AWA Issue : Interactive Entertainment

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AWA Issue : Interactive Entertainment

by bowleyjoo » Sat Oct 04, 2008 9:37 pm
The increasing popularity of video games and the Internet suggests that consumers now want a more interactive entertainment experience than books, movies, and television can provide.

People have various methods to add complacent to their lives. Books, movies and television are among the classic enjoyment. Since the innovation of computers, the novel trend of video games and the Internet are becoming more and more popular. From my point of view, the popularity of computer entertainment increases because it better interacts to people’s joy and to today’s busy lifestyle.

Firstly and foremost, people previously spend their free time on reading books and watching broadcasting programs. These kinds of entertainments, however, allow people to play only trivial role. People are just silent readers or passive watchers. Their function is solely to absorb what already prepare to them. In contrast, the video games and the Internet offer the liberate imagination to attendants. For example, the game players can design their own story in the Real Player Game (RPG). They can define every aspect of their lives, such as the characteristics, abilities, friends, enemies, and so on. Moreover, the computer graphics today are so real which make people feel as if they were in the real world.

Secondly, the video games and the Internet perfectly interact to people’s need of convenience. Nowadays, the modern lifestyle makes people to spend their time on the easy and quick pace. Computer entertainments can provide both of them. People have to check the movies schedule and have to commute to the theatre. For televised entertainment, they have to note down the broadcasting time for their favorite programs, and have to wait for the show time. On the contrary, people can surf the Internet and play video games whenever they want, and offer all genres of entertainment they need. Furthermore, the handy platforms of video games, such as PlayStation Pocket and Game Boy, also allow people to enjoy at any location, not different from books. Apparently, computer entertainments also interact to today’s convenient and accelerated lifestyle.

In conclusion, the interactive entertainment provides the unprecedented experience to people. No matter what age, what GMAT, what nationality a person is, everyone enjoy their leisure by the video games and the Internet.
Source: — GMAT Essays (AWA) |

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