Around eight to 10 years ago, when I was finally hitting double digits in age, the number of video games began to grow among teenagers and young adults, undoubtedly forming the massive fan base that exists now. Looking back, I notice we found ourselves in front of the television or computer more as time progressed and we grew out of our ‘childish’ play-in-the-street attitude toward a good time. Unbeknownst to us, this trend toward video gaming for ever-extending periods of time continued to spread, tightening its alluring grip on the free time of nearly an entire generation of youth. While parents like to argue over the appropriateness of the content in games these days, the problem seems not to be so much the lewd or immoral behavior as it is the massive amount of time invested into something ultimately fruitless.
While many may argue that video games provide a pleasant release from typical activities and another variety of fun, many often fail to consider the array of available activities and interests that wind up neglected because of the time that is instead invested into the current fad game.
A good book, for example, provides an engaging story that tantalizes one’s senses along with other benefits, such as an expanded vocabulary or the obligation to think. It is important for humans to search and learn, to take in as much of the world as possible, and when someone spends six