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1. Video
2. Computer Games
3. Video Games
4. Performance and Video Art
5. GAMES
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Video Games The High Tech Threat to Our Younger Generation

... They are highly concentrated because vidiogames greatly influence
the mental and learning processes of the younger generation. ... 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. ... To achieve their
goals, they feature more blood, gore and human dismemberment in their games to
appeal to the younger generation because violence sells. ...
     Who else is to blame other than the technology itself for the public
outcry against the violence and sex in video games? ... " Evans continues, "But kids can walk into
any movie rental store and pick up one of these violent video games, nobody will
say no. ... For now, the overall sales of
16-bit hardware systems have slowed dramatically as videogame players wait for
the next generation of 32-bit and 64-bit systems due next year from Nintendo,
Sega and Sony Corporations (Fitzwrald **). ... What is
the purpose of videogame producers other than making money by exploiting animal
desire and pure violence in the mind of our younger generation? ... In fact
it appears to be a growing demand for more violent sports games as well. ... But now Sega of Americas CEO, Kolinske has diverted his
attention on women segment and set apart a team which comprises of well known
female marketers and game makers to produce games according to the femenine
taste. ... While most of the games of todays market
show shooting and kicking and not of much thought, the videogame format has
tremendous potential"(74). He believes that a video game can be a mental
exercise machine(Jehlen 74). ... Researchers claim that video
games can help develop necessary problem solving abilities, pattern recognition,
resource management, logistics, mapping memory, quick thinking, and reasoned
judgements( ). ... For them success become like an addiction,
and each time the games nourish them with constant doses of small successes
which they deserve to become "confident citizens"(53). ...
Referring to the findings of some doctors, Sheff points out that playing
games has the power to soothe any kind of pain for two reasons. ... Playing
games like Nintendo can create a sort of high, like that of jogging (204).
     In an interview with the Information System and Computer Science
department chairperson and his staff with a working knowledge of interactive
multimedia and computer generated games, they acknowledge that the modern
information superhighway is clearly a link to the world and it is here to stay
and cannot be ignored. ...
     This point bring us back to the original thesis, that 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.
     The problem here, however, is not the educational or entertainment games
but with the violent and substandard ones. Many parents see their children
learning the values from mass media and video parlours rather than from schools
or churches or homes. ... In reality, despite evidence that such warning some times increase
sales of violent video games.


Approximate Word count = 2659
Approximate Pages = 10.6
(250 words per page double spaced)
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