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Article: Make video games worthwhile by shifting their focus
- Article from:
- Deseret News (Salt Lake City)
- Article date:
- November 26, 2005
- Author:
CopyrightCopyright 2005 Deseret News (Salt Lake City). Provided by ProQuest LLC. (Hide copyright information)
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Ever since their escape from the arcades, electronic video games
have claimed increasing shares of "leisure time" for teens and tweens
(11-12 years old) from the tedium of homework, parental control and
unfulfilling daily life. These children may well be the 21st-century
version of the droogie gangs depicted in the novel "A Clockwork
Orange." Sadly, these teens and tweens (mostly boys) are soaking up
dangerous lessons rooted in the social pathology of ultraviolence and
addictive behaviors.
Nourishing such behaviors are different genres of video games. One
of the most common is the role playing game in which the sole player
is on a quest to save the world. Many of these games are medieval- ...