Thursday, March 19, 2020

Negative Impacts of Video Game Consoles Essays

Negative Impacts of Video Game Consoles Essays Negative Impacts of Video Game Consoles Essay Negative Impacts of Video Game Consoles Essay The biggest challenges of video game consoled not only come from the competition between consoles developers but also from statistics revealing the facts that violent are the results of television and video games. Several researches indicated that effects of playing violent games are weaker than viewing violent television. The arguments are based on several assumptions: First, realism is important to increase the extent of influence posed by a media. Children are more likely to be influenced by video games and imitate aggressive acts if violence is depicted more realistically. Because video games tend to have poorer quality of graphics, some people expect them to have less impact on children aggression. Second, violent actions that are easier to imitate will impose more influence to children. Some of the violent actions in the video games –like shooting spaceships, shooting incoming missiles, etc. The fall of Sega gives us a lesson about the importance of marketing research in order to determine the market demands while minimizing the potential threats that might disarm a product’s strength. In the case of Sega, the failure occurred due to the persistence of marketing research department to force production department to develop CD-based video game consoles. It turns out consumers were not used to using it. The history of successful video games consoles can be separated with famous games that accompanied them. Nintendo, for example, once won the market when introduced Super Mario Brothers, which become a famous game. Therefore, in the fiture, video games manufacturers should conduct win-win patnership win contents/games developer. One of famous games developers is Electronic Arts that have produced several legendary games such as FIFA, NBA, and many sports-related games (Gamingredients Playphoria, 2005). Conclusion Television and video games have important roles in today’s societies since they inform us about the recent news happened in other part of the world and become media for people to relax themselves by playing games. Several months ago, the facts that many people were in line at midnight to buy the new Microsoft Xbox, the newest version of video games from Microsoft, strengthen the idea that people loves playing games and the amusements gadgets not only target children but also adults. Unfortunately, we find that both movies and video games have been contaminated by sexual and violent contents. Some studies show that movie violence is more dangerous due to their popular nature and frequent exposure. A study by Craig A Anderson (2003) stated that there is relation between violent content on aggressive behavior and between the levels of violent displayed in games and the involvement of students in physical fights. Bibliography Anderson, Craig A. (2003). Violent Video Games: Myths, Facts and Unanswered Questions. Retrieved November 1, 2006 from apa. org/science/psa/sb-anderson. html Anderson, Craig A. (2003). The influence of Media Violence on Youth. Retrieved November 1, 2006 research. vt. edu/resmag/sc99/media_violence. html Dolak, Dave. (2006). Marketing Communications (Promotion) Mix. Retrieved November 2, 2006 from davedolak. com/promix. htm Gamingredients Playphoria. (2005). the Fall of SEGA. Retrieved November 11, 2006 from playphoria. com/features/history/thefallofsega/ Spong. (2006). Sony Ramps up PSP Advertising. . Retrieved November 2, 2006 from http://news. spong. com/article/9822? cb=814 Time Inc. 2005. A History of Video Game Consoles. time. com/time/covers/1101050523/console_timeline/

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