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.

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. Both passages present information about video games and society; however, the purpose of each passage is different.

What is the difference in the purpose of the information presented in each passage?

Use details from BOTH passages to support your answer.

1 answer

The two passages present information about video games and society but serve distinct purposes.

Passage A primarily aims to provide a demographic overview of video gaming, highlighting its prevalence across different age groups and genders, as well as the social aspects of gaming. It illustrates that video gaming is not strictly a pastime for children or teenagers, as evidenced by statistics indicating that the average age of gamers is 30 and that 48% are male while 50% are female. The passage also notes various gaming behaviors, such as adults having played for an average of 16 years and how gaming is often a social activity, with various percentages of gamers playing with family members or friends. Additionally, it discusses parental concerns about screen time and the belief among many parents that gaming can be a positive influence on their children. Through these details, Passage A emphasizes the integration of video games into the lives of people of all ages, illustrating its cultural significance.

Passage B, on the other hand, focuses on the broader impacts of gaming, touching on economic, health, and educational aspects. It highlights the economic growth of the video game industry, noting that from 2009 to 2012, it grew at a rate significantly higher than the general economy. It also discusses employment within the industry and the rise of educational programs related to gaming, indicating its importance as a career path. In terms of health, the passage addresses the potential negative effects of extensive gaming, including physical inactivity and its association with various health risks, as well as concerns about video game addiction leading to social isolation. Finally, it explores educational implications, comparing the time spent on gaming to time spent on homework, suggesting that while gaming can detract from study habits, it could also foster skills like strategic thinking and problem-solving.

In summary, Passage A focuses on the demographics, social aspects, and cultural significance of gaming, while Passage B examines the economic, health, and educational effects associated with gaming. Together, they provide a comprehensive view of video games' role in contemporary society.