A Winning Roll For Board Games

With so many physical games, sports activities, computer games and interactive toys, it might be considered something of a surprise that traditional board games have remained so popular, and yet there is a greater variety of board games available today than ever before, and these cater for a much wider age group as well.

The definition of board games is quite difficult, since there are the traditional examples that really are played upon a board, such as Ludo, Chess, Monopoly and Scrabble, and then there are games which build upon a board, such as Mouse Trap, and then have parts of the game built within the board, such as Operation. There are even examples of games where the board becomes so big that the people become the playing pieces, such as Twister.

There are even some traditional board games that have been expanded to become playground games, such as Chess or Draughts, and the board is painted on the ground, sometimes as much as ten feet square, with the laying pieces a foot high, and then players can walk around the board, and play with friends watching, almost in teams. This helps to bring a quiet solo activity out into the fresh air and involving more people.

Involving people as a group is really what board games are all about, and it is a very good thing that today there are many families that are happy to all gather around a board game and use it as a focal point for the family chat and gossip, rather than all facing away from each other and focussing on the television, or disappearing off to their own rooms and places. Board games bring people together, quite apart from any other benefits they may have.

There are certainly challenging board games that rely on brainpower, deduction and good thinking, such as Monopoly and the various detective games available, or those that require careful dexterity, calm nerves and patience. Some games of course rely purely on luck, but actually fairly few.

There are many board games available today which traditionally have been adult games, or at least suitable only for older children, yet have been redesigned and produced as scaled down, or otherwise adjusted in some way to suit younger children. One example is junior versions of scrabble, with a smaller board, more score squares, a better range of letters and the ability to score well using a vocabulary more suited to a child.

Some of the most successful games are those which allow children and adults to play together, and that look colourful and interesting, with simple rules, and a combination of both luck and skill. The adults might be more skilful and play tactically, but are subject to bad luck in just the same way as children are able to benefit from good luck. This kind of game can develop with the child as they grow older, and give them worthwhile opportunities to be with adults in a relaxed but competitive environment. It is often over a board games that incidental chat can take place which reveals more about members of the family than would otherwise be revealed, and encourages easier communication. It also, to some extent, helps to teach the child about tactics, logic, planning and teamwork – all very worthwhile skills in themselves.

Home Theater Furniture Buying Tips

No home theater would be truly complete without home theater furniture. It is usually the last element that homeowners consider in setting up a home theater but having the right pieces of furniture is essential to the entire viewing experience. Below are some pointers on what home theater furniture you will need and how to pick them.

An entertainment stand should be first on your list of home theater furniture. This is very useful for those who have limited space because it provides a single space where you can put your television, sound system and DVD player. If you do have the space, then you can opt for separate cabinets for the stereo or for the television, for instance. However, just make sure to pick out home theater furniture that go well together and that fits with the look of your home.

The next essential home theater furniture that you should consider has to do with seating.
There are so many options when it comes to couches and chairs so you should be able to find one that will suit your taste and that will fit certain requirements such as space, the number of people you want to accommodate and, of course, comfort. An important thing to consider when choosing the seats is whether the room is a dedicated home theater or not, in which case you would need to choose seats or home theater furniture, in general, that will fit the other purpose of the room.

If you are fortunate to have a separate room just for a home theater, then you are free to choose seats much like you would see in regular movie theaters with beverage holders even, only more comfortable. There are loungers with spacious armrests and gliding footrests, too. If your budget allows it, you can consider other home theater furniture aside from cabinets and seating to enhance your home movie watching experience further such as a popcorn machine or a snack bar. These add-ons will surely make your viewing more pleasurable.

Home theaters are growing in popularity and so manufacturers are coming out with so many options for the customer, which also means that prices of home theater furniture have become more affordable. Just remember to shop around compare before making a purchase. Try to survey as many furniture stores as possible, including online stores, so you can compare prices of different home theater furniture and get the best deal.

Do Video Games Breed Violent People?

You hear it on the news, you read about it in magazines and papers, and it’s the accepted word on the street – our society is becoming increasingly violent, and this is largely due to video games. People often point at the selection of wear related, or violence related video games and in one fell swoop, tarnish all video games as causing nothing but a decrease in the moral standard of our society, and with the same sweep, tarnish all young people who play these games as either actual or potential thugs, who will do little more than hang around on street corners mugging people, or causing other distressful crimes.

Although at first glance it would appear that statistics offered by these people appear to bear testimony to what they say, on closer examination it becomes very quickly apparent that the truth is much farther from this portrayal of it.

It is a fact that the accident and emergency wards of hospitals see a good number of young people who have been admitted as a result of violent crime. In fact, the actual number of such cases has fallen quite dramatically in recent years, although no such decrease has been seen in the number of video games being played, or in their popularity. It is also a fact that the vast majority of these young people who have been involved in violent crime are regular players of video games.

But this statistic is woefully misleading. Since ninety percent of young boys play video games, it is always going to be the case that any random selection of boys will result in the vast majority of them being regular players of video games. It would make as much sense to identify all the young boys who volunteer for charity work occasionally, or take part in fundraising, and then identify how many of them play video games regularly. Since ninety percent of all boys play video games regularly, then these fundraising charity volunteers are going to mostly be gamers – but this is not to suggest that playing video games make you more charitable, in just the same way that playing video games doesn’t make you a violent thug.

Forty percent of girls play video games, which is to say nearly half, so again, if nearly half of all girls admitted into hospital after being involved in a violent crime are branded as being there because of video games, it makes as much sense to suggest that by not playing video games, half the girls have ended up in hospital.

These are the statistics that those who have a deep mistrust of video games like to publicise, but upon closer inspection, these claims are wildly unfounded, based on hopelessly meaningless figures and provided as only half the truth. In fact, there is no evidence to suggest that playing video games makes a person become violent. The home life and upbringing has far more influence on a person’s social and moral attitudes that a computer game.