From M/Cyclopedia of New Media
My Personal Page
E-mail me!
AmandaTaylor 14:17, 4 Aug 2004 (EST)
Main project sub-topics
Media Effects Theory
The Role of Violence
The Changing Nature of Violence
Australian Censorship Situation
Case Study
Research Proposal
Videogames
Annotated Bibliography
History of New Media: Moral Panics surrounding the effects of videogames
- Newman, J. (2004) Videogames, London: Routledge. ISBN 0415281911
- Videogames provides a comprehensive introduction to the world of videogaming. It addresses such issues as ‘what is a videogame?’ through to the types of approaches used in ludology, or the study of games. Other topics investigated include the role of narrative in gaming in contrast to interactivity, as well as the use of space and time in gameplay. Of most interest, however, is the section entitled ‘Game Panics; “Effects� Research and the Inscribed Audience.’ Within the section, Newman explores the differing views pertaining to the effects of videogames on players. In particular, he tackles the different research that denigrates videogames as promoting violent and aggressive behaviour among players, namely young children. Newman asserts that the studies that contributed to such a viewpoint were problematic in their approaches, mostly due to the way they theorised players and how violence was not fully defined.
- Springhall, J. (1998) Youth, Popular Culture and Moral Panics, Hampshire: Macmillan. ISBN 0312213956
- Springhall’s book gives a broad account of how popular culture has been perceived at various points in history from 1830 to 1996. In particular, Springhall explores various moral panics that have ensued from the introduction of cultural forms such as penny ‘gaff’ theatres, Hollywood gangster films and horror comic books. His final chapter addresses the mass media panics of the 1980s and 1990s regarding violence in film, television and computer games. In addition, the introduction provides an overview of the theory behind the term ‘moral panic’ and how its use has evolved over time. As a result, a good foundation regarding the theory of moral panics may be derived from the book and later used when examining similar responses to new media technologies.
- Poole, S. (2000)Trigger Happy: The inner life of videogames, London: Fourth Estate. ISBN 184115203
- While Poole’s book is like Newman’s in that it gives a broad introduction to videogames, it takes on a more informal approach. The author uses anecdotes from his own experiences with videogaming to bring another dimension to his investigation of the cultural phenomenon. However, the book still gives an extremely comprehensive view supported by detailed research on the many facets of videogaming, including the increasing sophistication of graphics, the role of interactivity and narrative, as well as the social and cultural implications of videogames now and in the future. Of particular interest is Poole’s treatment of the ‘violence in gaming’ issue. He addresses the role that videogames played in the lives of the perpetrators of the Columbine and Kentucky school shootings, as well as the symbiotic relationship between the military and ‘shoot-em-up’ style videogames. However, he asserts that videogames are sources of stylistic inspiration for such individuals, rather than direct influences or ‘spurs’ for murderous intent. While the issue of media effects is only briefly addressed within the book, it is an extremely worthwhile publication to obtain an overview of videogames so that their actual effects may be thoroughly studied.
- Provenzo, E. (1991)Video Kids: Making Sense of Nintendo: Cambridge: Harvard University PressISBN 0674937090
- Provenzo’s book provides a study into the significance of videogames ‘as part of the culture and experience of childhood.’ His study specifically focuses on Nintendo, using a largely qualitative approach derived from interviews with children and Nintendo game players. Provenzo states that his study is seated in the realm of cultural and social analysis, rather than that of psychology. His conclusions about the correlation between videogames and aggression are that they are ubiquitous features of Nintendo games. Within that, he postulates that the construct of the player as an autonomous individual charged with destroying evil in a world that is not contextualised is ‘not only limiting but dehumanising.’ While the book may be viewed as being slightly dated, it provides an insight into historical perspectives regarding videogames, especially at a time when they were still an emerging cultural form.
- Mackay, H. (2002) Media mania: why our fear of modern media is misplaced, Sydney: University of New South Wales Press. ISBN 0868407097
- Mackay’s book presents a highly critical argument outlining the reasons why people’s fear of modern media is misplaced. In particular, he tackles the numerous studies that place violence in film, television and videogames as directly responsible for violence in audiences/gamers. While the book concentrates mostly on television and film violence, its rational appraisal of past studies that have been conducted to find causation between viewing violence and subsequent behaviour, illustrate weak links in certain areas of media effects theory. Specifically, Mackay calls for more complete studies of the issue including approaches that reach beyond the limits posed by laboratory experiments. However, while Mackay is critical of the various past approaches, he still stresses that violence in the media does have a role in violent behaviour. Yet he maintains that it is only one in a myriad of factors that may be manifest in a certain individual and context.
- Green, G. (2003) 'Online for a reality check', The Courier Mail, 4 October, p.4
- The article addresses the issues of whether the new ‘breed’ of computer and videogames ‘threaten our sanity’ due their increasingly authentic simulated environments. Green outlines anecdotes of people who engage in night-long ‘gaming binges’ who still retain characteristics needed in gameplay�?such as scanning the environment for enemy snipers. Other examples of increasingly real ‘virtual’ or ‘hyperreal’ environments affecting the ‘real life’ behaviour of participants include gender swapping in chatrooms as well as the real life shooting skill of those who play hours of ‘shoot-em-up’ video games. However, the article does give quite a balanced view of the issue by also outlining several beneficial and positive effects from the use of video and computer games. These include social and bonding experiences between gamers, increased multitasking ability and better motor skills.
Green also addresses the violence topic in a balanced manner. Videogames and their use by the military as training vehicles are used as evidence of their ability to train people how to be more effective ‘killers.’ Yet this is offset by evidence suggesting that this is no more worrisome than violence in television or film and that only those with a previous propensity to commit crimes would do so after exposure to violent games and even then the relationship remains unproven.
- Young, S. (1997) ‘Young Players’ Perceptions and Experiences of Computer Gameplaying’, paper presented to the Violence, Crime and the Entertainment Media conference, Sydney, 4-5 Dec.
- This paper outlines a research study undertaken in order to determine whether aggressive content in videogames is perceived by young players and the extent to which playing the games mitigates such behaviour. It also strives to establish whether aggressive content in computer/arcade games is perceived to have more impact than in films and television. As outlined in the paper, the methodology used in the study was largely qualitative including observations of gameplaying behaviour as well as the use of focus groups comprised of younger people between five and twenty-five years of age. The results of the study outline the findings that young participants in the research stress that the computer/videogame world was a fantasy one, thus making it safe to indulge in and act out the most excessive fantasy violence. As a result, the paper finds that violence in games does not have a detrimental effect on younger participants, but are instead social outlets used for creative and amusement purposes.
- Wright, K. (2000) Does Media Cause Violent Behaviour? Retrieved 10 August, 2004, from [[http://www.womengamers.com/articles/gameviolence.html]]
- Wright’s article is primarily concerned with examining the various research studies that have been conducted into the effects of media violence. She uses information from the 2000 U.S Federal Trade Commission report on violence in the media, as well as a literature review on media effects to compile her opinion of the situation. Her conclusions include that violence in media, including that of videogames, is an area of concern within society that needs to be addressed. However, Wright also acknowledges that this is not the only factor that plays a role in determining an individuals’ proclivity to engage in anti-social and aggressive behaviour. As a result, she believes a more stringent approach needs to be taken in ensuring violent material does not reach young children. Her arguments can be aligned to certain areas of media effects theory, such as the notion of ‘protecting the young and vulnerable.’ Therefore, the article provides another viewpoint on the issue and may be used for material in a greater investigation of why moral panics may arise around certain videogames.
- Squire, K. (2001) Reframing the Cultural Space of Computer and Video Games. Retrieved 9 August, 2004, from [[http://cms.mit.edu/games/education/research-vision.html]]
- The article is primarily concerned with examining the role of games and how beneath the ‘anti-violence rhetoric’, there has not been a significantly in-depth study into the role of games in wider culture. Specifically, Squire outlines numerous ways that games may be appropriated into many social institutions, namely those of schools and educational facilities, to provide an additional source for learning and skill building. In outlining such an argument, he questions the validity of past research into the effects of games on levels of violence within individuals. Instead, he calls for a more disciplined investigation into how games fit into people’s lives and the kinds of practices people engage in while playing games, rather than simply concentrating on the ‘hype’ generated by ‘cultural conservatives and doomsayers.’ Squire’s article provides a different viewpoint on how games may be used for social good, rather than denounced as mindless and trouble-inducing frivolities.
- Herzfeld, N. (2004) ‘Video Shootout,’ The Christian Century, [Online], vol. 121, no. 9, pp.22-24. Available: Proquest Social Science Journals database. [Accessed 9 August 2004] ISSN: 00095281.
- In contrast to the vast majority of previous books and articles, Herzfeld’s commentary concentrates on identifying violent videogames as being catalysts for desensitising players and hence making it easier to commit violence in real life. She cites the results of many studies as being indicative of a causation link between violent video games and instances of violence displayed by game participants. Additionally, she feels that the fact that graphics are becoming more realistic contribute to the increasing desensitisation of society to violence, even supplying that the U.S administration’s focus on initial conflict rather than post-war planning is reminiscent of a videogame universe. As a social commentary on the issue that addresses a popular viewpoint among many sectors of society, the article provides another angle to the violence debate that should be addressed when exploring the entire issue.
Student number:n4726669
Word Count: 1761
AmandaTaylor 09:17, 13 Aug 2004 (EST)