2. INTRODUCTION
History: Game development started with some
very basic sort of games such as Atari, Pac-
man, Frogger, etc that to with very basic interface
and console.
Genres: It includes-
• Action-adventure game
• Survival game
• Role-playing game
• Strategy games
• Sports game
3. DEVELOPMENT
Psychological aspects of game
development include studying the
psychology of buyers depending on
what age group of people is being
targeted.
Non-psychological aspects of game
include proper use of advanced
technologies in developing the game
so that it appeals various kinds of
masses.
Commercialization of games includes
market research, advertisement and
proper plotting of game structure.
4. WHY PEOPLE PLAY GAMES ?
Peer Pressure
Avoid Loneliness
Frustration at work
Live life one wants
Fill in the missing blanks
Stress buster
6. IMPACTS OF CYBER GAMING
Negative Impacts:
Social Isolation
Violent behavior and aggression
Confusion between reality and fantasy
Bad Academic performance
7. • Physiological effects such as
obesity, weak eye-sight, muscular and
postural disorders, etc.
• Vulnerable to online dangers.
• Decreased perception of injury severity
• People lose confidence in real and face-
to-face interaction.
8. Positive Impacts:
Problem solving and logic
Hand-eye coordination, fine motor and spatial skills
Planning, resource management and logistics
9. • Accuracy
• Developing reading and math skills
• Perseverance
• Memory
• Teamwork and cooperation when played with others
• Simulation, real world skills
10. CONCLUSION
Computer games addiction
has no physical component or
objective diagnosis, but many of
the consequences are similar to
alcoholism or drug addiction.
But though there are so many
negatives yet the positives of
the same cannot be ignored.
Everything should be taken in
moderation.
OR