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Chapter 94 There's still hope for the 'Gaming Generation'

The "teenage jump generation" was followed by the "gamer generation," or you could call them the "Nintendo generation" or the "Play Station generation." However, playing games is not the mainstream activity of this generation. The "Game Playing Generation" is just a name compared to the "Juvenile Jump Generation". The oldest members of this generation are probably only in their 30s. In my opinion, the "Gameplayer Generation" is stronger than the "Teenage Jump Generation". The "game-playing generation" grew up under the influence of RPGs (role-playing games), so they still retain a spirit of self-challenge.This kind of role-playing game is not useless, at least it can encourage players to open up new areas and explore the unknown world.For in these games the game cannot be played without such courage.

Even so, I would say that the "Gaming Generation" isn't resilient either.Just looking at their attitude towards playing the game, you can see that if the game doesn't go well at the beginning, they will have the idea of ​​giving up, wanting to clear it and start over. The "Game Generation" is also a group of children who are easily attracted by new things, such as the long queue in Akihabara (place name) on the release day of the Final Fantasy series. The reason why we lost to the United States and India in the information industry is because we lack IT talents.And look at this generation, as mentioned in Chapter 5, they support the Japanese game industry. In the "Web 2.0" era, their ability to adapt to the environment should be said to be the strongest.They are the first generation to establish a world view through the Internet world, so their ability to grasp the current Internet society can be said to be the highest in the world.

To make it clearer, let me compare people aged 30 and 45. Now 30-year-olds have been in contact with computers since they were about 12 years old, and have more than 15 years of experience in using computers.In other words, more than half of their lives have been spent in the company of computers so far. 45-year-olds, on the other hand, only started using computers when they were 30 years old, and they have only used things like e-mail for seven or eight years; I only learned it in the last 4 to 5 years. I want to say that it is clear at a glance who is better able to adapt to the current society.

Therefore, in this era, young people have become the "predecessors" of the elderly who cannot keep up with the times. With the deepening of the world's informatization, the original technology has gradually become obsolete, and what is needed now is a brand new technology.Of course, whoever can master new technologies proficiently is a "predecessor". In such an era, there are no differences in age, gender and nationality for talents.As I said before, in the network society, people's activities are no longer restricted by age, gender, nationality or even residence, and all competitions are aboveboard.

As the world gradually moves towards the Internet age, Japanese companies must pay attention to the role of the "generation of gamers".
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