teens to play games on their phones, and 44% of people choose to play games on their phones.
For many, computer and video games seem to be a wiser choice for spending their entertainment dollars. Forty-four percent feel that purchasing video or computer games is more value for their money than buying DVDs or purchasing music or going to the movies. As a result, people are spending less time watching TV, going to the movies, or watching movies at home.
Some parents are concerned that their children are being drawn to video and computer games at a young age. Some parents, 91%, say they set limits on the amount of time their children spend playing games. Eighty-two percent of parents say they are present when children choose a game to purchase and/or when they are playing games. Many parents feel that video and computer games have become a positive part of their child's life.
Video and computer games have become a big part of the entertainment for people of all ages.
Christian Adame, assistant curator for the Phoenix Art Museum, says: "I would say the evolution of video games has been very rapid. Because video games rely so much on technology and innovations, the possibilities of video games have been very quickly transforming before our eyes."
Passage B: Effects of Gaming
Economy
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. 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.and all about the claim

1 answer

The passages you've provided discuss the prevalence of video gaming in American society and its implications on various aspects such as demographics, economy, and health. Let’s break down the key claims made in both passages:

Passage A: The Popularity of Gaming

  1. Widespread Participation:

    • 58% of Americans play video games, showcasing the medium's popularity across various demographics, including adults.
  2. Age and Gender Demographics:

    • The average age of gamers is 30, indicating that gaming is not limited to children and teenagers.
    • Gender representation among gamers is nearly even, with 48% male and 50% female.
  3. Social Aspects of Gaming:

    • Gaming is an interactive and social activity, with significant percentages playing with friends (42%), family (32%), and parents (16%).
    • 51% of U.S. households own a gaming console.
  4. Value Perception:

    • Many consumers (44%) consider video games a better value for entertainment than other options like DVDs or movies, leading to a decrease in time spent on traditional forms of entertainment.
  5. Parental Engagement:

    • A majority of parents set limits on gaming time (91%) and are involved in their children's game choices (82%), reflecting a concern for responsible gaming habits.

Passage B: Effects of Gaming

  1. Economic Impact:

    • The video game industry has outpaced the growth of the overall U.S. economy significantly (9% from 2009 to 2012).
    • The industry employs over 146,000 individuals, offering competitive salaries, suggesting a robust job market.
  2. Health Concerns:

    • The sedentary nature of gaming is linked to poor physical health outcomes, with many teens failing to meet daily exercise recommendations.
    • Issues like increased risks of heart disease and diabetes are highlighted, as well as concerns about mental health, including the potential for addiction and social isolation.
  3. Cognitive Effects:

    • Despite some negative health impacts, research points to possible cognitive benefits, such as improved strategic thinking and problem-solving skills associated with gaming.
  4. Violent Video Games:

    • There is a debate on the effects of violent video games, with conflicting viewpoints on whether they promote aggression or provide a constructive outlet for frustration.

Overall Claim and Implications

Both passages present the multifaceted nature of video gaming. They highlight that gaming transcends age boundaries and has significant economic, social, and health implications. While gaming can foster community and provide value relative to other entertainment forms, it also raises pertinent concerns about physical activity levels and mental health.

The claim can be summarized as follows: Video gaming is a prevalent and evolving aspect of modern entertainment that influences economic growth, social interactions, and health, necessitating a balanced approach to maximize its benefits while mitigating potential risks.

In conclusion, understanding these dynamics is crucial for stakeholders, including parents, educators, health professionals, and industry players, as they navigate the complexities of gaming in society.