| A video game is a game that involves | | | | Institute of Entertainment [citation needed], |
| interaction with a user interface to generate | | | | video games have been proven to improve |
| visual feedback on a video device , most | | | | hand-eye coordination, vision, logic skills, |
| commonly a television. The "video" in "video | | | | SAT scores, reading speed, memory, hearing, |
| game" traditionally refers to a raster | | | | reflexes, social skills, and communication. |
| display device.[1] However, with the popular | | | | This makes them, by comparison, the most |
| use of the term "video game", it now implies | | | | educational and informative form of |
| any type of display device. The electronic | | | | entertainment commonly available to the |
| systems used to play video games are known as | | | | middle class. Scary Reality about gaming |
| platforms; examples of these are personal | | | | Claims like this are based on the work of |
| computers and video game consoles. These | | | | researchers who represent one relatively |
| platforms are broad in range, from large | | | | narrow school of research, "media effects." |
| computers such as mainframes, to handheld | | | | This research includes some 300 studies of |
| devices such as cell phones and PDAs. | | | | media violence. But most of those studies are |
| Specialized video games such as arcade games, | | | | inconclusive and many have been criticized on |
| while previously common, have gradually | | | | methodological grounds. In these studies, |
| declined in use. The user interface to | | | | media images are removed from any narrative |
| manipulate video games is generally called a | | | | context. Subjects are asked to engage with |
| game controller, which varies across | | | | content that they would not normally consume |
| platforms. For instance, a dedicated console | | | | and may not understand. Finally, the |
| controller might consist of only a button and | | | | laboratory context is radically different |
| a joystick, or feature a dozen buttons and | | | | from the environments where games would |
| one or more joysticks. Early personal | | | | normally be played. Most studies found a |
| computer based games historically relied on | | | | correlation, not a causal relationship, which |
| the availability of a keyboard for game play, | | | | means the research could simply show that |
| or more commonly, required the user to | | | | aggressive people like aggressive |
| purchase a separate joystick with at least | | | | entertainment. That's why the vague term |
| one button to play. Many modern computer | | | | "links" is used here. If there is a consensus |
| games allow the player to use a keyboard and | | | | emerging around this research, it is that |
| mouse simultaneously. Beyond the common | | | | violent video games may be one risk factor - |
| element of visual feedback, video games have | | | | when coupled with other more immediate, |
| utilized other systems to provide interaction | | | | real-world influences - which can contribute |
| and information to the player. Chief examples | | | | to anti-social behavior. But no research has |
| of these are sound reproduction devices | | | | found that video games are a primary factor |
| (speakers) and an array of haptic peripherals | | | | or that violent video game play could turn an |
| (i.e., vibration or force feedback). In | | | | otherwise normal person into a killer. |
| scientific studies by the International | | | | |