Special Track on Games and Entertainment

Digital games and entertainment are a modern area of enormous economic potential and can have a serious social impact. Digital entertainment has become a constant in our society. Exposure to it begins at a young age, sometimes even before children have started to walk. is exposure contin- ues as they age and does not stop at adulthood, in fact the majority of game sales occur to those over the age of 18. is field represents a large and growing portion of the entertainment sector of the economy. e video game industry has surpassed box office motion picture revenue and the revenue of the entire music industry. Games are becoming the highest and most advanced form of escapism as they provide people of all ages the opportunity to see and do things that would not otherwise be possible.