


Videojuegos for the real life
Areas like the education, the medicine or the art already are shortage the multiple applications of these technological tools
Who was going to say to him to the American physicist William Higinbotham, contributor in the development of the reconverted atomic bomb to antinuclear activist years later, that the prototype of videojuego that created there per 1958 was going to give the fame when becoming the germ of an authentic technological revolution. Its invention, a simple adapted oscilloscope to simulate a tennis match, was the departure point of which she is one of the most prosperous industries at present.
The numbers speak in case single. Only in Spain the sector of the interactive entertainment the past reached the 1,432 million Euros during exercise, 2008. It has been able, even, to supplant to the cinema and music like favorite option within the segment of the audio-visual leisure. With an increase of the 3 percent in the sales of titles and of the 5 percent in those of consoles, the country already is the fourth consuming major of Europe, solely behind the United Kingdom, France and Germany.
Although for many still they are considered like mere instruments of diversion for children and adolescents, the certain thing is that the potential of the videojuegos extends beyond the wars of marcianitos and the racing cars. Perhaps for this reason, its objective hearing every time is more global and diverse.
A few examples are enough to convince to most skeptical. Some centers of health have begun to use these tools to fight the obesity or to accelerate the recovery after a surgical operation and every time they are plus the schools that use as them to maintain the attention of the students and to harness their motivation.
The enterprise world also has fallen rendered to the evidence, with the development of a new strategy of marketing under the label of “advergaming�. Thanks to her, the publicity enters operation while the users amuse themselves, reason why is possible to reinforce the mark image and to lift the intention of purchase.
Equally, the cinema is shortage everything Filo'n in the virtual leisure. As much by its personages and histories of success, who serve like source of inspiration to create taquilleras films, like by their technical innovators, who have given a turn of 180 degrees to the productions.