In regards to marketing, teenage boys account for much of video game market and are active consumers of video games. Interestingly, the book 'Contemporary Marketing' looks at the audience and how violent video games affect them. Yet, this chapter from the book looks at the pros and cons of the sales of video games and the ability to regualte the games in terms of age
Important quotes from the book:
"But adults- including the parents of children and teenagers- account for 35 per cent of video game players" pg 137
"Eighty percent of these parents view video gaming as family entertainment instead of watching a movie of playing a game of Monopoly" pg 137
"Playing a violent video game is more harmful than watching a television show"
"If you are actively involved in the learning, you remember things better"
"... violence is part of mainstream entertainment and should be examined just as closely".
No comments:
Post a Comment