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Home Video: Change In Target Market

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6 pages in length. When home video first entered the marketplace, the myriad titles were geared toward a younger audience; however, the current target market also incorporates the 20- 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. Bibliography lists 6 sources.

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6 pages (~225 words per page)

File: LM1_TLCHmVid.rtf

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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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