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Product Design in Cyberspace - Case Study Example

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Do Video game designers have a responsibility to be socially responsible and NOT design games that are overly violent, or should video game designers just let the market decide? In the contemporary age, children have easy access to games that are too violent for their maturity level…
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Product Design in Cyberspace
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"Product Design in Cyberspace"

Download file to see previous pages Games are being made on subjects that include but are not limited to sex, rape, murder, robbery, fight, theft, insult and humiliation. This paper discusses whether or not video game designers should make games that are too violent for innocent minds. It has been observed that children who have a habit or liking for playing games spend a major portion of their day playing them. This can fundamentally be attributed to the task oriented nature of the games. A vast majority of games are about striving to achieve a certain goal. Having achieved which, the player is taken to the next level. Unless all the levels are cleared, the player would keep struggling hard. The complex plots require the children to put in their maximum effort. In an attempt to conceive the game strategy and achieve the goal, children tend to memorize the plot of the game and in their subconscious, they tend to approve all that is conveyed to them through the game. This can be estimated from the fact that the abbreviated language children use to communicate with one another in the virtual world reflects in the speech they deliver in the real world as well. However, this is only one aspect in which the children are affected that most of us are aware of simply because it is so obvious. There are more harsh realities that many of us do not know because they do not show up as obviously as language does. ...Download file to see next pagesRead More
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