HomeContact Site map   Google    www    iipm think tank
   
   
Home Scrutiny Publications Under Cover Mus'ings  
 

Home > Scrutiny > Can we have some ‘peace’ games?

  
   
     
   Case Studies  
       
  Marketing    
  Human Resource    
  Information Technology    
  Finance    
  Strategy    
       
 
     
   Industries  
       
  Steel    
  Glass    
  Banking    
  Prophylactic    
  Auto    
  Hospitality    
  Energy    
       
 
     
   Other links  
       
  IIPM    
  Planman Consulting    
  Planman Marcom    
  Planman Technologies    
  Daily Indian Media    
  Planman Financial    
  4P's Business and Marketing    
  Business and Economy    
  The Daily Indian    
  The Sunday Indian    
  Arindam Chaudhuri    
  GIDF    
       
 
  
         
Scrutiny
  
Can we have some ‘peace’ games?
Violent video games should be banned… or else they will ban peace
22/02/2007

T he video gaming industry is on a new high with sales of over $7 billion in 2005. No wonder many companies are raking in moolah through this. The target audience for the industry is children, teenagers and juveniles, who are increasingly getting alienated from the natural world and hooked on to the surreal world of gaming. It might be good news for the companies, but at what cost? Well, the cost is apocalyptic. It wouldn’t have been so, had the kids been playing the usual games on video. But when a whole new generation is growing up playing games of blood spilling, mutilation and inferno, then one cannot expect them to retain sanity by the time they become responsible citizens of the world. Shockingly, most of the video games simulate situations when the players are pitted against each other and the games only terminate when either of them have been killed, albeit in simulation. But this has had a shocking affect on the psychology of the kids, in whose frame of mind, violence becomes the right medium of getting anything in this world. And that’s when the thin red line, dividing sanity and insanity, starts getting diluted; the culmination of which is increasing violent behaviour among the juveniles. The incident in Columbine High School in Colorado, where two students aged between 17 and 18 killed 12 classmates and their teacher before eventually taking their own lives or the ones in Springfield (in Oregon) and Jonesboro (Arkansas) are becoming more of a norm than exception. In addition to this, the incidence of teenagers suffering from depression is on the rise. The relentless proliferation of violent video games need not be the only reason for all these problems, but certainly a major one. For once, can’t we give peace a chance with a game on it?

By:- B&E
Back

  
 
 
       
Home | Scrutiny | Publications | About us | Contact us
Copyright @2010 iipm think tank. All rights reserved.