Such games are often, but need not necessarily be, educational in nature.They feature age-appropriate content, with no realistic violence or inappropriate themes.
They naturally avoid too-complex rule systems and are designed to be aesthetically appealing to certain age brackets. Within that broad definition, there are a great many subcategories of childrens games. Pong, Space Invaders, Pac-Man, Super Mario Bros., etc., contained no objectionable material which parents might has sought to shield their children from. Only later would games with more mature content and themes, such as Mortal Kombat and Doom, enter the mainstream of gaming. The 1990s saw an increase in controversy over adult themes and violence in video games. Eventually parents desire to protect children from certain games led to the creation of a ratings system, the ERSB, in 1994. As the use of home computers and consoles for gaming has grown more widespread over the last thirty years, the demand for kids video games has expanded as well. With the help of two other student teachers, he created one of the most enduring and iconic of all kids games: Oregon Trail. The game has been revised many times since, but the essence of the game remains the same: the player is responsible for leading a party of pioneers from Missouri to Oregon, facing the same challenges that real-life Americans did on the trail in the mid-to-late nineteenth century. Originally released for the home computer, it has more recently been ported to new devices such as the iPhone. Oregon Trail is typical of a successful educational video game: it provides accurate knowledge while also entertaining the students. Sequels included more specific locales, and one branched out into teaching history as well through the device of time-travel. Video Games To Series Was SoThe series was so popular it inspired television shows, board games, and other cross-media spin-offs. Math Blaster was remade several times and, beginning in the mid-1990s, its model was expanded to teach other subjects as well. Yet another franchise, JumpStart, which premiered in the 1990s, focuses on a variety of subjects and age groups. In this category might be included Feeding Frenzy, in which the player rises up the ocean food chain by eating other fish. Virtual pet games not only provide a substitute for real pets but also prepare the child for the responsibilities that come with caring for a living animal. The childrens television network Nickelodeon, for example, has successfully marketed video games based on some of its popular series, such as Dora the Explorer and SpongeBob SquarePants. Also, LucasArts has worked with the Lego Company to develop video games based on the Star Wars and Indiana Jones franchises which are designed to appeal to a younger audience. Nonetheless, the great variety of games and the rapid development of childrens minds as they grow up necessitate a certain level of caution from parents. Nostalgic gamers in their twenties or thirties may find it appealing to revisit the games of their youth.
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