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Game On: Turning Addiction Into Discipline | Faza Aksomo | TEDxAvicenna Cinere School
TEDx Talks· 2025-11-10 17:23
Core Argument - The speaker identifies as having been addicted to video games, spending a significant portion of their life (estimated at 50%) playing or watching them [3] - The speaker discovered a "reward system" in video games that provides instant feedback, contrasting with the delayed feedback in real life [6][7][8] - The speaker developed a strategy to combat addiction by using the video game reward system to build discipline, rewarding themselves with gaming sessions after completing tasks [11][12][13][14] Behavioral Analysis - Video games offer instant gratification through immediate rewards, making them highly addictive [8] - Real life lacks the instant feedback found in video games, making it difficult to maintain motivation for long-term goals like exercise and healthy eating [8][9] - The speaker's method involves using video games as a reward to reinforce positive behaviors and build discipline [11][12][13][14] Neuroscientific Aspect - The speaker suggests that their method trains the prefrontal cortex, which is responsible for emotion regulation, impulse control, and decision-making [15] - Strengthening these functions through the reward system helps in building discipline and overcoming addiction [15] Personal Transformation - The speaker successfully used this method to overcome their addiction, improve their health, and find a sense of purpose while still enjoying video games [16][17] - The speaker emphasizes the importance of balancing effort with reward to maintain motivation and achieve goals [18]
X @Bloomberg
Bloomberg· 2025-11-07 13:05
Video-game players are returning to an old technology to get their dopamine fix: websites. https://t.co/Wgr2MZ78cO ...
This week on Version History, we revisit the 2005 smash hit that made everyone a gamer.
The Verge· 2025-10-26 15:01
Market Performance & Trends - By 2010, Guitar Hero game sales reached $247 billion, while Rock Band sales hit $12 billion [1] - Call of Duty generated $1 billion annually by 2010, highlighting its significant market presence [1] - Guitar Hero's popularity declined sharply after initial success, suggesting market saturation [1] Consumer Behavior & Appeal - Guitar Hero and Rock Band had broad appeal, attracting non-video game players [2][3] - The games were universally appealing and easy for anyone to pick up and enjoy [3] - Despite initial popularity, the games were easy to put down and lacked long-term engagement [3] Product & Retail Dynamics - Guitar Hero controllers for the Wii were highly sought after due to the console's crossover appeal [5] - Secondhand Guitar Hero controllers remain consistently available and in demand [5][6] - Retailers like FYE sold video games and Guitar Hero controllers, indicating their market presence [4][5]
Netflix Is 'Thinking Inside the Box,' Analyst Pachter Says
Bloomberg Television· 2025-10-22 14:37
Michael, We were kind of joking a little bit earlier about their slate of games. Boggle Pictionary, Trivial Pursuit, but I don't know Pictionary. I mean, you know, if you got a family and you want to gather around the TV, I guess that's as good as gathering around.The old school boards that we used to gather around. Is it not. It is.Look, their strategy is very clearly to offer, you know, games that the lowest common denominator on Netflix want to play. So that's kind of the old Disney Channel strategy, you ...
X @The Economist
The Economist· 2025-10-20 13:15
Players are complaining about the difficulty of video games. But are they really getting harder? Our analysis found out https://t.co/LwYcRNQFegPhoto: Courtesy Team Cherry https://t.co/kIZsEoTrmt ...
Why you should play video games with your kids | Hannah Boquet | TEDxSioux Falls
TEDx Talks· 2025-08-21 17:01
Esports & Education - Esports are now sanctioned as a high school activity in South Dakota, providing students with skills like leadership, teamwork, and communication [14][15] - 80% of students participating in school-sanctioned esports have never been involved in other extracurricular activities, indicating esports reaches a different demographic [15][16] - Esports offer an inclusive environment regardless of age, background, or ability [17] Family & Connection - The speaker connected with her children through playing Fortnite, learning about their world and strengthening their bond [4][5][6][7][8] - Playing video games together can help parents understand and navigate the online spaces their children occupy, addressing concerns about communication with strangers [18][19] - Video games can serve as a tool for connection, even in situations like introducing children to a new partner [20][21] Personal Experience & Community - The speaker co-led South Dakota's first all-ages free esports competition in Sioux Falls [32] - The journey into esports began with a desire to connect with her sons, leading to unexpected opportunities and community involvement [33][34] - Stories about esports are often about connection, not just solitary gaming [30]
Skills Beyond the Screen | O'Daroreo Wood | TEDxKids@ElCajon
TEDx Talks· 2025-08-12 14:57
Skills Development through Video Games - Video games can foster unorganized skills applicable to academic and social success [2][6] - Games like Minecraft develop strategic planning and building skills [3] - Games like Fortnite and Call of Duty enhance reaction time and coordination [3] - Collaborative games improve creative thinking, self-control, and communication [4][5] - Video games can teach perseverance and problem-solving skills applicable to academic challenges [4] Industry Perspective & Potential Benefits - The National Center of Biotechnology Information highlights the demand for teamwork, critical thinking, and problem-solving skills, which can be acquired through video games [7] - Video games may positively influence a child's skill development and parent-child relationships [7] - Open communication about video games can lead to mutual understanding and compromise between students and parents [8][9]