There’s even the rare possibility that that media can become a symbol for political organization and for clarifying the youth’s relationship with the world. In a world where adults have all the power and youth is equivalent to powerlessness, it’s reassuring to see pop media turn youth itself into a form of power that, by definition, adults can never claim for themselves. On the one hand, it’s clear why the youthful rebellion motif is as popular as it is. The image of youths rising up to overthrow authority has proven so appealing that those who once enjoyed it have gone on to recreate it in their own projects, if games like Freedom Planet and to a lesser extent VA-11 Hall-A offer any indication.Īs easy as spotting the trend is, figuring out what it means may prove more difficult. One needn’t look far to find examples, as plenty of high profile releases base themselves around this attitude: Sonic the Hedgehog, Jet Grind Radio, Persona 5, etc. Rather, I’m referring to a specific ethos of positivity, edginess, and youthful rebellion that video games so often rely on. I’m not referring to youth markets being the primary demographic for video games for decades, although that’s certainly related to what I want to discuss. Video games and youth have always had a peculiar relationship.
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