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Language and Literacy Final Draft
Language and Literacy Final Draft
Dr. Rand
UWRT 1104
6 February 2019
Since the early 1970’s video gaming has taken the world by storm, developing countless
varieties and capturing the attention of kids and adults alike. We have seen a massive
technological evolution of video games since Computer Space was first introduced by Nutting
Associates in 1971. We’ve gone from two buttons and a joystick on a massive arcade game, to
virtual reality at a fraction of the size. As video games improved visually and mechanically,
more people got hooked. These advancements transformed gaming into an entertainment
juggernaut, as it is currently the most popular and profitable form on entertainment. Typically,
when something reaches this level of popularity, there are just as many people on the other side
of the spectrum. Gaming is no exception, as reports of shootings being linked to playing violent
video games constantly pop up in the media. Many people see gaming as a distraction that has no
impact on the real world, or your life’s progression. Parents are concerned with their children
playing for excessive periods of time, limiting their access. There is lot more to video games than
what is shown at face value, including valuable academic and life skills. Gaming is an important
type of literacy, as 91% of children in the United States play regularly. The skills learned and
developed through each session will help the player in real world situations.