A game is essentially a structured, repeated form of play, normally undertaken for fun or amusement, and at times used as an educational instrument. Games are very different from work, which often is carried out for monetary remuneration, and unlike art, whose purpose is primarily to generate an aesthetic reaction or to produce visual effects, games have multiple purposes. In work, an artist may produce a painting that has substantial psychological meaning to the artist, whereas in a game, a player carries out a task in order to gain points, the points being determined by the effort made.


The object of GAMES is to beat the clock or the opponent; time and skill are not important. They require players to apply their mind, to use their critical thinking and to be honest with themselves about their actions. Games provide a venue where people of all ages and abilities can interact and participate. They are an opportunity to test your ability and your strategies, your ability to create plans and your competitive nature. Some people see GAMES as a form of relaxation, a way of getting away from the stresses of day-to-day life, a means of venting your frustrations and your competitive nature.

The founding members of the Information Society felt that GAMES provided a unique opportunity to develop relationships, build relationships and introduce people to new technologies and the tools of co-operation and interactive learning. GAMES provided an opportunity for people from different cultures and backgrounds to come together and forge new relationships based on common interests and a common cause. The first information society formed around a computer, an item that had not been widely used before at that time, an item that had tremendous potential for spreading knowledge and ideas. As video games became increasingly popular, so did the notion of GAMES, until now when computer and video game systems are routinely found in homes all around the world.

There is much debate about the impact GAMES has made on society and how they have influenced children’s attitudes towards gender and other issues that used to be taboo. Some opponents claim that computer games have warped our children’s perspectives on violence and strong male/male relationships. Many experts claim that video games have actually helped reduce the amount of teenage suicides and the number of school shootings. On the other side of the debate is the fact that millions of parents buy computer games for their children, proving that these games do have some positive effect. On the positive side of the argument is the fact that video games do promote a healthy sense of competitiveness, which could prevent bullying and aggressive behavior in schools.

The founders of the Information Society realized that GAMES provided a unique opportunity to develop mentoring programs that would give children the ability to become better, more well-rounded individuals. Through GAMES young people can gain a sense of confidence and self-esteem. They can develop leadership skills that will help them in their adult lives. In short, GAMES provide an outlet for creativity and learning that most adults never get a chance to experience. These games can teach young people responsibility and how to become independent.

Some critics have claimed that GAMES promote violence amongst younger generations. Some opponents of gaming culture claim that GAMES are too violent and aggressive for younger people to enjoy. However, it should be noted that GAMES were never designed for young people to act violently, but many of the current titles that are being produced are very violent and real-life based. With all things considered, it is obvious that GAMES have had a profound impact on our society and young people today are enjoying activities that were once only imagined.