Games Show

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First mass-marketed in the 1970s, video games are played by installing cartridges into a game box connected by wire to a television set. The child then manipulates a joystick or controller to control the actions of a character or series of characters as the characters face obstacles displayed on the screen. Video games, designed chiefly to appeal to children and adolescents, can also be played in arcades, on computers, and on small, hand-held screens.

As of 2004 nearly every home in the United States with children had one or more of the most popular game systems, for example, Nintendo GameCube, Sony Playstation2, or Microsoft Xbox. Few children have not been exposed to some form of video game, and access to the games is readily available to children from all walks of life.

Video games for home use proved popular from the start. Children are particularly attracted to them for a variety of reasons. Fantasy characters and situations appeal to young imaginations and provide an escape from everyday routine and the stresses presented by parents, friends, and school. In addition, the games give children a level of control that they do not experience in real life, as the characters on the screen respond to the children's commands. Players also receive immediate rewards for making the right moves. Most games can be played at a variety of skill levels so that every player can be challenged.

The popularity of video games has been matched by the controversy they have sparked among parents, psychologists, and educators. The most prevalent objection results from the violent themes and characters that dominate in most video games. A 1989 study by the National Coalition on Television Violence (NCTV) found that, of the 95 most popular home video games, 58 percent were war games and 83 percent featured violent themes. As technology has improved to allow the games to show situations and characters that are more realistic, debate has escalated about the potential effects of video ga