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508 bytes added ,  16:05, January 18, 2008
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As video games become more popular, their impact on society becomes ever more present. A prime example of this is the massive ad campaigns for the [[Halo]] series, as well as [[Grand Theft Auto]]. Advertising, merchandising, and even social pressures have changed in the ever-growing influence of video gaming.
 
As video games become more popular, their impact on society becomes ever more present. A prime example of this is the massive ad campaigns for the [[Halo]] series, as well as [[Grand Theft Auto]]. Advertising, merchandising, and even social pressures have changed in the ever-growing influence of video gaming.
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Due to their popularity, various corporations have begun placing advertisements for their products within the context of the game.  Players of [[Grand Theft Auto]] may notice real-world company ads on billboards.  [[Second Life]], an Internet-based virtual world, has blurred the lines between real-world and virtual world.  Companies such as Adidas Reebok and Dell have set up virtual stores selling real-world products within the game.  [[Reuters]] also operates a news bureau reporting news in the game.
    
== Faith in Video Games? ==
 
== Faith in Video Games? ==
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