Preview

Video Games: the High Tech Threat to Our Younger Generation

Better Essays
Open Document
Open Document
2755 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
Video Games: the High Tech Threat to Our Younger Generation
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

You May Also Find These Documents Helpful

  • Good Essays

    In the article "The New White Man's Burden," Anthony Arnove talks about the parallels between the United States reason for the current war in Iraq and the United States occupation of the Philippines in 1898. The author draws theses parallels because he wants the reader to see for themselves how similar the experience in Iraq was played out to how the experience in the Philippines was played out. The main point that Anthony Arnove is making is that the government today is trying to do the same kind of things it was trying to do a hundred years ago.…

    • 632 Words
    • 3 Pages
    Good Essays
  • Good Essays

    Video game consoles have made their way into the households and hearts of millions of people all around the world. New games of all different genres are continually being produced and bought by consumers from every inch of the globe, only becoming more popular as time goes on. Throughout the past couple of years technology as a whole has been on a drastic up rise. With continuous breakthroughs in the technological field the video game industry has been able to flourish into its current state. Companies now days are able to produce more and more realistic like gaming experiences. These life-like graphics and visual effects put the gamer right in the action, bringing joy to many while enraging numerous others. The way in which one views and understands the game’s contents is the way in which one perceives the video game. More often than not parents, who do not play video games, tend to focus on the negative aspects of the game, namely violence. The parents who are buying the video games for their children see only the cruelty and disgusting features making up only part of the whole. Most avid gamers would agree with the above statement, arguing the blood and gore is just a small part of the many aspects of some video games that complement the other components such as graphic quality and plot. The way in which one perceives an individual video game more often than not depends on whether or not the person is a gamer. The way in which some people perceive video games angers me because it seems as though they are over looking the big picture and viewing the game with a pessimistic point of view. By doing this, those people are doing themselves and the creators of games an injustice.…

    • 1476 Words
    • 6 Pages
    Good Essays
  • Powerful Essays

    Video games are basically known as a staple among American teenagers. Many teenage boys and even some girls spend hours of their day staring at the TV screen and rapidly pushing buttons on a controller. Many of the top selling games in America strongly involve violence in their gameplay. These types of games raise many questions about how they affect the people playing the games. Are there negative consequences or are these claims just made up? There is research to back up both claims but the negative effects of violent video games seem to overpower the positives of recreational violent video game play. Manufacturers should enforce their own policy towards people who play their games in a more efficient way. Video games have multiple severe problems associated with the violence that is so heavily incorporated into them. Video games can give a false sense of reality and allow gamers to become so immersed into their game play that lines between real life situations and game play situations begin to blend together. Playing video games can also become an addictive distraction. Many avid gamers can spend hours at a time glued to their TVs playing on their Xboxes, PS3s, and other gaming consoles. This time spent playing games can take away from other activities. Important things like schoolwork and grades can be affected by spending all one’s time playing games instead of focusing on more important things. It can cause people that play the games to go to sleep super late in the night. The students then have to wake up early and go to school tired and will not be able to focus and stay awake to learn the material being taught. Video games also spur a sedimentary lifestyle. Obviously, not getting enough daily exercise leads to weight gain and other health issues. Violent video games also cause behavioral and social problems. These games desensitize people towards killing and steer them in the direction that killing is…

    • 1933 Words
    • 8 Pages
    Powerful Essays
  • Satisfactory Essays

    The effects video games have on young people. Good or bad? Effects of computerized gaming have a wide range on young people today and like anything else the effects you get out is in the way they are used. If we look at how computer games are made and what they are intended for we can get a better understand for the effects that come out of them.…

    • 690 Words
    • 3 Pages
    Satisfactory Essays
  • Good Essays

    Video games around the world have become immensely popular, a multi-billion dollar industry. An industry which revolves around the wants and desires of children and teens. An industry with a creation of unique entertainment like no other. An industry that continues to grow rapidly. Hours and hours are spent each day by youths playing these games, but are they really good for them? Are they educational? Games which educate a child’s mind exist but they wouldn’t be as popular as your top seller shooting game. Nowhere even close. Here I am today to tell, to inform, and to enlighten parents on the dangers of letting your child play these violent games.…

    • 557 Words
    • 3 Pages
    Good Essays
  • Powerful Essays

    Activision Blizzard Analysis

    • 2791 Words
    • 12 Pages

    "A Look at the $78 Billion Video Games Industry." N.p., 1 June 2012. Web. 17 Feb. 2013.…

    • 2791 Words
    • 12 Pages
    Powerful Essays
  • Good Essays

    For years, people have argued that there are no positive effects of video games, for they induce violence in people. Nevertheless, if supervised, playing video games can actually help in a child's development, giving to the child enormous potentials in various aspects such as psychological, health and social.…

    • 1575 Words
    • 7 Pages
    Good Essays
  • Satisfactory Essays

    The amount of children that have entered the world of video gaming has changed drastically, and not for the better. A child will not have a grasp on the perception of how to communicate with others in "real life". Video games shouldn't be a child's first "go to" when stressed out and spending too much time sitting, staring at a TV or computer means the child isn't spending enough time being active.…

    • 402 Words
    • 2 Pages
    Satisfactory Essays
  • Good Essays

    With the advent of video games, the world’s thirst for reality in the violent gaming realm has increased. In the alter-reality children have become desensitized and obsessed with violence. As each game becomes more bona fide and tolerable children cannot disconnect fact from fiction. Today’s video games have become an ever-rushing stream of death and gore; they have become a part of our culture, and have caused the modern young person to become more aggressive and less respectful of life.…

    • 836 Words
    • 4 Pages
    Good Essays
  • Satisfactory Essays

    for my comprehansive study i need few samples of research papers. i think tis may be helpful to study more about In what ways do video games affect children and teenagers,How do submarines work?…

    • 355 Words
    • 2 Pages
    Satisfactory Essays
  • Better Essays

    Konijn, E., Bijvank, M., and Bushman, B. (2007). I Wish I Were a Warrior: The…

    • 1771 Words
    • 8 Pages
    Better Essays
  • Good Essays

    So the question that is brought towards us today is whether or not video games have a negative or positive impact on emerging adults. Emerging adults is a stage in life that most young people go through. These groups of young people contain the age groups of 18-25 year olds according to Jeffrey Jenson Arnett (Arnett, 2000). Those that in this age group are defined as going through emerging adulthood, which means they are exploring what their identity is in society. These emerging adults are looking to be independent and they start to explore life with choices that they independently make.. According to studies by a poll, the poll found that 48.6% of emerging adults thought they had reached adulthood, 4.6% of them said no, and 46.8% said yes but at the same time no (Overview of Student Development…

    • 861 Words
    • 4 Pages
    Good Essays
  • Good Essays

    During the last decade, attention and accusations within the media have turned more to the meteoric rise in popularity of arcade-type home computer and console games. Considerable anecdotal evidence abounds about how teenagers are affected by shoot-em-up and beat-em-up games. Zimbardo (1982) remarked that video games are so addictive to young people that they may be socially isolating and may actually encourage violence between people. Another comment came from the surgeon-general of the United States, who expressed his personal view that video games were one of the root causes of family violence in America. He was quoted as saying that children "are into the games, body and soul - everything is zapping the enemy. Children get to the point where when they see another child being molested by a third child, they just sit back" (Koop, 1982).…

    • 937 Words
    • 4 Pages
    Good Essays
  • Satisfactory Essays

    Audience. Video games are increasingly using advanced technology, they have come closer to reality than ever before. They are creating the idea that video games cause violence. When these realistic violent video games are become popular, these games have caused children and teenagers to become addicted to playing it.…

    • 434 Words
    • 2 Pages
    Satisfactory Essays
  • Good Essays

    Whether it is an advertisement on television, an aisle in Wal-mart, or a collection in a student’s friend’s room, the ongoing increase of the use of video games among today’s teenagers is stealthily accumulating. Even though there may be some ratings on games for teenagers today, I believe that the ratings should become more emphasized, and parents should have stricter guidance on the buying of games. Increasing the rating system for video games and having stricter parental guidance would be influential towards putting a stop to increasing obesity, rising violent behavior, and disinterest in education among today’s teenagers.…

    • 749 Words
    • 3 Pages
    Good Essays