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Video game

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/* Video games and society */ italics
== Video games and society ==
As video games become more popular, their impact on society becomes ever more present. A prime example of this is the massive ad campaigns for the ''[[Halo (gamefranchise)|Halo]] series, as well as '' and ''[[Grand Theft Auto]]'' franchises. Advertising, merchandising, and even social pressures have changed in the ever-growing influence of video gaming.
Due to their popularity, various corporations have begun placing advertisements for their products within the context of the game. ''[[Second Life]]'', an Internet-based virtual world, has attempted to blur the lines between real-world and virtual world, and companies such as Adidas, Reebok, and Dell have set up virtual stores selling real-world products within the game. [[Reuters]] also operates a news bureau reporting news in the game.
== Education in video games ==
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