![]() ![]() Argued that by the end of the 20th century, video games had become an appearing social and cultural touchstone in normal childhood development. Given that the average gamer is in their mid-30s and has been playing for nearly two decades, a large segment of the gaming market is comprised of people who have grown up with technologies popular in their youth. Video games exist as media properties that defined a generation and as such, their images are iconic with a by-gone era of classic gaming. ![]() Playing video games had an impact on how I see and identify myself. ![]()
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