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| On June 14, 2006 Children's Technology Review's Editor, Warren Buckleitner provided testimony to a congressional subcommittee on Commerce, Trade, and Consumer Protection on the topic of "Violent and Explicit Video Games: Informing Parents and Protecting Children." During the hearing, it was very clear that Congress was upset with the ESRB and the entire game publishing industry over last year's GTA "Hot Coffee" incident, and the level of violence in games in general, and they are interested in having the FTC step in if necessary. CTR's position in the hearing was that the ESRB system, while not perfect, is valid (it measures what it says it measures), and the descriptors are useful for understanding game content. Putting the content descriptors right next to the letter ratings would improve the ESRB system. Many parents don't seem to mind the level of violence in some games, and are trusting their kids (or just don't care). CTR stated that any store that sells mostly children's products (such as a toy store) has no business selling M rated games at all. This is irresponsible business practice. Stores like Wal-Mart, which Congress singled out during this particular hearing, also sells items like guns, knives and propane tanks. So selling M rated games is logical, as long as they are labeled, and kept away from the E and T rated titles, and age verification is done. Note that CTR does not evaluate M or AO rated games, but testers do try popular titles, such as Halo and GTA, in order understand the issues around them, and to participate in debates with some degree of credibility. Finally, CTR's mission is to help adults exploit the power of interactive media for the positive development of all children. While there are a few titles with extreme violence, ethnic stereotyping and very mature themes, they are in the minority. There are many excellent products to steer children to, that can provide wholesome educational and entertainment experiences. These should not be dismissed because of a few bad apples. A copy of Buckleitner's remarks are here, in PDF format. Comments are always welcome. |
Is There a Reasonable Approach to Handling Violence in video games?
It's a bit unnerving to hear your seven-year old daughter shout "Kill him! Kill him!", even if she's only hollering at the PlayStation 2. That's what happened last week at the CTR offices when Erin and her 10-year-old brother, Austin, dropped by to test a new sword-fighting game called Pirates. Erin's parents, browsing in the software library in the next room, were upset by their daughter's bloodthirsty outbursts. Yet another debate over video game violence begins. Historically, parents, educators and society at large have long been interested in the effects of children's exposure to violence, and many studies have been conducted on the topic, especially regarding children's television viewing habits. With computer use and video game playing on the rise over the last five to ten years, the focus of research has switched from TV to more interactive media. Study conclusions, as you might guess, are all over the map, as this is not an easy phenomenon to investigate. Defining variables and separating them out from other related factors are no simple task. Yet, people are concerned, and asking for answers. Should we let our kids play violent games? Will they make our children become more aggressive or immune to real violence? Defining Violence Recent Key Findings Negative Effects • Second-grade boys displayed more aggressive behavior right after playing a violent video game than boys who played a "nonaggressive" game. (Irwin & Gross, Journal of Family Violence, 1995, Volume 10) Male college students who played a more violent version of Mortal Kombat scored higher on hostility measures and had higher blood pressure than those who played a less violent version (Ballard & Wiest, Society for Research in Child Development, Spring, 1995) • Children who played Mortal Kombat responded more negatively to six provocative story questions than those who played a non-violent video game. (Kirsh, ERIC, 1998) • The level of aggression of 153 middle and high school students (as measured by teachers) was positively correlated with the amount of students' self-reported video game play. (Fling, Smith, Rodriguez, Thornton, Atkins & Nixon, Southwest Texas State University, 1992) Neutral/Positive Effects • Recent survey figures (for the Interactive Digital Software Association) suggest that video games encourage socialization with family and friends. More specifically, out of 1500 individuals and families surveyed, 42% reported that they enjoy playing games because they can be shared with friends and family (2002). (Note: this study did not separate out violent from non-violent video games, but looked at gameplay as a whole.) A literature review of 59 studies conducted by the Washington State Dept of Health concludes that current research evidence is not supportive of a major concern that violent games lead to real life violence. (Bensley and Van Eenwyk, Journal of Adolescent Health, Vol 29, 2001) • Time spent playing with video games was not correlated with aggression for middle school kids (144 females, 134 males), although boys with a preference for aggressive games were perceived as more aggressive by peers. (Wiegman & van Shie, Social Psychology, 1998) No differences in measures of aggressive thought were found for 52 3rd and 4th graders who played Mortal Kombat versus a basketball sim. (Kirsh, Childhood- a Global Journal of Child Research, 5, Volume 2, 1998) Interpreting the Research Research Inconsistencies 2. Each study uses different types of video games (e.g. sports, shooters, action/adventure) with different types and "levels" of violence. Some studies don't report the type or names of video games used in the investigation. These factors make comparisons and conclusions difficult to ascertain. 3. Much of the research is correlational only. Relationships may be shown, but they may be coincidental or caused by other individual, family and social factors. 4. Games have become more realistic in graphics and sounds, in essence a different animal than those used in much of the research. Many studies were conducted using older platforms and games, making them less easily generalized or comparable to more recent games. Discussing the Findings It is important not to underestimate the degree to which children are able to separate fantasy from reality, which is a root issue in this debate. According to seven-year-old Erin's parents, she has no problem separating her gaming experience from her real life. In addition to loving action-packed video games, she continues to carefully close her bedroom door each night when she goes to bed to make sure that her cat doesn't scare her new baby gerbils. She is also rule-governed in her approach to most activities, and is concerned when family members hurt themselves. In no way, shape or form, does Erin act out her video game experiences in other aspects of her life. Drawing the Line |
Read this article as a PDF in the original print version
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The video game Industry's Position-- an Interview with ESA's
Doug Lowenstein
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