Alternatively, Video games are a big family entertainment nowdays. White, in (2004) suggests, 29 years old people are the average player of video games, and parents as well as grand parents are playing with them. In other words, even parents besides their children, grew up with the video games and announced it as a family entertainment White, (2004). Therefore, because of the increasing popularity of electronic games many technology companies for instance Microsoft, Sony are competiting with each other (Farrell, 2016), and introducing more advanced games such as Playstation 3 and Xbox 360 as they have discovered it a good source of the entertainment for family occasions (Mceleny, 2009).
Considering online games or video games as a family entertainment, it has even got some negative effects. Wichian and Sanwong, 2010 argues, because of the drastic increase in online games in all over the world for instance- Thailand, Australia, Durkin. The kids have started loosing their interest in studies and are addicted to the online games and online gambling (Wichian and Sanwong, 2010) and some of them have even forgot to appear the exam. Consequently, the increasing demand of such games has become hard to manage (Wichian and Sanwong, 2010).
Growth in online games
As a whole, the meaning of entertainment for millennials is quite different compared to “Baby Boomers”and “Xers”. However, the theory of observation learning is applicable for all the three generations, for instance: millennials observe the behaviour of their peers, watch television and learn new method of watching programmes through mobile phones, I pad and seem to neglect the traditional TV watching method. Similarly, Boomers and Xers observe the behaviour of the younger generation and learn from them. As can be seen, even they are inspired to watch online videos. Consequently, there has been increase in the growth rate of mobile Tv vieweing (Mceleny).
Secondly, gaming methods on the internet has taken over and technology has become more advanced where Boomers and Xers are enjoying smart phone games with their children or “Millennials”. All three generations enjoy smart phone gaming together. However, some negative effects of gaming have been discussed, where children have become addicted to online games, and tend to loose their interest for studies (Wichian and Sanwong, 2010).
In my point of view, consumer behaviour of millennials in entertainment such as television and electronic gaming has changed because they are more tech savvy, and this may have lead to addiction. Although, it is good to have knowledge of the latest trends, limits should be set and other activities should also be included.