Abstract: 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.
Filename: TLCHmVid.rtf
Pages: 6
Catagory: General
Subcatagory: Communications, Media, Theory, Etc
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