Videogame, The High Tech Threat to Our Younger Generation

Essay by BoopathyUniversity, Bachelor'sB+, June 1995

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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...