• Research Paper on:
    Target Market Changes to Home Video

    Number of Pages: 6

     

    Summary of the research paper:

    In six pages this paper examines home video in terms of how the target market has shifted from younger viewers to young adults in a consideration of game content issues. Six sources are cited in the bibliography.

    Name of Research Paper File: LM1_TLCHmVid.rtf

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    Unformatted Sample Text from the Research Paper:
    and 30-something crowds, as well, which creates an issue of safety and social conduct with regard to youth. The manner by which this augmentation has impacted the content of  games is both grand and far-reaching, inasmuch as the prevalence of sex and violence has become the primary components of virtually all game titles.  It seems as though game manufacturers will go to almost any lengths as a means by which to sell more games. For example, Japan and the United States  have long been rivals within the technology industry, and computer games are no exception, with computer software, hardware and the associated information processing comprising "roughly 10 percent of the GNP"  (Dertouzos, 1997, p. 240). In order for their respective marketing environments to rise to the occasion of continued technological advancement, however, new opportunities must be made available to consumers  as a means by which to draw interest in the ever-changing formats, with sex and violence being two of the biggest draws. Critics  contend that the video game explosion has virtually corrupted todays youth, with the most prominent claim against this type of entertainment being that far too many titles are filled with  gratuitous violence and unnecessary sexual implications that infiltrate impressionable minds. Going a step further, the predominance of violent activity in todays video games has been the subject of controversy  when it comes to kids taking that influence into real life. "More realistic touches in video games help blur the boundary between fantasy and reality--guns carefully modeled on real  ones, accurate- looking wounds, screams, and other sound effects, even the recoil of a heavy rifle. Some newer games seem intent on erasing childrens empathy and concern for others" 

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