Cultural Impact
The Guitar Hero series has made a significant cultural impact, becoming a "cultural phenomenon". The series has helped to rekindle music education in children, influenced changes in both the video game and music industry, has found use in health and treatment of recovering patients, and has become part of the popular culture vernacular. Several journalists, including 1UP.com, Wired, G4TV, the San Jose Mercury News, Inc., The Guardian, and Advertising Age, considered Guitar Hero to be one of the most influential products of the first decade of the 21st century, attributing it as the spark leading to the growth of the rhythm game market, for boosting music sales for both new and old artists, for introducing more social gaming concepts to the video game market, and, in conjunction with the Wii, for improving interactivity with gaming consoles.
Read more about this topic: Guitar Hero
Famous quotes containing the words cultural and/or impact:
“The beginning of Canadian cultural nationalism was not Am I really that oppressed? but Am I really that boring?”
—Margaret Atwood (b. 1939)
“Television does not dominate or insist, as movies do. It is not sensational, but taken for granted. Insistence would destroy it, for its message is so dire that it relies on being the background drone that counters silence. For most of us, it is something turned on and off as we would the light. It is a service, not a luxury or a thing of choice.”
—David Thomson, U.S. film historian. America in the Dark: The Impact of Hollywood Films on American Culture, ch. 8, William Morrow (1977)