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Compass Points
The Virtual Meets the Real, Part II: Virtual Environments and Games for Education and Beyond
by Robert Kennedy, MA
In the United States, millions of people play video games regularly, many opting to spend time gaming over other forms of leisure entertainment such as TV and movies. Unlike those watching a rerun of a television show, video game players are often yelling, jumping, sweating, or otherwise so engrossed in what they are doing, they can be oblivious to their surroundings. Video games have, in just a couple of decades, become a dominant form of entertainment, and games have ascended to a position of cultural prominence with much controversy about their value and influence on the individuals playing the games.
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