Related topics: video game

'Fortnite' teaches the wrong lessons

In recognition of the fact that "Fortnite" has quickly become one of the most popular video games in the world – one played by more than 125 million players – I decided to play the game myself in an attempt to understand ...

Social gaming a big winner in smartphone boom

More virtual livestock looks set to be traded and petulant fowl hurled at targets as social gaming takes hold in the booming mobile phone market, industry experts say.

AMD balances Radeon deck of graphics cards

(PhysOrg.com) -- Semiconductor company AMD has taken its story of having developed next-generation GPU technology offering a "gorgeous, stunning, breathtaking visual experience" for more elite, serious gamers over to mainstream ...

Crowdsourcing breakthrough treatments for blood infections

If asked how today's toughest medical problems are being solved, most people would probably envision highly skilled physicians and scientists working countless hours with sophisticated lab equipment, not people sitting in ...

Ouya sub-$100 game box challenges console giants

(Phys.org) -- A Los Angeles-based startup looking for Kickstarter pledges is seeing big bucks. Ouya wants to bring to market a $99 gamer’s home console with controller featuring free games. As of early Wednesday, Ouya ...

Wired SKorea to stem digital addiction from age 3

(AP)—Park Jung-in, an 11-year-old South Korean, sleeps with her Android smartphone instead of a teddy bear. When the screen beams with a morning alarm, she wakes up, picks up her glasses and scrolls through tens of unread ...

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Gamer

Historically, the term "gamer" usually referred to someone who played role-playing games and wargames.[citation needed] Since they became very popular, the term has included players of video games. While the term nominally includes those who do not necessarily consider themselves to be gamers (i.e., casual gamers), it is commonly used to identify those who spend much of their leisure time playing or learning about games.

There are many gamer communities around the world. Many of these take the form of web rings, discussion forums and other virtual communities, as well as college or university social clubs. Stores specializing in games often serve as a meeting place to organize groups of players[citation needed]. Prior to the emergence of the Internet, many play-by-mail games developed communities resembling those surrounding today's online games[citation needed].

In October 2006, the Entertainment Consumers Association (ECA) was established as the first non-profit membership organization formed to represent American computer and video game consumers. The ECA was formed, in part, in response to the seemingly imbalanced representation of the games industry (e.g., the ESA, IGDA and others) in comparison to game consumers in the United States Congress.

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