Playing computer games may actually be good for children, according to a government study that found no proof that even violent games triggered aggressive behaviour.
The games can improve children's decision-making and instil 'positive learning traits', some research suggests. At least one study argues that make-believe violence helps children 'conquer fears and develop a sense of identity', as gruesome fairytales once did.
The review was ordered by ministers over concerns about possible links between bloodthirsty games and real-life violence. The fatal stabbing of 14-year-old Stefan Pakeerah, whose attacker was said to have been obsessed with a game called Manhunt, prompted a campaign by his mother to have violent titles banned.
The review concluded fears about violent games reflected deeper social concerns about 'the changing nature of childhood in a modern world'. Most research suggesting a link came from America and did not take into account the context in which children played.
Ministers have discussed age-labelling of games and are understood to be planning talks with the industry about helping parents choose titles.
http://www.guardian.co.uk/technology/2006/may/21/news.games
Thursday, 28 February 2008
Video games do no harm to children, insists Sims creator
One of the video games industry's most respected figures has called for an end to the debate over whether the games are harmful to children. Will Wright, the man behind the world's bestselling computer game, The Sims, said he believes that fears over the negative influence of video games are merely symptoms of a generation gap.
think there's always been a generational divide between people who play games and people who don't," he told the Guardian. "I think the cultural acceptance of games is inevitable just because people are going to have grown up having this technology." Mr Wright, 47, said that the opprobrium heaped on video games today was much like the drastic reactions meted out to cinema and literature in the past.
"It goes in fits and starts over time. If there's a school shooting, it's always a case of 'did they play games or not?'. You don't really hear much about what movies they watch or what books they read," he said. "But 50 years ago that's exactly what you heard - 'did they read To Kill A Mockingbird?' or whatever it was. They would blame social ills on anything that was at hand."
His comments came as the government this week opened its review into the effects of video games and the internet on Britain's children. The investigation, which is being headed by TV psychologist Tanya Byron, called for evidence from parents and children. "I really want to encourage children and young people to have their say about the internet and video games - what they love about them, what they think the risks might be and their ideas for the future," said Dr Byron.
Mr Wright - recently described by the New Yorker magazine as "the Zola of the form" - has a long history of producing detailed games which simulate the real world and contain important educational aspects. His first hit, Sim City, allowed players to build and manage entire towns and cities: a forthcoming version produced in association with BP will incorporate models of climate change. His biggest success to date, The Sims, lets players build families and live virtual lives. The Sims and its sequels have sold more than 30m copies worldwide since it launched in 2000, making it the most popular game in history.
His influence has led to mainstream recognition, and this week Mr Wright became the first representative of the gaming industry to be honoured with a fellowship of Bafta. His next game, Spore, lets players trace evolution and create lifeforms.
He said the industry should not just churn out games full of graphic violence. "I'm interested in how gaming can get people more involved in the real world," he said. "The industry hasn't even begun to realise its potential - in the meantime we need to be educating the public as to what this can eventually become."
http://www.guardian.co.uk/technology/2007/oct/26/games.childrens
think there's always been a generational divide between people who play games and people who don't," he told the Guardian. "I think the cultural acceptance of games is inevitable just because people are going to have grown up having this technology." Mr Wright, 47, said that the opprobrium heaped on video games today was much like the drastic reactions meted out to cinema and literature in the past.
"It goes in fits and starts over time. If there's a school shooting, it's always a case of 'did they play games or not?'. You don't really hear much about what movies they watch or what books they read," he said. "But 50 years ago that's exactly what you heard - 'did they read To Kill A Mockingbird?' or whatever it was. They would blame social ills on anything that was at hand."
His comments came as the government this week opened its review into the effects of video games and the internet on Britain's children. The investigation, which is being headed by TV psychologist Tanya Byron, called for evidence from parents and children. "I really want to encourage children and young people to have their say about the internet and video games - what they love about them, what they think the risks might be and their ideas for the future," said Dr Byron.
Mr Wright - recently described by the New Yorker magazine as "the Zola of the form" - has a long history of producing detailed games which simulate the real world and contain important educational aspects. His first hit, Sim City, allowed players to build and manage entire towns and cities: a forthcoming version produced in association with BP will incorporate models of climate change. His biggest success to date, The Sims, lets players build families and live virtual lives. The Sims and its sequels have sold more than 30m copies worldwide since it launched in 2000, making it the most popular game in history.
His influence has led to mainstream recognition, and this week Mr Wright became the first representative of the gaming industry to be honoured with a fellowship of Bafta. His next game, Spore, lets players trace evolution and create lifeforms.
He said the industry should not just churn out games full of graphic violence. "I'm interested in how gaming can get people more involved in the real world," he said. "The industry hasn't even begun to realise its potential - in the meantime we need to be educating the public as to what this can eventually become."
http://www.guardian.co.uk/technology/2007/oct/26/games.childrens
Positive effects of video games
Entertainment video games are usually analyzed for their possible negative effects, and educational games are touted as the provider of more positive effects. Recent research has begun to suggest that both types of games can provide a wide array of positive effects to players. Many companies and organizations are turning to video games as easy and interactive ways to train individuals. The U.S. Army even utilizes the game, America’s Army, as a recruitment tool. They also help improve spatial skill development,cognitive ability development and academic performance & learning. Although studies on violent video games have found negative correlations with academic performance, a positive association with other types of games has also been found (Schie & Wiegman, 1997). Educational computer games are becoming more prevalent in primary and secondary schools as teaching tools for youths. The interactive nature allows for high levels of entertainment, but has not yet been shown to subtract from the educational lessons being taught.
http://en.wikipedia.org/wiki/Video_game_effects
http://en.wikipedia.org/wiki/Video_game_effects
Negative effects of video games
Research on aggressive behavior as an effect of playing violent video games began in the 1980s and 1990s and still continues today. Although under current debate, some researchers claim that these violent games may cause more intense feelings of aggression than nonviolent games, and may trigger feelings of anger and hostility. Several studies that have supported such findings (see Anderson & Bushman (2001) for a meta-analysis).The theoretical explanations for these types of effects can be explained by a myriad of theories;social cognitive theory,excitation transfer theory,priming effect and the general aggression model.
violent video games has been found to decrease prosocial behaviors. Prosocial behaviors include activities such as giving to charity, volunteering and overall "helping" behaviors(Chambers & Ascione, 1987; Wiegman & Schie, 1998). Other researchers have claimed that exposure to violent video games has predicted alcohol consumption, destruction of school property, and other delinquent behaviors (Anderson & Dill, 2000). Not only have video games have been shown to influence self perception (Funk, Buchman, & Germann, 2000), but they may have a link with body image assessment of the opposite gender. Female video game characters are often hypersexualized and unrealistic (Dietz, 1998; Jansz & Martis, 2003), and have been shown to play a factor in hard-core gamers’ perceptions of ideal beauty (Rask, 2007).
Many believe that an addiction can be formed from playing computer games. This addiction could lead to physical health problems, spending problems, and time displacement leading to missed work or school days. It has been said that in August of 2005, a South Korean adult gamer died after 50 hours of gameplay, yet no solid evidence has supported this “game-addiction” hypothesis.
http://en.wikipedia.org/wiki/Video_game_effects
The rise in childhood obesity in the U.S. has raised awareness of media consumption in children. Not only are parents and organizations blaming the food industry for the problem, but they are turning to television and video games as a key factor. Displacement Theory supports the notion that the time that would normally be spent being active outdoors or in sports, children are now replacing with leisure and inactive time in front of the television. Others tend the blame the problem on parental enforcement.
violent video games has been found to decrease prosocial behaviors. Prosocial behaviors include activities such as giving to charity, volunteering and overall "helping" behaviors(Chambers & Ascione, 1987; Wiegman & Schie, 1998). Other researchers have claimed that exposure to violent video games has predicted alcohol consumption, destruction of school property, and other delinquent behaviors (Anderson & Dill, 2000). Not only have video games have been shown to influence self perception (Funk, Buchman, & Germann, 2000), but they may have a link with body image assessment of the opposite gender. Female video game characters are often hypersexualized and unrealistic (Dietz, 1998; Jansz & Martis, 2003), and have been shown to play a factor in hard-core gamers’ perceptions of ideal beauty (Rask, 2007).
Many believe that an addiction can be formed from playing computer games. This addiction could lead to physical health problems, spending problems, and time displacement leading to missed work or school days. It has been said that in August of 2005, a South Korean adult gamer died after 50 hours of gameplay, yet no solid evidence has supported this “game-addiction” hypothesis.
http://en.wikipedia.org/wiki/Video_game_effects
The rise in childhood obesity in the U.S. has raised awareness of media consumption in children. Not only are parents and organizations blaming the food industry for the problem, but they are turning to television and video games as a key factor. Displacement Theory supports the notion that the time that would normally be spent being active outdoors or in sports, children are now replacing with leisure and inactive time in front of the television. Others tend the blame the problem on parental enforcement.
Effects of Other Characteristics of Video Games
Some adults believe that video games offer benefits over the passive medium of television. Among mental health professionals, there are those who maintain that in playing video games, certain children can develop a sense of proficiency which they might not otherwise achieve. However, other authorities speculate that performing violent actions in video games may be more conducive to children's aggression than passively watching violent acts on television. According to this view, the more children practice violence acts, the more likely they are to perform violent acts (Clark, 1993). Some educational professionals, while allowing that video games permit children to engage in a somewhat creative dialogue, maintain that this engagement is highly constrained compared to other activities, such as creative writing (Provenzo, 1992).
Another problem seen by critics of video games is that the games stress autonomous action rather than cooperation. A common game scenario is that of an anonymous character performing an aggressive act against an anonymous enemy. One study (Provenzo, 1992) found that each of the top 10 Nintendo video games was based on a theme of an autonomous individual working alone against an evil force. The world of video games has little sense of community and few team players. Also, most video games do not allow play by more than one player at a time.
The social content of video games may influence children's attitudes toward gender roles. In the Nintendo games, women are usually cast as persons who are acted upon rather than as initiators of action; in extreme cases, they are depicted as victims. One study (Provenzo, 1992) found that the covers of the 47 most popular Nintendo games depicted a total of 115 male and 9 female characters; among these characters, 20 of the males struck a dominant pose while none of the females did. Thirteen of the 47 games were based on a scenario in which a woman is kidnapped or has to be rescued.
Studies have indicated that males play video games more frequently than females. Television program producers and video game manufacturers may produce violent shows and games for this audience. This demand for violence may not arise because of an innate male desire to witness violence, but because males are looking for strong role models, which they find in these shows and games (Clark, 1993).
http://www.kidsource.com/kidsource/content2/video.games.html
Another problem seen by critics of video games is that the games stress autonomous action rather than cooperation. A common game scenario is that of an anonymous character performing an aggressive act against an anonymous enemy. One study (Provenzo, 1992) found that each of the top 10 Nintendo video games was based on a theme of an autonomous individual working alone against an evil force. The world of video games has little sense of community and few team players. Also, most video games do not allow play by more than one player at a time.
The social content of video games may influence children's attitudes toward gender roles. In the Nintendo games, women are usually cast as persons who are acted upon rather than as initiators of action; in extreme cases, they are depicted as victims. One study (Provenzo, 1992) found that the covers of the 47 most popular Nintendo games depicted a total of 115 male and 9 female characters; among these characters, 20 of the males struck a dominant pose while none of the females did. Thirteen of the 47 games were based on a scenario in which a woman is kidnapped or has to be rescued.
Studies have indicated that males play video games more frequently than females. Television program producers and video game manufacturers may produce violent shows and games for this audience. This demand for violence may not arise because of an innate male desire to witness violence, but because males are looking for strong role models, which they find in these shows and games (Clark, 1993).
http://www.kidsource.com/kidsource/content2/video.games.html
Effects of Violence in Video Games
The NCTV claims that there has been a steady increase in the number of video games with violent themes. Games rated as extremely violent increased from 53% in 1985 to 82% in 1988. A 1988 survey indicated that manufacturers were titling their games with increasingly violent titles (NCTV, 1990). Another survey found that 40 of the 47 top-rated Nintendo video games had violence as a theme.
An early study on the effects of video games on children found that playing video games had more positive effects on children than watching television. A conference sponsored by Atari at Harvard University in 1983 presented preliminary data which failed to identify ill effects. More recent research, however, has begun to find connections between children's playing of violent video games and later aggressive behavior. A research review done by NCTV (1990) found that 9 of 12 research studies on the impact of violent video games on normal children and adolescents reported harmful effects. In general, while video game playing has not been implicated as a direct cause of severe psycho-pathology, research suggests that there is a short-term relationship between playing violent games and increased aggressive behavior in younger children (Funk, 1993).
Because it is likely that there is some similarity in the effect of viewing violent television programs and playing violent video games on individuals' aggressive behavior, those concerned with the effects of video games on children should take note of television research. The consensus among researchers on television violence is that there is a measurable increase of from 3% to 15% in individuals' aggressive behavior after watching violent television. A recent report of the American Psychological Association claimed that research demonstrates a correlation between viewing and aggressive behavior (Clark, 1993).
http://www.kidsource.com/kidsource/content2/video.games.html
An early study on the effects of video games on children found that playing video games had more positive effects on children than watching television. A conference sponsored by Atari at Harvard University in 1983 presented preliminary data which failed to identify ill effects. More recent research, however, has begun to find connections between children's playing of violent video games and later aggressive behavior. A research review done by NCTV (1990) found that 9 of 12 research studies on the impact of violent video games on normal children and adolescents reported harmful effects. In general, while video game playing has not been implicated as a direct cause of severe psycho-pathology, research suggests that there is a short-term relationship between playing violent games and increased aggressive behavior in younger children (Funk, 1993).
Because it is likely that there is some similarity in the effect of viewing violent television programs and playing violent video games on individuals' aggressive behavior, those concerned with the effects of video games on children should take note of television research. The consensus among researchers on television violence is that there is a measurable increase of from 3% to 15% in individuals' aggressive behavior after watching violent television. A recent report of the American Psychological Association claimed that research demonstrates a correlation between viewing and aggressive behavior (Clark, 1993).
http://www.kidsource.com/kidsource/content2/video.games.html
Rating Video Game Violence
Ratings of video game violence have developed as an extension of ratings of television violence. Among those organizations that have attempted to rate television violence, the National Coalition on Television Violence (NCTV) has also developed a system to rate the violent content of video games. The NCTV system contains ratings that range from XUnfit and XV (highly violent) to PG and G ratings. Between summer and Christmas of 1989, NCTV surveyed 176 Nintendo video games. Among the games surveyed, 11.4% received the XUnfit rating. Another 44.3% and 15.3% received the other violent ratings of XV and RV, respectively. A total of 20% of games received a PG or G rating (NCTV, 1990).
The Sega company, which manufactures video games, has developed a system for rating its own games as appropriate for general, mature, or adult audiences, which it would like to see adopted by the video game industry as a whole. The Nintendo company, in rating its games, follows standards modeled on the system used by the Motion Picture Association of America.
A problem shared by those who rate violence in television and video games is that the definition of violence is necessarily subjective. Given this subjectivity, raters have attempted to assess antisocial violence more accurately by ranking violent acts according to severity, noting the context in which violent acts occur, and considering the overall message as pro- or anti- violence. However, the factor of context is typically missing in video games. There are no grey areas in the behavior of game characters, and players are rarely required to reflect or make contextual judgments (Provenzo, 1992).
http://www.kidsource.com/kidsource/content2/video.games.html
The Sega company, which manufactures video games, has developed a system for rating its own games as appropriate for general, mature, or adult audiences, which it would like to see adopted by the video game industry as a whole. The Nintendo company, in rating its games, follows standards modeled on the system used by the Motion Picture Association of America.
A problem shared by those who rate violence in television and video games is that the definition of violence is necessarily subjective. Given this subjectivity, raters have attempted to assess antisocial violence more accurately by ranking violent acts according to severity, noting the context in which violent acts occur, and considering the overall message as pro- or anti- violence. However, the factor of context is typically missing in video games. There are no grey areas in the behavior of game characters, and players are rarely required to reflect or make contextual judgments (Provenzo, 1992).
http://www.kidsource.com/kidsource/content2/video.games.html
Violent video games do not cause aggression
The University of Illinois at Urbana-Champaign has weighed into the ongoing polemic regarding a possible link between violent video games and "real-world aggression".
The Uni says the findings of the first long-term study into exposure to video games and subsequent stroppy behaviour may be "surprising", given that they show "robust exposure to a highly violent online game" did not cause any substantial increase in said aggression.
The findings will indeed suprise attorney Jack Thompson who has vowed to prove the link between Grand Theft Auto: Vice City and the 2003 murder of two police officers and a civilian police worker in Fayette, Alabama.
As we recently reported, after being arrested for the triple homicide, 20-year-old perpetrator Devin Moore was alleged to have said: "Life is a videogame. Everybody has to die some time." Moore is known to have spent many hours playing GTA:VC, dubbed a "murder simulator" by Thompson.
Thompson declared: "Moore rehearsed, hour after hour, the cop-killing scenarios in that hyper-violent video game. The makers, distributors, and retailers of that murder simulator equipped Moore to kill as surely as if they had handed him the gun to do it. Blood is on the hands of men in certain corporate board rooms from Japan to New York."
While the eventual outcome of Thompson's campaign in uncertain, the Illinois findings will do little to further his cause. Report lead author Dmitri Williams said researchers found "no strong effects associated with aggression caused by this violent game", referring to Asheron's Call 2 (AC2) which guinea pigs played an average 56 hours over the course of a month.
Williams explained: "Players were not statistically different from the non-playing control group in their beliefs on aggression after playing the game than they were before playing." He added: "Nor was game play a predictor of aggressive behaviors. Compared with the control group, the players neither increased their argumentative behaviors after game play nor were significantly more likely to argue with their friends and partners."
Williams did, however, warn: "I'm not saying some games don't lead to aggression, but I am saying the data are not there yet. Until we have more long-term studies, I don't think we should make strong predictions about long-term effects, especially given this finding."
In fact, the issue is rather more complicated than critics and defenders of video games might suggest. Williams noted: "This game featured fantasy violence, while others featuring outer space or even everyday urban violence may yield different outcomes."
Williams admitted that because the test didn't centre solely on younger teenagers, he could not say that "teenagers might not experience different effects", while noting that "older players in their study were "perhaps more strongly influenced by game play and argued with friends more than their younger counterparts".
Williams summarised: "If the content, context, and play length have some bearing on the effects, policy-makers should seek a greater understanding of the games they are debating. It may be that both the attackers and defenders of the industry's products are operating without enough information, and are instead both arguing for blanket approaches to what is likely a more complicated phenomenon."
The University of Illinois at Urbana-Champaign's findings appear in the June issue of Communication Monographs in an piece entitled "Internet Fantasy Violence: A Test of Aggression in an Online Game". ®
http://www.theregister.co.uk/2005/08/15/video_games_and_aggression/
The Uni says the findings of the first long-term study into exposure to video games and subsequent stroppy behaviour may be "surprising", given that they show "robust exposure to a highly violent online game" did not cause any substantial increase in said aggression.
The findings will indeed suprise attorney Jack Thompson who has vowed to prove the link between Grand Theft Auto: Vice City and the 2003 murder of two police officers and a civilian police worker in Fayette, Alabama.
As we recently reported, after being arrested for the triple homicide, 20-year-old perpetrator Devin Moore was alleged to have said: "Life is a videogame. Everybody has to die some time." Moore is known to have spent many hours playing GTA:VC, dubbed a "murder simulator" by Thompson.
Thompson declared: "Moore rehearsed, hour after hour, the cop-killing scenarios in that hyper-violent video game. The makers, distributors, and retailers of that murder simulator equipped Moore to kill as surely as if they had handed him the gun to do it. Blood is on the hands of men in certain corporate board rooms from Japan to New York."
While the eventual outcome of Thompson's campaign in uncertain, the Illinois findings will do little to further his cause. Report lead author Dmitri Williams said researchers found "no strong effects associated with aggression caused by this violent game", referring to Asheron's Call 2 (AC2) which guinea pigs played an average 56 hours over the course of a month.
Williams explained: "Players were not statistically different from the non-playing control group in their beliefs on aggression after playing the game than they were before playing." He added: "Nor was game play a predictor of aggressive behaviors. Compared with the control group, the players neither increased their argumentative behaviors after game play nor were significantly more likely to argue with their friends and partners."
Williams did, however, warn: "I'm not saying some games don't lead to aggression, but I am saying the data are not there yet. Until we have more long-term studies, I don't think we should make strong predictions about long-term effects, especially given this finding."
In fact, the issue is rather more complicated than critics and defenders of video games might suggest. Williams noted: "This game featured fantasy violence, while others featuring outer space or even everyday urban violence may yield different outcomes."
Williams admitted that because the test didn't centre solely on younger teenagers, he could not say that "teenagers might not experience different effects", while noting that "older players in their study were "perhaps more strongly influenced by game play and argued with friends more than their younger counterparts".
Williams summarised: "If the content, context, and play length have some bearing on the effects, policy-makers should seek a greater understanding of the games they are debating. It may be that both the attackers and defenders of the industry's products are operating without enough information, and are instead both arguing for blanket approaches to what is likely a more complicated phenomenon."
The University of Illinois at Urbana-Champaign's findings appear in the June issue of Communication Monographs in an piece entitled "Internet Fantasy Violence: A Test of Aggression in an Online Game". ®
http://www.theregister.co.uk/2005/08/15/video_games_and_aggression/
VIOLENT VIDEO GAMES CAN INCREASE AGGRESSION
May Be More Harmful Than Violent Television and Movies Because of the Interactive Nature of the Games
WASHINGTON - Playing violent video games like Doom, Wolfenstein 3D or Mortal Kombat can increase a person's aggressive thoughts, feelings and behavior both in laboratory settings and in actual life, according to two studies appearing in the April issue of the American Psychological Association's (APA) Journal of Personality and Social Psychology. Furthermore, violent video games may be more harmful than violent television and movies because they are interactive, very engrossing and require the player to identify with the aggressor, say the researchers.
"One study reveals that young men who are habitually aggressive may be especially vulnerable to the aggression-enhancing effects of repeated exposure to violent games," said psychologists Craig A. Anderson, Ph.D., and Karen E. Dill, Ph.D. "The other study reveals that even a brief exposure to violent video games can temporarily increase aggressive behavior in all types of participants."
The first study involved 227 college students who completed a measure of trait aggressiveness and reported their actual aggressive behaviors (delinquency) in the recent past. They also reported their video game playing habits. "We found that students who reported playing more violent video games in junior and high school engaged in more aggressive behavior," said lead author Anderson, of Iowa State University. "We also found that amount of time spent playing video games in the past was associated with lower academic grades in college."
In the second study, 210 college students played either a violent (Wolfenstein 3D) or nonviolent video game (Myst). A short time later, the students who played the violent video game punished an opponent (received a noise blast with varying intensity) for a longer period of time than did students who had played the nonviolent video game.
"Violent video games provide a forum for learning and practicing aggressive solutions to conflict situations," said Dr. Anderson. "In the short run, playing a violent video game appears to affect aggression by priming aggressive thoughts. Longer-term effects are likely to be longer lasting as well, as the player learns and practices new aggression-related scripts that can become more and more accessible for use when real-life conflict situations arise."
"One major concern is the active nature of the learning environment of the video game," say the authors. "This medium is potentially more dangerous than exposure to violent television and movies, which are known to have substantial effects on aggression and violence."
Article: "Video Games and Aggressive Thoughts, Feelings, and Behavior in the Laboratory and in Life," Craig A. Anderson, Ph.D., Iowa State University of Science and Technology and Karen E. Dill, Ph.D., Lenoir-Rhyne College, Journal of Personality and Social Psychology, Vol. 78, No. 4.
(Full text of the article is available from the APA Public Affairs Office or at http://www.apa.org/journals/features/psp784772.pdf)
WASHINGTON - Playing violent video games like Doom, Wolfenstein 3D or Mortal Kombat can increase a person's aggressive thoughts, feelings and behavior both in laboratory settings and in actual life, according to two studies appearing in the April issue of the American Psychological Association's (APA) Journal of Personality and Social Psychology. Furthermore, violent video games may be more harmful than violent television and movies because they are interactive, very engrossing and require the player to identify with the aggressor, say the researchers.
"One study reveals that young men who are habitually aggressive may be especially vulnerable to the aggression-enhancing effects of repeated exposure to violent games," said psychologists Craig A. Anderson, Ph.D., and Karen E. Dill, Ph.D. "The other study reveals that even a brief exposure to violent video games can temporarily increase aggressive behavior in all types of participants."
The first study involved 227 college students who completed a measure of trait aggressiveness and reported their actual aggressive behaviors (delinquency) in the recent past. They also reported their video game playing habits. "We found that students who reported playing more violent video games in junior and high school engaged in more aggressive behavior," said lead author Anderson, of Iowa State University. "We also found that amount of time spent playing video games in the past was associated with lower academic grades in college."
In the second study, 210 college students played either a violent (Wolfenstein 3D) or nonviolent video game (Myst). A short time later, the students who played the violent video game punished an opponent (received a noise blast with varying intensity) for a longer period of time than did students who had played the nonviolent video game.
"Violent video games provide a forum for learning and practicing aggressive solutions to conflict situations," said Dr. Anderson. "In the short run, playing a violent video game appears to affect aggression by priming aggressive thoughts. Longer-term effects are likely to be longer lasting as well, as the player learns and practices new aggression-related scripts that can become more and more accessible for use when real-life conflict situations arise."
"One major concern is the active nature of the learning environment of the video game," say the authors. "This medium is potentially more dangerous than exposure to violent television and movies, which are known to have substantial effects on aggression and violence."
Article: "Video Games and Aggressive Thoughts, Feelings, and Behavior in the Laboratory and in Life," Craig A. Anderson, Ph.D., Iowa State University of Science and Technology and Karen E. Dill, Ph.D., Lenoir-Rhyne College, Journal of Personality and Social Psychology, Vol. 78, No. 4.
(Full text of the article is available from the APA Public Affairs Office or at http://www.apa.org/journals/features/psp784772.pdf)
Monday, 25 February 2008
Another Article about Grand Theft Auto
Videogames are on trial yet again in the US, as the family of a man killed by teenagers who shot at passing cars on a freeway file a lawsuit against Grand Theft Auto publisher Take-Two.
The two teenagers - William and Joshua Buckner, 16 and 14 years old, respectively - opened fire on vehicles on the Interstate 40 highway in Tennessee with a .22 calibre rifle, killing one person and injuring another severely.
They told the police who arrested them that they were bored, and decided to mimick their favourite videogame, Grand Theft Auto. The family of the victim, 45-year-old nurse Aaron Hamel, have now filed suit against Take-Two Interactive, claiming that the company should take responsibility for his death.
"The industry needs to cough up money so victims and their families can be compensated for their pain," the family's attorney, Jack Thompson, told ABC News. "The shareholders need to know what their games are doing to kids and their families. They need to stop pushing adult rated products to kids. These products are deadly."
This isn't the first time that videogames have been in the dock over youth violence in the US. Following the tragic school shootings in Littleton several years ago, the parents of several of the victims attempted to sue a host of games companies - including id Software, creators of Doom, and Nintendo - creators of such blood filled orgies of violence as Mario and Pokemon.
In fact, it's not even the first time that Grand Theft Auto has been connected with a crime - the game, whose first incarnation was launched into the UK with a finely tuned campaign of media outrage orchestrated by relentless publicist Max Clifford, was named as a key influence on a group of teenagers who plotted carjackings and murder in California, and also on another group who are facing charges for dozens of robberies and five killings.
Of course, in the rush to blame GTA for the killing and sue a cash-rich media company, certain aspects of this case seem to have been forgotten. For a start, Grand Theft Auto games are rated M (similar to our 18 rating here) in the United States, and while the country has no legislation to prevent M-rated games from being sold to children (in fact, legislation attempting to do just this was recently overturned in Washington state), the assumption is that parents will control access to content unsuitable for their children.
In this case, this clearly not did not happen. Perhaps even more worryingly, the parents of these teenagers not only failed to control their children's access to violent, adult media, they also failed to control their access to firearms - enabling them to take a fully loaded rifle on the night of June 25, and end an innocent man's life for no other reason than that they were "bored". Naturally, though, nobody seems prepared to question the access to a rifle in this case - this being something of a touchy subject in American politics - but instead the blame is being laid at the door of the games industry.
Compare and contrast with the situation here in the UK, where despite massive sales of Grand Theft Auto and Vice City (over a million copies each in a country of only 60 million people), we've yet to see a single case like this emerge. With games on trial for causing juvenile violence in the US, and the family of Mr Hamel calling for Grand Theft Auto to be removed from sale, that's something to consider very seriously.
Or perhaps the answer to the perennial problem of delinquent teenagers dropping bricks from motorway and railway bridges is to sue the creators of Tetris.
http://www.theregister.co.uk/2003/09/11/grand_theft_auto/
The two teenagers - William and Joshua Buckner, 16 and 14 years old, respectively - opened fire on vehicles on the Interstate 40 highway in Tennessee with a .22 calibre rifle, killing one person and injuring another severely.
They told the police who arrested them that they were bored, and decided to mimick their favourite videogame, Grand Theft Auto. The family of the victim, 45-year-old nurse Aaron Hamel, have now filed suit against Take-Two Interactive, claiming that the company should take responsibility for his death.
"The industry needs to cough up money so victims and their families can be compensated for their pain," the family's attorney, Jack Thompson, told ABC News. "The shareholders need to know what their games are doing to kids and their families. They need to stop pushing adult rated products to kids. These products are deadly."
This isn't the first time that videogames have been in the dock over youth violence in the US. Following the tragic school shootings in Littleton several years ago, the parents of several of the victims attempted to sue a host of games companies - including id Software, creators of Doom, and Nintendo - creators of such blood filled orgies of violence as Mario and Pokemon.
In fact, it's not even the first time that Grand Theft Auto has been connected with a crime - the game, whose first incarnation was launched into the UK with a finely tuned campaign of media outrage orchestrated by relentless publicist Max Clifford, was named as a key influence on a group of teenagers who plotted carjackings and murder in California, and also on another group who are facing charges for dozens of robberies and five killings.
Of course, in the rush to blame GTA for the killing and sue a cash-rich media company, certain aspects of this case seem to have been forgotten. For a start, Grand Theft Auto games are rated M (similar to our 18 rating here) in the United States, and while the country has no legislation to prevent M-rated games from being sold to children (in fact, legislation attempting to do just this was recently overturned in Washington state), the assumption is that parents will control access to content unsuitable for their children.
In this case, this clearly not did not happen. Perhaps even more worryingly, the parents of these teenagers not only failed to control their children's access to violent, adult media, they also failed to control their access to firearms - enabling them to take a fully loaded rifle on the night of June 25, and end an innocent man's life for no other reason than that they were "bored". Naturally, though, nobody seems prepared to question the access to a rifle in this case - this being something of a touchy subject in American politics - but instead the blame is being laid at the door of the games industry.
Compare and contrast with the situation here in the UK, where despite massive sales of Grand Theft Auto and Vice City (over a million copies each in a country of only 60 million people), we've yet to see a single case like this emerge. With games on trial for causing juvenile violence in the US, and the family of Mr Hamel calling for Grand Theft Auto to be removed from sale, that's something to consider very seriously.
Or perhaps the answer to the perennial problem of delinquent teenagers dropping bricks from motorway and railway bridges is to sue the creators of Tetris.
http://www.theregister.co.uk/2003/09/11/grand_theft_auto/
The Effect of Grand Theft Auto
(CBS) Extremely violent and wildly popular, Grand Theft Auto is a video game that many people have in their homes.
It is also at the forefront of two major controversies:
Lawyers for 18-year-old Devin Moore, accused of killing police officers, are blaming that game for a cold-blooded shooting spree that took place in Alabama.
60 Minutes correspondent Ed Bradley spoke with attorney Jack Thompson, a long-time crusader against video-game violence, who is bringing the suit. And he spoke with Steve Strickland, one victim's brother, who wants the video-game industry to pay. Click here to read Bradley's report.
Grand Theft Auto is also coming under fire for newly discovered sexual content that can be unlocked by players.
Sen. Hillary Clinton, D-N.Y., is asking the Federal Trade Commission to look into the game's pornographic and violent content that reportedly can be unlocked from the Internet. She is also asking for a ratings change that would restrict young people's access to the video game.
David Walsh, president of the National Institute Of Media And The Family, which issued a "Nationwide Parental Alert" about the game, tells The Early Show co-anchor Harry Smith that the reason his company decided to raise a flag on this game, in particular, was because of its sexual content.
"The alert that we issued on Friday was not just related to the violence," Walsh says. "Everybody has known about the hyper-violence in Grand Theft Auto since it was released. In fact, we thought it was misrated from the beginning. We thought it always should have been for adults only. But it did get an M rating. What we discovered last week is that there are explicit pornographic scenarios in which the player literally directs the pornographic scenes - becomes an actor in porn scenes of explicit sexual activity."
A game rated M would not have such content. But having the M rating makes it possible for the game to be profitable, since major retailers would not sell adult games.
Walsh says, "An AO rating is the commercial kiss of death in the industry because major retailers won't sell the game."
Buyers would have to get AO-rated game through the Internet or through magazines.
"Although, the country is filled with pretty obsessed players of Grand Theft Auto," observes Steven Johnson, author of "Everything Bad Is Good For You." "Many kids would find this information."
"Not only that," Walsh says, "but what we found on Friday and the reason we issued the alert is that the modules to activate the sex scenes are being promoted on teen-oriented Web sites. So the teen players all knew about it; parents were clueless."
Johnson cautions against using this one game to brand an industry. "The real problem is there's been such a fixation on Grand Theft Auto as the representative video game," he says. "David would probably agree with this: We're missing the fact that, in general, the most popular games on the list are nonviolent. Sims is very mentally challenging. And kids are getting a great mental workout from engaging in these games. By taking this one title, and saying this is what all video games are like, I feel that parents are missing out of all the good things."
Walsh agrees: "We say to parents,'Watch what your kids are watching.' Don't choose killer simulations now that we know they simulate sex, as well."
As for Grand Theft Auto being the culprit in the Alabama shootings, Walsh says very violent video games can make kids more aggressive.
"We know from different research that it can create aggression," Walsh says. "It could be one of the factors in a tragedy."
Johnson disagrees, saying this can happen in certain borderline psychopathic people who can be influenced by the media to do violent things.
He explains, "Mark David Chapman, who killed John Lennon, was influenced by 'Catcher in the Rye.' The Manson family was influenced by listening to the Beatles. Borderline crazy people will be influenced by the media. The question is: Is there a long-term, larger trend in society towards more violence or less violence, based on these video games? We all know the trend in society over the last 10 years is towards much less violence than there was before."
http://www.cbsnews.com/stories/2005/07/13/earlyshow/living/parenting/main708794.shtml
It is also at the forefront of two major controversies:
Lawyers for 18-year-old Devin Moore, accused of killing police officers, are blaming that game for a cold-blooded shooting spree that took place in Alabama.
60 Minutes correspondent Ed Bradley spoke with attorney Jack Thompson, a long-time crusader against video-game violence, who is bringing the suit. And he spoke with Steve Strickland, one victim's brother, who wants the video-game industry to pay. Click here to read Bradley's report.
Grand Theft Auto is also coming under fire for newly discovered sexual content that can be unlocked by players.
Sen. Hillary Clinton, D-N.Y., is asking the Federal Trade Commission to look into the game's pornographic and violent content that reportedly can be unlocked from the Internet. She is also asking for a ratings change that would restrict young people's access to the video game.
David Walsh, president of the National Institute Of Media And The Family, which issued a "Nationwide Parental Alert" about the game, tells The Early Show co-anchor Harry Smith that the reason his company decided to raise a flag on this game, in particular, was because of its sexual content.
"The alert that we issued on Friday was not just related to the violence," Walsh says. "Everybody has known about the hyper-violence in Grand Theft Auto since it was released. In fact, we thought it was misrated from the beginning. We thought it always should have been for adults only. But it did get an M rating. What we discovered last week is that there are explicit pornographic scenarios in which the player literally directs the pornographic scenes - becomes an actor in porn scenes of explicit sexual activity."
A game rated M would not have such content. But having the M rating makes it possible for the game to be profitable, since major retailers would not sell adult games.
Walsh says, "An AO rating is the commercial kiss of death in the industry because major retailers won't sell the game."
Buyers would have to get AO-rated game through the Internet or through magazines.
"Although, the country is filled with pretty obsessed players of Grand Theft Auto," observes Steven Johnson, author of "Everything Bad Is Good For You." "Many kids would find this information."
"Not only that," Walsh says, "but what we found on Friday and the reason we issued the alert is that the modules to activate the sex scenes are being promoted on teen-oriented Web sites. So the teen players all knew about it; parents were clueless."
Johnson cautions against using this one game to brand an industry. "The real problem is there's been such a fixation on Grand Theft Auto as the representative video game," he says. "David would probably agree with this: We're missing the fact that, in general, the most popular games on the list are nonviolent. Sims is very mentally challenging. And kids are getting a great mental workout from engaging in these games. By taking this one title, and saying this is what all video games are like, I feel that parents are missing out of all the good things."
Walsh agrees: "We say to parents,'Watch what your kids are watching.' Don't choose killer simulations now that we know they simulate sex, as well."
As for Grand Theft Auto being the culprit in the Alabama shootings, Walsh says very violent video games can make kids more aggressive.
"We know from different research that it can create aggression," Walsh says. "It could be one of the factors in a tragedy."
Johnson disagrees, saying this can happen in certain borderline psychopathic people who can be influenced by the media to do violent things.
He explains, "Mark David Chapman, who killed John Lennon, was influenced by 'Catcher in the Rye.' The Manson family was influenced by listening to the Beatles. Borderline crazy people will be influenced by the media. The question is: Is there a long-term, larger trend in society towards more violence or less violence, based on these video games? We all know the trend in society over the last 10 years is towards much less violence than there was before."
http://www.cbsnews.com/stories/2005/07/13/earlyshow/living/parenting/main708794.shtml
Manhunt the Game - huge effect on children
Manhunt game withdrawn by stores
Stefan was repeatedly battered and stabbed by his older friend
A number of high street retailers have taken the violent computer game Manhunt off their shelves.
The move comes after the parents of a schoolboy murdered by a friend blamed the game for their son's death.
Warren Leblanc, 17, of Braunstone Frith, Leicester, on Wednesday pleaded guilty to the murder of 14-year-old Stefan Pakeerah in February 2004.
Stefan's parent's claimed Leblanc had been obsessed by the game but standards bodies have rejected the link.
We are taking it off the shelves with immediate effect
Dixons spokesperson
Caution call on Manhunt backlash
Patrick Pakeerah, Stefan's father, welcomed the decision to withdraw the game from sale.
He said: "It's a video instruction on how to murder somebody, it just shows how you kill people and what weapons you use.
"If we can stop another family having to go through what we're going through now, by taking this games and games of this nature off the shelves, then we would have achieved something and Stefan wouldn't have died in vain."
Leblanc had savagely beaten his victim with a claw hammer and stabbed him repeatedly after luring him to a local park.
Leicester Crown Court heard the defendant had planned to rob Stefan.
However, Stefan's mother, Giselle, claimed Leblanc had been obsessed by the game, which awards points for savage killings.
Manhunt should only be sold to people aged 18 and over
"When one looks at what Warren did to Stephan and looks at the brutality and viciousness of the game one can see links," she said
She said teenagers, who lack the psychological maturity of adults, play the games, even though they are aimed at over-18s.
And she said she was "ecstatic" about Dixon's decision to stop selling the game.
A spokeswoman for Dixons said on Thursday: "We are taking it off the shelves with immediate effect."
In addition to the Dixons Group Plc, which includes PC World and Currys, video game specialist Game announced that it had taken Manhunt off its shelves as a mark of respect.
Other stores including WH Smith are debating whether to stop selling the game.
A statement from the game's publishers Rockstar North said: "We extend our deepest sympathies to those affected by these tragic events.
"Rockstar Games is a leading publisher of interactive entertainment geared towards mature audiences and markets its games responsibly, targeting advertising and marketing only to adult consumers ages 18 and older.
Those aged eight years or below do in the short-term re-enact or copy what they see on the screen
Professor Mark Griffiths, Nottingham Trent University
"Rockstar Games submits every game for certification to the BBFC - British Board of Film Certification and clearly marks the game with the BBFC-approved rating."
A spokesperson for the British Board of Film Classification said the game had been given an 18 certificate.
It was also the board's opinion that there were no issues of harm attached to the game and there was no evidence directly linking the playing of games with violent behaviour.
The Entertainment and Leisure Software Publishers' Association, the voluntary standards body for the video game industry, said: "We sympathise enormously with the family and parents of Stefan Pakeerah.
"However, we reject any suggestion or association between the tragic events and the sale of the video game Manhunt."
Professor Mark Griffiths of Nottingham Trent University, a psychology expert, said more research was needed into how violent video games can influence the behaviour of adolescents.
He said: "Research has shown those aged eight years or below do in the short-term re-enact or copy what they see on the screen.
"But there's been no longitudinal research following adolescents over a longer period, looking at how gaming violence might affect their behaviour."
http://news.bbc.co.uk/1/hi/england/leicestershire/3936597.stm
Stefan was repeatedly battered and stabbed by his older friend
A number of high street retailers have taken the violent computer game Manhunt off their shelves.
The move comes after the parents of a schoolboy murdered by a friend blamed the game for their son's death.
Warren Leblanc, 17, of Braunstone Frith, Leicester, on Wednesday pleaded guilty to the murder of 14-year-old Stefan Pakeerah in February 2004.
Stefan's parent's claimed Leblanc had been obsessed by the game but standards bodies have rejected the link.
We are taking it off the shelves with immediate effect
Dixons spokesperson
Caution call on Manhunt backlash
Patrick Pakeerah, Stefan's father, welcomed the decision to withdraw the game from sale.
He said: "It's a video instruction on how to murder somebody, it just shows how you kill people and what weapons you use.
"If we can stop another family having to go through what we're going through now, by taking this games and games of this nature off the shelves, then we would have achieved something and Stefan wouldn't have died in vain."
Leblanc had savagely beaten his victim with a claw hammer and stabbed him repeatedly after luring him to a local park.
Leicester Crown Court heard the defendant had planned to rob Stefan.
However, Stefan's mother, Giselle, claimed Leblanc had been obsessed by the game, which awards points for savage killings.
Manhunt should only be sold to people aged 18 and over
"When one looks at what Warren did to Stephan and looks at the brutality and viciousness of the game one can see links," she said
She said teenagers, who lack the psychological maturity of adults, play the games, even though they are aimed at over-18s.
And she said she was "ecstatic" about Dixon's decision to stop selling the game.
A spokeswoman for Dixons said on Thursday: "We are taking it off the shelves with immediate effect."
In addition to the Dixons Group Plc, which includes PC World and Currys, video game specialist Game announced that it had taken Manhunt off its shelves as a mark of respect.
Other stores including WH Smith are debating whether to stop selling the game.
A statement from the game's publishers Rockstar North said: "We extend our deepest sympathies to those affected by these tragic events.
"Rockstar Games is a leading publisher of interactive entertainment geared towards mature audiences and markets its games responsibly, targeting advertising and marketing only to adult consumers ages 18 and older.
Those aged eight years or below do in the short-term re-enact or copy what they see on the screen
Professor Mark Griffiths, Nottingham Trent University
"Rockstar Games submits every game for certification to the BBFC - British Board of Film Certification and clearly marks the game with the BBFC-approved rating."
A spokesperson for the British Board of Film Classification said the game had been given an 18 certificate.
It was also the board's opinion that there were no issues of harm attached to the game and there was no evidence directly linking the playing of games with violent behaviour.
The Entertainment and Leisure Software Publishers' Association, the voluntary standards body for the video game industry, said: "We sympathise enormously with the family and parents of Stefan Pakeerah.
"However, we reject any suggestion or association between the tragic events and the sale of the video game Manhunt."
Professor Mark Griffiths of Nottingham Trent University, a psychology expert, said more research was needed into how violent video games can influence the behaviour of adolescents.
He said: "Research has shown those aged eight years or below do in the short-term re-enact or copy what they see on the screen.
"But there's been no longitudinal research following adolescents over a longer period, looking at how gaming violence might affect their behaviour."
http://news.bbc.co.uk/1/hi/england/leicestershire/3936597.stm
Positives and Negatives of video games
Negatives
Over-dependence on video games could foster social isolation, as they are often played alone.
Practicing violent acts may contribute more to aggressive behavior than passive television watching. Studies do find a relationship between violent television watching and behavior.
Women are often portrayed as weaker characters that are helpless or sexually provocative.
Game environments are often based on plots of violence, aggression and gender bias.
Many games only offer an arena of weapons, killings, kicking, stabbing and shooting.
Playing violent video games may be related to aggressive behavior (Anderson & Dill, 2000; Gentile, Lynch & Walsh, 2004). Questions have been raised about early exposure to violent video games.
Many games do not offer action that requires independent thought or creativity.
Games can confuse reality and fantasy.
In many violent games, players must become more violent to win. In "1st person" violent video games the player may be more affected because he or she controls the game and experiences the action through the eyes of his or her character.
Academic achievement may be negatively related to over-all time spent playing video games. (Anderson & Dill, 2000; Gentile, Lynch & Walsh, 2004)
Positives
Video game playing introduces children to computer technology.
Games can give practice in following directions.
Some games provide practice in problem solving and logic.
Games can provide practice in use of fine motor and spatial skills.
Games can provide occasions for parent and child to play together.
Players are introduced to information technology.
Some games have therapeutic applications with patients.
Games are entertaining and fun.
http://www.mediafamily.org/facts/facts_effect.shtml
Stoobi
Over-dependence on video games could foster social isolation, as they are often played alone.
Practicing violent acts may contribute more to aggressive behavior than passive television watching. Studies do find a relationship between violent television watching and behavior.
Women are often portrayed as weaker characters that are helpless or sexually provocative.
Game environments are often based on plots of violence, aggression and gender bias.
Many games only offer an arena of weapons, killings, kicking, stabbing and shooting.
Playing violent video games may be related to aggressive behavior (Anderson & Dill, 2000; Gentile, Lynch & Walsh, 2004). Questions have been raised about early exposure to violent video games.
Many games do not offer action that requires independent thought or creativity.
Games can confuse reality and fantasy.
In many violent games, players must become more violent to win. In "1st person" violent video games the player may be more affected because he or she controls the game and experiences the action through the eyes of his or her character.
Academic achievement may be negatively related to over-all time spent playing video games. (Anderson & Dill, 2000; Gentile, Lynch & Walsh, 2004)
Positives
Video game playing introduces children to computer technology.
Games can give practice in following directions.
Some games provide practice in problem solving and logic.
Games can provide practice in use of fine motor and spatial skills.
Games can provide occasions for parent and child to play together.
Players are introduced to information technology.
Some games have therapeutic applications with patients.
Games are entertaining and fun.
http://www.mediafamily.org/facts/facts_effect.shtml
Stoobi
Unit 5 Starter research
Just started researching into Unit 5 work, i have decided to look at the effect of violent computer games and how this effects children of a certain age.
Here's a link to the first website i have found.
http://www.mediafamily.org/facts/facts_effect.shtml
Stoobi
Here's a link to the first website i have found.
http://www.mediafamily.org/facts/facts_effect.shtml
Stoobi
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