Comprendre l'impact des jeux vidéo - Marc Dubosson
- In french. First published in 2009.
The Video games success which started in the beginning of the 80s, is nowadays still facing a quite impressive development rate. Leading the market, these software, placed between games and exercices, are offering larger and larger possibilities and extending both the scope of their associated risks as well as benefits. To get to understand the impacts of these video games is to get a broader vision of the causes and effects those new media are having on their users, the business world and our society as a whole.
-> This book showed some quite interesting interpretation of what those games can and could bring to our society. It almost succeeded in getting me to understand why some many adults are just hiding behind those games in a virtual world made of heroes, levels and other super powers. Many years ago I heard a story about a Japanese teen who did commit a "social suicide" by staying only connected to the world through her Internet connection, refusing any real interaction. It made me scary about how this virtuality is taking over and what role are the online games and social communities are playing in that.
The Video games success which started in the beginning of the 80s, is nowadays still facing a quite impressive development rate. Leading the market, these software, placed between games and exercices, are offering larger and larger possibilities and extending both the scope of their associated risks as well as benefits. To get to understand the impacts of these video games is to get a broader vision of the causes and effects those new media are having on their users, the business world and our society as a whole.
-> This book showed some quite interesting interpretation of what those games can and could bring to our society. It almost succeeded in getting me to understand why some many adults are just hiding behind those games in a virtual world made of heroes, levels and other super powers. Many years ago I heard a story about a Japanese teen who did commit a "social suicide" by staying only connected to the world through her Internet connection, refusing any real interaction. It made me scary about how this virtuality is taking over and what role are the online games and social communities are playing in that.