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Computer Games - Effects on Children

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Are violent videogames detrimental to children? While conclusive answers may forever elude academics, this complex issue can be broken down into four key elements:

1) Violence in video games
2) What games mean to children
3) Studies of cause/effect relationships
4) Research problems


1) Violence in video games

Violence has numerous roles of in games:
  • Violence as a problem-solver
  • Story element
  • Action-movie appeal
  • Mindless entertainment (i.e. Frogger)
  • Effective way of visually conveying physical triumphs within a story.


Types of violence:
  • Cartoonish
  • Realistic
  • Intrinsic (- story necessitated) (i.e. killing endgame ‘bosses’.)
  • Excessive
  • Glamorized (i.e. Carmegeddon)

2) What games are to children:

  • Entertaining challenges that involve skills.
  • Social interaction (28% of boys consider arcades social events while multiplayer games are online interactions.)
  • A world that allows control above the level they posses in an adult household. Children can be fantasy heroes within their dominion of games (Cupitt and Stockbridge, 1996.)

Are games addictive?

It is true that many children are videogame-fanatics - however, should this be unreasonable considering the sophisticated entertainment that games offer? Only a minority of children are clinically addicted to games (Funk, 2001).Cupitt and Stockbridge (1996) reveal that even fewer play games simply for violent content.

3) Studies of video games/violence cause/effect relationships

Anderson and Bushman (2001) arguably possess the most empirical, scientific approach to videogames - their work documents how many children experience “surges of aggression when playing video games�. Durkin (1995) notes this as well in a study of arcade gamers. Interviews regarding their emotional state (aggression levels) were conducted after rounds of gaming. The general consensus is uncertain on this theory - many suggest that temporary aggressiveness results from adrenalin (Bushman and Huesman, 2001), as it does in sport. After play, aggressiveness usually returns to normal.
While Anderson and Bushman’s extremist theories supports cases like Columbine, general consensus is that it is impossible to ascertain whether violent games are a release of pent-up aggression or an incitation to commit acts of aggression.
Many suggest that children imitate videogame characters (Walsh, 2002) and develop violent behaviors through repetition (Freedman, 2001). However, while some games reward violence with points - most games require violence for story progression. Goldstein (2001) argues that children get desensitized to game-violence not violence per se. Many children realize that games are just as formulaic as films (Durkin and Aisbett, 1999).
Baer (2002) suggests that children relate to make-believe elements in videogames. It is uncertain whether children interpret videogame violence as fantasy. Huesmann (1987) suggests that children are highly capable of mentally compartmentalizing between movie/game worlds and a real world.


4) Problems regarding study in this field

Firstly, many researchers do not play games (i.e. Anderson and Bushman) - therefore, much research is observed (compared for example, to studies of violent movies).
Secondly, without understating Columbine’s tragedy, it is something of a statistical outlier within research.
Thirdly, Durkin and Aisbett (1995) along with Walsh (2001) both argue that since most videogame opponents have not played games, occasionally existing sociological assumptions colour studies. Anti-game rhetoric can occasionally become foundation angles.
Fourthly, many academics use psychological research on film violence to form a foundation to empirical studies. Film and games share similarities but are disparate media-forms.

As this analysis of current research reveals, games are neither toys nor "an education in violence" - rather, they are compelling, thrilling forms of entertainment. The central question for gamers in the present and future is whether these products are suitable for child consumption.






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References:


Anderson, C.A. and Bushman, B. J. (2001) "Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature", Psychological Science, no.12, pp. 353-359, ISBN 1467-9280-0956-7976
Bushman, B. and Huesmann, L. (2001) "Effects of televised violence on aggression", in D.G. Singer & J.L. Singer (ed.) Handbook of children and the media, Thousand Oaks: Sage, pp. 223-254, ISBN 0761919546
Cupitt M. and Stockbridge S. (1996) Families and Electronic Entertainment, Sydney
Office of Film and Literature Classification, ISBN 0622304651.
Durkin, K. (1995) Computer Games: Their Effects on young people: A review, Sydney: Office of Film and Literature Classification, retrieved July 10, 2004, from http://www.oflc.gov.au/resource.html?resource=303&filename=303.pdf
Durkin, K. and Aisbett, K. (1999) Computer Games and Australians Today, Sydney: Office of Film and Literature Classification, ISBN 0642704619.
Freedman, J. (2001) Evaluating the Research on Violent Video Games, Toronto: University of Toronto, retrieved August 2, 2004, from http://culturalpolicy.uchicago.edu/conf2001/papers/freedman.html
Funk, J. (2001) Children and Violent Video Games: Are There High Risk Players?, Chicago: University of Chicago, retrieved August 1, 2004, from http://culturalpolicy.uchicago.edu/conf2001/papers/funk1.html
Goldstein, J. (2001) Does Playing Violent Video Games Cause Aggressive Behaviour?, Utrecht: Utrecht University, retrieved August 1, 2004, from http://culturalpolicy.uchicago.edu/conf2001/papers/goldstein.html
Huesmann, L. (1986) Psychological processes promoting the relation between exposure to media violence and aggressive behaviour by the viewer. Journal of Social Issues, 42, 125-139.
Singer, D. and Singer, J. (ed.) Handbook of children and the media, Thousand Oaks: Sage, ISBN 0761919546
Walsh, D. (2001) Video Game Violence and Public Policy, Minneapolis: National Institute on Media and the Family, retrieved August 1, 2004, from http://culturalpolicy.uchicago.edu/conf2001/papers/walsh.html


Wolf, M. (ed.) (2002) The Medium of the Video Game, Texas: University of Texas Press, ISBN 0292791488

--Ian Cho 23:03, 28 Oct 2004 (EST)

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