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Video game mania

Hertz concluded that the genie of video games was just released from the bottle. No one knows how he will act and what the results of this process will be. Over the years, it only became clear that video games are becoming more and more popular, and fears about their negative impact are not diminished.
According to the estimates of the International Game Developers Association, in 2003, official global sales of video games reached $ 28 billion, however, given the fact that most games are distributed by pirates, the real volume of this market is much larger. According to the marketing firm NPD Group, in 2004, video game sales in the United States totaled $ 5.2 billion (160.7 million copies were sold in total), which is noticeably more than the results of 2003 ($ 4.9 billion and 149 million copies). The market for video games is almost five times larger than the market for gaming programs for personal computers ($ 1.1 billion and 45 million copies). At the same time, computer games are gradually losing popularity – a year ago, this figure was 1.2 billion (52.7 million copies).

In 2004, the average American spent 75 hours on video games — more than watching movies. At the same time, video games are not only for children and adolescents. The average American gamer is 30 years old, his gaming experience exceeds 9.5 years. The average buyer of video games is 37 years old. 19% of Americans who crossed the 50-year milestone played video games (9% in 1999). According to the Entertainment Software Manufacturers Association, in 2005, 84% of video game buyers and 62% of video game consoles were adults. 75% of the heads of American families and 100% of college and university students play video games. NPD Group concluded that the love of games is not an obstacle to other activities. The average gamer spends 6.8 hours per week on this lesson. He devotes 23.4 hours to sports, reading, going to the cinema and theater, etc. 93% of the players constantly read books, 79% go in for sports, 63% go to theaters, museums and concerts.

The rapid growth in the number of video game lovers has given rise to American researcher Steven L. Poole in 2000 to call what is happening “a revolution in the entertainment industry.” Poole entitled his book that way (Video Games and the Entertainment Revolution \ Trigger Happy: Videogames and the Entertainment Revolution), where he drew parallels between cinema and video games. In his opinion, both types of art (some researchers call video games a form of art, and students of a number of American universities are engaged in video criticism – like theater or film criticism) are developing at a comparable pace. However, the “great dumb” took decades to conquer the world. Video games have accomplished a similar task in less than ten years. Moreover, video games turned out to be a much more universal and supranational type of leisure – to understand them, as a rule, translation is not required – as you know, foreign films need dubbing or creating captions.

At the same time, video games and other forms of entertainment are often interdependent and intersect. A number of examples of this are cited, for example, by Arthur Asger Berger, author of the study Video Games: The Phenomenon of Mass Culture \ Video Games: A Popular Culture Phenomenon. Video games became the occasion for the publication of books describing the adventures of their heroes. On the other hand, books have become the basis for creating video games. For example, the game Red Storm was created on the basis of the novel of the same name (“Red Storm”) by the famous writer Tom Clancy \ Tom Clancy. It has become common practice when a feature film is released, after which games appear using its storylines and characters. From the beginning of the 1990s, the reverse process began: film studios began to borrow plots and characters from video games. The first sign was probably the movie “The Incredible Mario Brothers” \ Super Mario Brothers, the plot of which was based on the script of one of the most popular video games. Subsequently, such hit sales as Street Fighter \ Street Fighter, Mortal Kombat, Lara Croft. Tomb Raider \ Lara Croft: Tomb Raider and others found their embodiment in the cinema.

In addition, gamers and gamerots have also become part of the cinema. In 1989, the first film of this kind was released – “The Wizard” \ Wizard, the plot of which was the adventure of adolescents, obsessed with a passion for video games. Plug-in plots and images from video games fell into completely ordinary films. This method is also adapted on TV – for example, the MTV youth music channel uses video game characters who “perform” the latest hits of popular artists. In addition, for TV, video games have become a way of making extra money: children’s TV channels broadcast animated series – their viewers are invited to purchase a video game on the theme of the series.

The popularity of video games among children has long been a concern for parents. One of the most famous scientists, proof

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