![]() The additional use of screens in daily life is a major concern as high amounts of television (TV) viewing have been linked to higher obesity prevalence in children and adverse energy-balance related behaviors including consumption of unhealthy foods while viewing TV and lower physical activity, as screen-time has traditionally been a sedentary behavior. The popularity of this rudimentary game led to the development of computer devices specifically for games, called consoles, in 1972, followed by hand-held devices in 1989, 3-D gaming in 1995, motion-activated active video games (called “exergames”) that require bodily movement to control on-screen play, and online gaming. Video games, an electronic game in which players control images on a video screen, first came into the world sixty years ago with two lines and a bouncing dot in “Tennis for Two”. ![]() consumers spent $29.1 billion dollars on video games in 2017, a $10 billion dollar increase over the last 5 years, yet relatively little is documented in the scientific literature on the effects of video game play on young players.
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