FYI!!! For more generally, the origenal inquire question is "What does Anime bring to us?", I change it to What does ACG bring to us?
サブカルチャー, known as ACG, an abbreviation of "Anime, Comic and Games".  Because a strong economic and cultural connection exists between anime, manga and games in the Japanese market, ACG is used to describe this phenomenon in relative fields.  The term refers in particular to Japanese anime, manga and video games, with the video games usually referring to galgames. サブカルチャー, known as ACG, an abbreviation of "Anime, Comic and Games".  Because a strong economic and cultural connection exists between anime, manga and games in the Japanese market, ACG is used to describe this phenomenon in relative fields.  The term refers in particular to Japanese anime, manga and video games, with the video games usually referring to galgames. In this round, I want to introduce the “games” section. “games” commonly known as video games, for example, galgame. Galgame is the heated kind of game works for anime. A bishōjo game (Japanese: 美少女ゲーム Hepburn: bishōjo gēmu, lit. "pretty girl game"), or gal game (ギャルゲーム gyaru gēmu, often shortened to "galge"), is "a type of Japanese video game centered on interactions with attractive girls".  These games are a subgenre of dating sims targeted towards a heterosexual male audience. 
What is gal? /How does gal work?It is a game that try to tell the stories; however, Bishōjo games are similar to CHOOSE YOUR OWN adventure books in the way of narrative, in which the game tells a story but the player may make choices to change how the story flows.
It is a uniquely Japanese phenomenon. While in the Western industries, those games can be considered visual novels, the Japanese market for bishōjo games have its own growth unrelated to the Western world.  They form a sizeable fraction of the Japanese market: the most popular have sold over a million copies, and they make up the majority of offline PC games in Japan.
Bishōjo games began to appear in Japan in the beginning days of personal computers. The first bishōjo game commercialized in Japan appeared in 1982 as Night Life by Koei. The first bishōjo games were not too popular,  being limited to graphics of 16 colors or less. At the beginning of the genre almost all the games were pornographic.A notable landmark was Jast's Tenshitachi no gogo (1985), a precursor to the modern dating simulation. Among early bishōjo adventure games it had a degree of polish that previous games lacked. It was also the first to have recognizably modern anime-style artwork: its characters had very large eyes and a tiny nose and mouth but were otherwise basically normally proportioned, characteristics which today are found in virtually all bishōjo games. Prior to 1985, girls were generally drawn either as normally proportioned adults or super deformed children.Some games involved elements of force and brutality. These came to national attention in Japan in 1986 with the release by dB-soft of 177, a game where the player takes the role of a rapist. (The game's title originates from the number of the Japanese law criminalizing rape.) 177 was not actually the first game designed around this premise, but it was unusually explicit. The game caused debate in the Japanese parliament and was eventually recalled and re-released with the most controversial scenes removed.
The industry gradually moved away from proprietary Japanese hardware to the burgeoning DOS platform, and then later in the decade to Windows. Throughout the nineties, bishōjo games underwent an evolution from being one of the most technologically demanding types of games (because their detailed 2D graphics required a large amount of storage space by the standards of early computers) to one of the least (they rarely use 3D graphics). Thus, more than regular games, the main employees required by bishōjo game companies today are not programmers but artists and writers.In the early nineties the atmosphere in Japan became more and more hostile towards bishōjo games. In 1989 serial killer Tsutomu Miyazaki was arrested and was revealed to be a consumer of lolicon manga, causing widespread opposition to pornographic manga, otaku and anything similar. In November 1991 there was an incident where a middle-schooler shoplifted an adult bishōjo game Saori: the House of Beautiful Girls, resulting in increased police scrutiny for makers and retailers. Several prefectures began classifying games as obscene and pulling them off the shelves.Faced with the threat of being forcibly censored out of existence by the government, in 1992 the bishōjo game industry formed the Computer Software Rinri Kikō (meaning "Ethics Organization for Computer Software", and often abbreviated EOCS or Sofu-rin), setting industry guidelines for acceptable content and packaging. This organization tamed down the most objectionable content in the "wild west" of the 1980s. Thus free from controversy and fueled by continuing improvement in technology, in the 1990s the bishōjo game industry underwent a decade-long boom.The first major title of the 1990s was Tokimeki Memorial. Released in 1994 by Konami who was on the verge of bankruptcy, the platonic dating sim becoming the first major Bishojo game since Koei's release of Night Life. In 1999, Kanon was released by Visual Arts/Key. While the title was another eroge title targeted at males for its sexual content, the players began to identify with the protagonist and the idea overcoming "the emotional trials and tribulations of pure love." A late PlayStation 2 port removed the sexual content and sold better than the original leading eventually to two anime adaptations. A turning point was ELF's Dōkyūsei (1992). Dōkyūsei, whose gameplay focused on meeting girls and seducing them, established the standard conventions of the dating simulation genre. Tokimeki Memorial, the first dating sim, featured good graphics, full voice acting, and a role-playing game-like gameplay system. To be accessible to a more mainstream audience, it contained no erotic elements, seeking instead to create a "romantic" atmosphere. Sega's popular bishōjo game series Sakura Wars also first saw publication in 1996 for the Sega Saturn; like Tokimeki Memorial, it contained no erotic elements. However, it was unique in that it contained not only adventure-game elements but also a combat system borrowed from tactical combat games such as Tactics Ogre.Since the late nineties, there has been a trend towards better storytelling in mainstream bishōjo games. Particularly notable in this respect are Leaf's To Heart (1997), and Key's Kanon (1999). Even though their gameplay involved little more than scrolling through text, they became hits largely due to the quality of their writing and characterization. Both were first released on the PC with erotic scenes, which were subsequently removed in their console ports.
The bishojo gaming industry has resisted the transition into 3D graphics because of the blocky and distorted nature when viewed zoomed up close. In 2001 Tokimeki Memorial 3 became the first bishojo game to break this trend. However, low sales make it likely that other companies will stick with the traditional 2D graphics. Today the industry has grown, with most publishers making releases for Windows, including download only files. Some of the least pornographic and most successful also branching off into the console market. The main consoles used for bishōjo games in the nineties were the Sega Saturn and Dreamcast. More recently the PlayStation 2 has been the console of choice with a growing number of games for the PlayStation Portable and Nintendo DS handhelds. Games ported to consoles usually have adult content removed.
Websites 4 gal:
2. (Jones 2005) "the Japanese word bishoujo (or bishojo) translates to 'pretty girl' and bishoujo games have been defined as 'a type of Japanese video game centered around interactions with attractive anime-style girls' (TheFreeDictionary.com, n.d.)."
3. (Taylor 2007) One can define a dating-sim game, in short, as a video or computer game that focuses on dating or romance and may contain erotic content. Several subgenres can be identified: bishōjo 美少女 games, in which a playable male character interacts with attractive anime-style girls;
5. (Jones 2005) "The advent of bishoujo games came about in 1982 with the Japanese release of Night Life, a PC adventure game. NEC’s PC 88, PC98 and early DOS PCs were the platforms of choice for early bishoujo designers (Bishoujo Gaming News, n.d.). However, bishoujo gaming did not come to fruition until the late nineties when Widows 95 and CD-ROM technology were able to support vastly improved sound, imagery and storage capacity (Yukino, 2000)."
6. (Pesimo 2007) "In 1982, Koei Company released Danchi Tsuma no Yuwaku [Seduction of the Condominium Wife] for the PC8001 home computer. This game, a mixture of text-based erotic adventure and crude graphics owing to the computer’s eight-color palette, was an instant hit. Koei became a major software company, and the bold new era of Bishojo games, or Galge [Gal games] had begun."
7. (Pesimo 2007) "In 1994, Konami Company was about to close down when fans set up a fund to produce a platonic romantic simulation for the PC engine called Tokimeki Memorial. With no sex at all, it became the next best-selling Bishojo game and put Konami on the map. In 1999, an independent software development house Visual Art’s/Key published an adult game called Kanon for the Windows PC. In the game, the player meets five girls in a snowy small town and experiences tragic love affairs with them. Naturally, Kanon was a sex game, which initially attracted male consumers. But like the readers of girls’ comics, these men found themselves identifying with the protagonists over the emotional trials and tribulations of pure love. Kanon was then released for the PlayStation minus the explicit sex. It sold even better than the dirty PC version did.
8. (Taylor 2007) "Dating-sim games remain two dimensional, despite the vast majority of other video games presently being rendered in rich three-dimensional graphics. One reason is the focus in dating-sim games on characters. Video games such as Rockstar Games’ 'Grand Theft Auto' can be animated in three dimensions because most visuals are landscapes. Three-dimensional characters, however, tend to look blocky and distorted when seen up close. Konami’s Tokimeki Memorial 3 ときめきメモリアル3 (2001) was the first bishōjo game to be animated in three dimensions, but its low sales likely discouraged other companies from following this lead. Thus bishōjo games remain a slideshow of two-dimensional images plus voice and text.11https://www.zhihu.com/question/23783397