Friday, March 22, 2019

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

Video Games The luxuriously Tech Threat to Our Younger Generation     Anyone who has ever walked through a shopping m only on a weekend knowshow popular videogame arcades come become with our young people. It is becominga force in the lives of millions of kids all(prenominal) across America. Parents andteachers become more concerned and worried when they see their kids prone tovideogames. They are highly con cen quantifyrated because vidiogames greatly influencethe mental and knowledge processes of the younger generation. Many parentsbelieve that their children learn values more from the host media rather thantheir from homes. Generally speaking, the video and computer game industry hasbeen a growing concern to the religious groups, responsible politicians andbewildered parents for the disturbing limit and the substandard themes insome of its games. The videogame technology must be treasure for its role andinfluence on the younger generation because, for better or worse, it clearlyaffects their academic and social feeling.     Indeed, statistics are truly alarming on the videogame industry. It isa multi-million dollar business line 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 dickens Japan based conglomerate have put about 64million videogame machines in US households in total. In addition to that they in addition produced and licenced for all their softwares for their machines (110).Palmery estimates to produce and market a ful featured videogame it would beup to $10 million (102). Because of the cost producers attempt to make 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 b ecause military force sells. According to Palmerythe game lethal Kombat has sold a record 5 million copies for about$65apiece.(102)     The advanced technology in upcoming videogame machines even allows theplayers to interact with harbour images in ways never in the beginning possible. Analystsin this field claim that it is only a prelude to the emerging world-wide networkpopularly cognise as the electro... ...which would require the stores to place signs on shelves in stating "Warning. Think forwards you buy. This is a war toy. Playing with it increasesanger and violence in children. Is this what you really want for your child?(WAR TOYS). Which may not be very efficacious altogether to control thevidiegames with violent contend. But still the warning gives a chance and may bethe parents pause a moment before they decide to buy any thing for theiroffspring.Voluntary rate clay or any other form of self regulatory placementwill only help to widen the loop holes of the existing 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 style andprevent the younger generation and spend their quality time with their studiesand parents. All other arrangements will, at least help us to provided delay theprocess of controlling the emerging violent theme and circumscribe of the manythousands of videogames yet to be produced or released.

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