10/01/2010

Powering Up: Are Computer Games Changing Our Lives? (Science Museum TechKnow Series)

Powering Up: Are Computer Games Changing Our Lives? (Science Museum TechKnow Series) Review



Powering Up is the first book I have read on this subject which tackles the subject of the effect of computer game use head-on, in a totally unbiased and informative way.

Most people who write books on computer games use it as an opportunity to rant and moan about how they are ruining our lives, damaging our children, our bodies and our minds without looking at the evidence which has been gathered on computer game use and letting it speak for itself.

This book is truly refreshing - the author has clearly done a huge amount of research and is prepared to look at the results with an open mind. It is acknowledged that computer games can have negative consequences but they are not the consequences so frequently brought to the foreground in the media. I also feel like I have had my own misconceptions overturned. I was surprised to find that, what seem to most people like "cut and dried", scientific facts about the dangers of computer games (e.g. stifling your imagination or ruining your eyesight) are often completely wrong.

Perhaps the best thing about this book is that it finally identifies the positive aspects of computer games and the powerful and indispensable results they are capable of producing in a wide range of people - of all ages.

Mileham shows us that computer games ARE changing our lives but that this, whilst it has its risks and pitfalls, is a positive thing which should be embraced, because their potential to enable us, as human beings, to develop for the better is immense!



Powering Up: Are Computer Games Changing Our Lives? (Science Museum TechKnow Series) Feature


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Powering Up: Are Computer Games Changing Our Lives? (Science Museum TechKnow Series) Overview


When it comes to computer games, the numbers are astounding: the world's top professional gamer has won over half a million dollars shooting virtual monsters on-screen; online games claim literally millions of subscribers; while worldwide spending on computer gaming will top GBP24 billion by 2011.


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