Sam Anderson starts off by going back to 1989 to refer to when Nintendo brought the Game Boy to America and offered several types of games with the device. Two decades after the Nintendo launched the Game Boy, smartphones were starting to take over the gaming industry. With the rise of smartphones, almost anyone can purchase one; “tetris and its offsprings colonized our pockets and our brains and shifted their entire economic model of the gaming industry” (Anderson 106).
People have agreed that instead of Tetris, people have more games and one is called Angry Birds, and have access to the game at any point they desire throughout the day. The writer also refers back to a game called monopoly when it was released during the Great Depression. This was ironic because the games main objective was to drive your opponent into bankruptcy.
Another game was released during the 50s that was almost a literal representation of the cold-war. A game called twister was released in the 60s. Twister was suppose to be an intimate game, that’s why according to game-studies, that’s probably why the game was released during the sextual revolution.
In 2009, a revolutionary game called Angry Birds was released to the public and the game became one of the most popular games on smartphones. Anderson states in the article that people have always played a number of stupid games and that “ancient Egyptians played a game called Senet, where experts believe that the game was sacred backgammon” (Anderson 107).
If the Iphone was never invented, several gaming companies would have never got the opportunities to be in the market. But now even adults can partake in gaming. “This has encouraged a very different king of game: Tetris-like little puzzles, broken into discrete bits, designed to be played anywhere, in any context” (Anderson 108).
In the writers article, he writes about McGonigal. She is a game who promotes people to play games because she thinks playing games are the best, activities a person can experience. She thought that if individuals would include games in on a daily basis, people’s lives would be better. She has also explained that tackling challenges with creativity, optimism, determination, and people would want to reach out to people on the game they are playing for help.
The author also writes about how corporations are taking the gaming aspects to get people hooked to the games. They would promote the games on other corporations to get people to buy the game and it helps the company with more sales of its goods. But in actuality, it is just bribery to support the company even more.