Tuesday, September 3, 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 ever walked through a shopping mall on a weekend knows  how popular videogame arcades have become with our young people. It is becoming  a force in the lives of millions of kids all across America. Parents and  teachers become more concerned and worried when they see their kids devoted to  videogames. They are highly concentrated because vidiogames greatly influence  the mental and learning processes of the younger generation. Many parents  believe that their children learn values more from the mass media rather than  their from homes. Generally speaking, the video and computer game industry has  been a growing concern to the religious groups, responsible politicians and  bewildered parents for the disturbing contents and the substandard themes in  some of its games. The videogame technology must be recognised for its role and  influence on the younger generation because, for better or worse, it clearly  affects their academic and social life.       Indeed, statistics are really alarming on the videogame industry. It is  a multi-million dollar business growing at 40 per cent a year from 1987 to 1993  (Palmeri 102). Tetzeli in his article "Videogames: Serious Fun" compares  videogames $ 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 64  million videogame machines in US households in total. In addition to that they  also produced and licenced for all their softwares for their machines (110).  Palmery estimates to produce and market a ful featured videogame it would costs  up to $10 million (102). Because of the cost producers attempt to make a return  on their investments and earn as much profits as they can. To achieve their  goals, they feature more blood, gore and human dismemberment in their games to  appeal to the younger generation because violence sells. According to Palmery  the game Mortal Kombat has sold a record 5 million copies for about$65  apiece.(102)       The advanced technology in upcoming videogame machines even allows the  players to interact with screen images in ways never before possible. Analysts  in this field say that it is only a prelude to the emerging world-wide network  popularly 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. Playing with it increases  anger and violence in children. Is this what you really want for your child?  (WAR TOYS). Which may not be very effective altogether to control the  vidiegames with violent contend. But still the warning gives a chance and may be  the parents pause a moment before they decide to buy any thing for their  offspring.  Voluntary rating system or any other form of self regulatory arrangement  will only help to widen the loop holes of the existing system. By including  this multi billion dollar industry under the existing film rating system or  something similar to that would greatly reduce the risk of violence and  ultimately would prevent the youths on turning for violent solution for all  their problems. And also would help to form a violent free life style and  prevent the younger generation and spend their quality time with their studies  and parents. All other arrangements will, at least help us to further delay the  process of controlling the emerging violent theme and content of the many  thousands of videogames yet to be produced or released.                       
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