The Impact of Video Games

2 min readSep 7, 2020


Game culture

In the 1980s, an increasing number of kids were spending time on consoles playing games and, more importantly, increasingly identifying with the characters and products associated with the games.

Greek culture

Many media stories focusing on geeks examine the ways in which this subculture has been accepted by the mainstream. Geeks may have become “cooler,” but mainstream culture has also become “geekier.” The acceptance of geek culture has led to the acceptance of geek aesthetics. The mainstreaming of video games has led to the acceptance of fantasy or virtual worlds. Virtual worlds such as those represented in the Grand Theft Auto and Halo series and online games such as World of Warcraft have expanded the idea of virtual worlds so that they are not mere means of escape but new ways to interact.

The Effects of Video Games on Other Types of Media

The number of other games took their cues from movies, television shows, and books. This began to change in the 1980s with the development of cartoons based on video games, and in the 1990s and 2000s with live-action feature films based on video games.


The rise in film adaptations of video games accompanies the increased age of video game users. What this kind of news story proves, however, is that the general public considers video games as something akin to a film. It is also important to realize that the scale of production and profit for video games is similar to that of films. Video games include music scores, actors, and directors in addition to the game designers, and the budgets for major games reflect this.


Video game music was originally limited to computer beeps turned into theme songs. Video game music took on film score quality, complete with full orchestral and vocal tracks. This innovation proved beneficial to the music industry. Another phenomenon relating to music and video games involves musicians covering video game music. A number of bands perform only video game covers in a variety of styles, such as the popular Japanese group , rock brand. Music performances are often accompanied by graphics projected onto a screen showing relevant sequences from the video games (Play Symphony).

Video Games and Education

The study cited the fact that video game systems were present in most households, kids favored learning through video games, and games could be used to facilitate analytical skills. Another study, published in the science journal Nature in 2002, found that regular video game players had better developed visual-processing skills than people who did not play video games.

The ultimate effect of video game use for education, whether in schools or in the public arena, means that video games have been validated by established cultural authorities. Many individuals still resist the idea that video games can be beneficial or have a positive cultural influence, but their embrace by educational institutions has given video games validation.