The world of entertainment, year after year, is growing exponentially and has the talent of thousands of young people to become providers of the games software industry. The computer world some 35 years ago welcomed a product now part of Cultural Industry: The Videogame. A playful universe that combines hardware and software that accompanied several generations. From sophisticated devices successful realistic graphics “social games” are part of the range of proposals that are currently available in the world of “videogames”.
In this regard, there are hundreds of debates on the benefits and losses that video games can cause to users, especially younger ones. The truth is that video games have their own aesthetic, a construction of stories, a particular language and a way to build relationships that constitute it as an exponent of digital culture. Cell phones and video games allow people to connect with each other, network, and establish new relationships.
Many experts said that through these fun devices people, especially younger age, have access to an environment that will enable new ways to interact and share experiences. “It takes text, video, sound, graphics and other media are channels of communication. Young people learn through these multimedia devices, and it’s not just the traditional method of text “, foundation.
A little history
The history of these entertainment option dates back to World War II in which military engineers from both sides – Allied and Axis powers – experienced with electronic equipment for cracking codes and provide graphics. Only when we turned onto the mid 60s, the first video games came from college campuses and home-range technological laboratories!
In the seventies the game Spacewar was the first mass that trapped thousands of people but now there are games available at the stage of “eighth-generation” integrated products such as PlayStation 3 (Sonny), the Xbox 360 (Microsoft), the Nintendo Wii or any game for PC, equipped with the necessary tools to combine graphics become reality simulation, network environments and remote controls body motion capture.
All these developments in the gaming industry (refer this url) and (this) were accompanied with aesthetics. The brands had their own entourage of fans. Characters like the Pacman, Sonic, Mario Bros and Donkey Kong came to have dolls and jumped to the screen in film and TV.
Far from these imaginary characters, many video games focused on historical topics such as war, imperial expansion and social movements. This was added to the allure of the games that aroused different identities depending on the sector users age, social and geographical involved in the digital world.