Games are intended to contribute to children’s psychosocial and emotional development but they can take their toll on kids too. Statistics reveal that the average American spends at least six hours a day watching video-based entertainment and by the succeeding years, the number of hours spent on TV and videos will be the same with the number of hours spent sleeping. In fact, the American Medical Association reports that the combined hours "spent in front of a television or video screen is the single biggest chunk of time in the waking life of an American child”. Walt Disney games never cease to amuse kids but sadly, the values and virtues portrayed in these games sometimes promote negative values like consumerism, vanity, and social climbing.
Hereunder are some of the downsides of Walt Disney games as they consciously dig their way into the children’s sub-conscious levels:
1. Promote consumerism.
The expanding culture of consumerism across continents, regardless of race or socio-economic status ultimately robs children of a happy, normal childhood. It holds children captive from enjoying a satisfying, stable, and happy stage in their young lives where they should be carefree and innocent.
2. Portrays bad faith in society.
This means that in their young lives, children are made to believe that the most important value there is, is ‘market value’ and everything is defined by profit. Children eventually ask how much is there for them and how they will earn more. Another drawback is that children are made to buy the idea that commodities define human existence, and the more money one has to buy or accumulate commodities, the better. Likewise, kids believe that relationships are based exclusively on markets and that the higher funds one has, the wider will his chances are of navigating around the market. Nevertheless, corporate-controlled culture not only exploits and distorts the hopes and desires of individuals: it is fundamentally driven toward exploiting public goods for private gain, if it does not also more boldly seek to privatize everything in the public realm.
3. Promotes co-modification of women and girls.
Girls as young as those in pre-school already aspire for a doll to dress up and take care of. They are made to believe that women should look thin like models and dress up with makeup and fashion apparel in order to be in. Otherwise, women not conforming to these worldly standards fall below what real women should be. For example, in the game called Roomy Room, the player is encouraged how to redo a room together with her friend. There are tools, gadgets and stuff to redo the room with like pairs of shoes, closets of clothing apparel and make up kits.
Children are not born with an innate knowledge or misguided appreciation of what consumerism is. Their attitudes and identities shape up and form based on what they see and hear from the media such as Walt Disney. Children are helplessly dependent and vulnerable to corporate giants like Disney, which consciously pushes into the psyche and internal world of the person to maximize human potential to feed a profit-hungry consumerism-filled corporate world. Since children are now caught up in the virtual world, they now become victims to online manipulation that colonize and expropriate their attitudes, values and virtues, feeding on consumerism, spending, being cool and being in. This online manipulation is even made even more effective as it navigates through social networks and current technological gadgets like mobile phones and facilities.
Walt Disney games have indeed served as avatar for kids to develop constructed fears and wants, pushing children to spend more and more money or manipulate their parents to give them more money to support selfish corporate giants.