Article: Make video games worthwhile by shifting their focus

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- ...

Related newspaper, magazine, and journal articles:

 
 
Newsweek Harper's Magazine The Washington Post Chicago Tribune Crain's Chicago Business PRNewswire Pediatric News The Nation Advertising Age The Economist (US) A FREE trial gives you access to over 80 million articles! Access over 6,500 publications with a FREE trial!