Friday, May 31, 2019

Video Games: The High Tech Threat To Our Younger Generation Essay

Video Games The High Tech Threat to Our Younger Generation     Anyone who has eer walked through a shopping mall on a weekend knowshow popular videogame arcades have become with our young people. It is becominga force in the lives of millions of kids all across America. Parents andteachers become more concerned and worried when they see their kids devoted tovideogames. They are highly concentrated because vidiogames greatly learnthe mental and encyclopedism dish upes of the younger generation. Many parentsbelieve that their children learn values more from the mass media rather thantheir from homes. Generally speaking, the video and computer game industry hasbeen a growth concern to the religious groups, responsible politicians andbewildered parents for the disturbing contents and the substandard themes insome of its games. The videogame technology must be recognised for its role andinfluence on the younger generation because, for better or worse, it clearlya ffects their academic and social life.     Indeed, statistics are really alarming on the videogame industry. It isa multi-million dollar problem growing at 40 per cent a year from 1987 to 1993(Palmeri 102). Tetzeli in his article "Videogames Serious Fun" comparesvideogames $ 6.5 billion--a--year business to the Hollywood film industry (110).He continues to point out that two Japan based conglomerate have put about 64million videogame machines in US households in total. In addition to that theyalso produced and licenced for all their softwares for their machines (110).Palmery estimates to produce and market a ful featured videogame it would costsup to $10 million (102). Because of the cost producers attempt to book a returnon their investments and earn as much profits as they can. To achieve theirgoals, they feature more blood, gore and human dismemberment in their games toappeal to the younger generation because military force sells. According to Palme rythe game Mortal Kombat has sold a record 5 million copies for about$65apiece.(102)     The go on technology in upcoming videogame machines even allows theplayers to interact with screen images in ways never before possible. Analystsin this field say that it is only a prelude to the emerging world-wide networkpopularly known as the electro... ...which would require the stores to place signs on shelves in stating "Warning. Think before you buy. This is a war toy. vie with it increasesanger and violence in children. Is this what you really want for your child?(WAR TOYS). Which may not be very effective altogether to control thevidiegames with violent contend. save still the warning gives a chance and may bethe parents pause a moment before they decide to buy any thing for theiroffspring. automatic rating system or any other form of self regulatory arrangementwill only help to widen the loop holes of the exist system. By includingthis multi billion dollar industry under the existing film rating system orsomething similar to that would greatly reduce the risk of violence andultimately would prevent the youths on turning for violent solution for alltheir problems. And also would help to form a violent free life direction andprevent the younger generation and spend their quality time with their studiesand parents. All other arrangements will, at least help us to further delay theprocess of controlling the emerging violent theme and content of the manythousands of videogames yet to be produced or released.

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