Difference between revisions of "Video game"

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About 3 in 4 (76% of) [[Americans]] spent time playing video games in [[2021]], up from 73% in [[2019]]<ref name=charts/>, across all races, ages, genders, and socioeconomic backgrounds<ref name=bank/>. Time spent gaming jumped from an average of 12.7 hours per week in [[2019]] to an average of 16.5 hours per week with video games in [[2021]].<ref>https://www.marketingcharts.com/demographics-and-audiences-118663</ref> Most chose to play games on their [[smartphones]].<ref name=charts>https://www.marketingcharts.com/demographics-and-audiences-118663</ref> In 2022-2023, there were over 3 billion gamers worldwide. [[China]] has the most video gamers in the world, with 742.19 million, spending on average 12.39 hours per week.<ref name=bank>https://www.bankmycell.com/blog/how-many-people-play-video-games</ref>
 
About 3 in 4 (76% of) [[Americans]] spent time playing video games in [[2021]], up from 73% in [[2019]]<ref name=charts/>, across all races, ages, genders, and socioeconomic backgrounds<ref name=bank/>. Time spent gaming jumped from an average of 12.7 hours per week in [[2019]] to an average of 16.5 hours per week with video games in [[2021]].<ref>https://www.marketingcharts.com/demographics-and-audiences-118663</ref> Most chose to play games on their [[smartphones]].<ref name=charts>https://www.marketingcharts.com/demographics-and-audiences-118663</ref> In 2022-2023, there were over 3 billion gamers worldwide. [[China]] has the most video gamers in the world, with 742.19 million, spending on average 12.39 hours per week.<ref name=bank>https://www.bankmycell.com/blog/how-many-people-play-video-games</ref>
 
   
 
   
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==Atlantic Council==
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The deep state [[Atlantic Council]] has several fellows from the video game industry, The well-connected and spooky [[Frances Townsend]] was as of [[2021]] on the board of [[Activision Blizzard]], one of the largest video game producers in the world.<ref>https://www.csis.org/people/frances-f-townsend</ref> Others include [[Dave Anthony]], best known for his pioneering work on the [[Call of Duty]] video game franchise<ref>https://www.atlanticcouncil.org/expert/dave-anthony/</ref> and [[Amélie Koran]], Director of External Technology Relations at [[Electronic Arts]].<ref>https://www.linkedin.com/in/webjedi</ref>
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==References==
 
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Revision as of 08:04, 3 May 2023

Concept.png Video game 
(propaganda,  social engineering)Rdf-entity.pngRdf-icon.png
Interest of• 'Destiny'
• Elon Musk

Video games are electronic games played on a video screen, normally a television, computer monitor, or built-in screen when played on a handheld machine.

There are many types, or genres, of these games: role-playing games; shooters, first-person shooters, side-scrollers, and platformer.

Time consumption

About 3 in 4 (76% of) Americans spent time playing video games in 2021, up from 73% in 2019[1], across all races, ages, genders, and socioeconomic backgrounds[2]. Time spent gaming jumped from an average of 12.7 hours per week in 2019 to an average of 16.5 hours per week with video games in 2021.[3] Most chose to play games on their smartphones.[1] In 2022-2023, there were over 3 billion gamers worldwide. China has the most video gamers in the world, with 742.19 million, spending on average 12.39 hours per week.[2]

Atlantic Council

The deep state Atlantic Council has several fellows from the video game industry, The well-connected and spooky Frances Townsend was as of 2021 on the board of Activision Blizzard, one of the largest video game producers in the world.[4] Others include Dave Anthony, best known for his pioneering work on the Call of Duty video game franchise[5] and Amélie Koran, Director of External Technology Relations at Electronic Arts.[6]


 

Related Quotation

PageQuoteAuthorDate
Yuval Harari“The coming technological bonanza will probably make it feasible to feed and support these useless masses even without any effort from their side.What will they do all day? One answer might be drugs and computer games. Unnecessary people might spend increasing amounts of time within 3D-virtual-reality worlds, that would provide them with far more excitement and emotional engagement than the drab reality outside. yet such a development would deal a mortal blow to the liberal belief in the sacredness of human life and of human experiences. What's so sacred about useless bums who pass their time devouring artificial experiences in La-La Land?”Yuval Harari2015
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References


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