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Literature Review: Construction of Self Through Video Games
Student’s Name
Institutional Affiliation
Course Name and Number
Professor’s Name
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, 2
Literature Review: Construction of Self Through Video Games
Video games are popular among the young, and many typically consider them as
a form of entertainment. Liao et al. (2020) stated that there were 2.2 billion gamers
worldwide in 2019, and the number is expected to increase to 6.2 billion by 2023.
Additionally, research suggests that it is not only children who make up these numbers
and that many adults engage in video game play as well (Delamare & Shaw, 2006). They
are not simply trivial playthings for children and teenagers, as some would consider, and
they have wide implications (Robinson, 2019). It means that there are different reasons
for the widespread popularity of video games that transcends the entertainment value. A
significant population engages in video game play as a form of sport. Indeed, many
sports, such as soccer, basketball, baseball, and rugby, that many people prefer to play on
video game consoles. According to Robinson (2019), military shooter games are equally
as popular to many gamers. While some are wary of the effect of such violent games,
particularly on teenagers, others place significant value on the positive aspect of video
games.
Video Games and Military Experience
The military, for example, understands the impact and importance of playing
video games. Robinson explains that video games such as Call of Duty and Battlefield
depict warfare (Robinson, 2019). Players go on missions and accomplish specific tasks
within the games that are characteristic of life in military service. Such games are popular
with the larger public because they allow them to experience warfare. It is a desire that
has grown amongst people since the 9/11 terrorist attack in America. However, the
Literature Review: Construction of Self Through Video Games
Student’s Name
Institutional Affiliation
Course Name and Number
Professor’s Name
Date
, 2
Literature Review: Construction of Self Through Video Games
Video games are popular among the young, and many typically consider them as
a form of entertainment. Liao et al. (2020) stated that there were 2.2 billion gamers
worldwide in 2019, and the number is expected to increase to 6.2 billion by 2023.
Additionally, research suggests that it is not only children who make up these numbers
and that many adults engage in video game play as well (Delamare & Shaw, 2006). They
are not simply trivial playthings for children and teenagers, as some would consider, and
they have wide implications (Robinson, 2019). It means that there are different reasons
for the widespread popularity of video games that transcends the entertainment value. A
significant population engages in video game play as a form of sport. Indeed, many
sports, such as soccer, basketball, baseball, and rugby, that many people prefer to play on
video game consoles. According to Robinson (2019), military shooter games are equally
as popular to many gamers. While some are wary of the effect of such violent games,
particularly on teenagers, others place significant value on the positive aspect of video
games.
Video Games and Military Experience
The military, for example, understands the impact and importance of playing
video games. Robinson explains that video games such as Call of Duty and Battlefield
depict warfare (Robinson, 2019). Players go on missions and accomplish specific tasks
within the games that are characteristic of life in military service. Such games are popular
with the larger public because they allow them to experience warfare. It is a desire that
has grown amongst people since the 9/11 terrorist attack in America. However, the