Despite being decades old, games and computer entertainment in general never seems to fade away. In fact, if the latest developments are any indication, demand for complex interactive virtual worlds is on the rise, and we may soon find ourselves spending much of our time in simulated environments.
But let’s talk present day. To draw a clearer picture of the computer and video game industry as a whole, the Entertainment Software Association (ESA) conducted a study on more than 4,000 American households to determine things like who plays video games, who buys the hardware and the content, what types of games are played most often, how interacting with games affects our brains, etc.