Living in an affluent and industrialized society affords Americans leisure time that is just waiting to be filled. American children, largely free from any responsibility in the economic sustenance of the family, have a lot more leisure time than any other segment of the population. Corporations know this, and they apply willful pressure to this particular demographic. The pressure comes in the form of heavy, often violent advertising, specifically targeted at children. Electronic gaming companies, though not the only companies employing these questionable methods, have been met with strong moral resistance.
Video games are impressively real.
Whenever kids get together and discuss the latest in electronic entertainment, they are quick to use words like graphic and real. Of course, one wonders how children would ever know that certain images appear accurately within the two-dimensional realm. Because games are increasingly realistic , relying more and more on sensory impact, little children growing up in the early 21 st century find themselves in a unique situation, though not cognizant of this. Recent events, most prominently the growing trend toward school violence, suggest that these games have more immediate consequences. Professor Stephen Kline claims that video entertainment is so intense that it produces the same heart rate acceleration as a stressful real-life experience.