Games were originally intended to be a form of play activity for infants, and mentally handicapped people who have yet to develop the intellectual faculties needed to function in a sensible manner. The games were designed for a specific aptitude level and geared to subjects with limited mental capacity and motor skills.
Any other application of game activity was strictly prohibited, and deemed especially unsafe for adult usage. But game playing slowly spread beyond its designated area and was eventually adopted by the general public as a popular pastime. The appeal of games was their simplicity, and an effortless activity to do when one is too tired to work but not tired enough to sleep.
Game playing was physically easy and no thinking was required. It broke the monotony of a dull day, passed the hours away helping lonely people forget about the sadness of their meaningless lives. It's no wonder that games spread so far and so fast, but like an illicit drug available without a prescription, the illicit use of games, or game abuse, violates the prescribed purpose, and like drug abuse, it has hazardous consequences.
In the proper clinical application of games the intricate interplay of the neural network is controlled be the precise calibration set to the game standard, which is safely suited to the metal state of those pre-adolescent subjects. However, if a normal person of average intelligence plays games, the effect will be a rapidly reduced level of intelligence and permanent brain damage. The process is subtle and painless, and not obviously detectable until it's too late. Due to the mental deficits game players are unable to recognize the reality of their condition, living their life in a state of blissful ignorance.
The predominance of games is an exceptionally irritating issue with devastating societal ramifications that must be seriously stopped before it undermines the integrity of what little is left of our intellectual heritage. The practice of "games" that pit one person against another is rooted in the primal instinct to survive. Animals often must fight to the death for food, and mother lions train their cubs by playing little fight games. This trait is still evident in human behavior.
Humans use competitive games as an excuse to train people to excel in such things as business or military activities. The reasoning is that it promotes greater levels of achievement. But in reality it has the opposite effect. Instead of having everyone playing together on one team with a common goal, there are rivalries between players that make the whole process counterproductive.
The winners think that it is a positive accomplishment, but it is only temporary because they will also be losers again. And the humiliation of even one loss is too strong to be replaced by many subsequent wins. Efforts to overcome the loser complex lead to ever more fierce battles, with the net result being a defeatist culture full of barbarian backstabbers and cutthroat cretins.