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Name: Ingrid Chan

A Little About Me: Have completed two years of Business (Marketing and Events Management)at Griffith University before switching to QUT to study Bachelor Creative Industries (Media and Communication)/B. Law. Have since dropped the law side of the degree and in my second year of Creative Industries (Media and Communication), submajoring in advertising.

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QUT

Email Me: Ingrid Chan
--Ingrid Chan 11:59, 12 Aug 2005 (EST)


Annotated Bibiliography

The chosen topic for this assessment is that of Computer Games and Violence. The following research has been compiled to acquire a broader knowledge on violence in games and the associated psychological and behavioral effects that may occur.



Book References


1. Marshall, P.D. (2002) “Video and Computer Gaming�?, in S. Cunningham and G. Turner (eds.) The Media and Communications in Australia, Crows Nest: Allen & Unwin, pp. 258-79. ISBN 1865086746.

This chapter was chosen for its fundamental definitions and structural understanding of the gaming industry. The first half of the chapter begins with the history of gaming and provides a detailed timeline of the integration of games into commercial markets, before examining the different genres of games that are available to consumers. This half of the chapter also provides an insight into whom game players are, based on survey findings conducted in the United States and Australia. The second half of this chapter gives a broad critical analysis of electronic games, covering topics such as addiction, violence and gender issues. This last half of the chapter provides a base for further topics involved with computer games and violence, discussing issues such as the ‘military entertainment complex’, ‘gameplay’ and the regulation of computer games for the betterment of society.



2. Von Feilitzen, C., and Carlsson, U. (eds.) (2003) Promote of Protect: Perspectives on Media Literacy and Media Regulations, Sweden: Nordicom. ISBN 91-89471-23-7

In Promote or Protect, the editors, Feilitzen and Carlsson have compiled various articles focused on the impact of information technology and the change it has caused to the media industry. In doing so, the book provides four relevant articles in regards to the assessment topic. The first article, written by Divinia Frau-Meigs, argues that violence is a social disease which can be cured, with media violence a part of an intricate web of human relations and aesthetic sensations. Meigs also discusses the potential imitative behaviour of users, and strategies which appear to deflect violence and the general impact of media. Joanne Lisosky, author of the second article examined in the book, raises an interesting point in that ‘people need to think about violence and social issues, to connect a deeper meaning’ (p27). The article examines the responses to a survey conducted in the United States among teenagers, reaching the conclusion which points out that a potential reason why media is increasingly showcasing violence, is because violence is a part of human nature and a part of society. Karin Larsson, in her article Children’s On-Line Life – and What Parents Believe, presents findings of research conducted in Denmark, Iceland, Ireland, Norway and Sweden. This article provides information on the perspectives of children, versus those of parents. Although this article is not overtly important to the research topic, it raises an interesting point that the most popular Internet activity among those surveyed, (58%) is used of the Internet to play games. Furthermore the survey revealed that parents and children have conflicting views on how much time they perceive children spend on the internet, which in turn raises the question of; are parents really aware of a) children using their internet time to play games as opposed to what parents think they are doing, b) the nature of games being played by children, possibly violence crammed games which may have detrimental effects on behaviour. The last article, researched and written by Ulla Carlsson, examines the perceived link between actual violence in society and the violence portrayed in the media (television, games and the Internet). The findings produced in this article display a widely shared opinion among the public that media consumers can possibly emulate violence, with children and youths the most likely. Carlsson also reinforces the view that aggression resulting from media is most likely only short term and dependent on a mix of an individual’s norms, ideas and feelings. Although the point is made throughout the article that there is a widespread belief that media violence is the cause of an increase of violence in society, Carlsson raises the additional problem that media violence actually distorts the perception of violence; for instance a child may not comprehend that kicking and punching is more severe in reality than when doing so in a computer game.



3. Gee, J.P. (2003) What Video Games have to teach us About Learning and Literacy, New York: Palgrave Macmillan. ISBN 1-40396-169-7.


It is apparent throughout this book that the author has a vast amount of experience with computer games, providing an in-depth analysis of the issues concerned with computer gaming. The author not only addresses the connection of games with cultural models, but also addresses the experience of a six year old with ‘good and bad’ characters of a game. Gee found that the six year old was capable of separating the identity of the character and real-life identity and actions. This piece of information may be instrumental in the debate on whether behaviours are appropriated from video games, however Gee, raises more crucial aspects in regards to computer games and violence. Within the chapter, Gee discusses two games, Under Ash and Ethnic Cleansing. The latter game’s title indicative of the nature of the game, whereas Under Ash is a game produced in response to the reaction of US based games following the attacks on the World Trade Centre (where they were often overtly anti-Islamic/anti-Muslim games). According to Gee, these games allow people to gain different perspectives in living in a different world, experiencing ‘the other side’ of the story, and in an associated way, to construct and shape identities. These two case studies, in regard to the assignment, raise the issue, that if games such as these are considered as character building and experiencing different perspectives, ‘on the other side�?, what potential effects does this have on the psychology of the user in regards to violence and the possibility of this developing into violence in real life situations.



4. Sanger, J, Willson, J, Davies, B, and Whittaker, R. (1997) Young Children, Videos and Computer Games, London: Falmer Press. ISBN 0750700101.


The book, although outdated, provides information on computer games and their effects on families and gender issues. The book raises the fear of computer game addiction and the potential of children becoming antisocial, with emergent aggressive behavior. The chapter also mentions that not only violence may be induced, but sexist and racial attitudes as well. The book emphasizes the potential damaging effect of computer games with a quite insightful case study of a child, whose behavior had clearly been influenced by violent games.



5. Wardrip-Fruin, N., and Harrigan, P. (eds.) (2004) First Person: New Media as Story, Performance and Game, Massachusetts. ISBN 0-262-23232-4.


The editors of this book compiled a unique and informative range of articles. One of the issues raised in the early chapters of the books is that of computer games; their debasing and desensitizing quality and the fact that games are particularly subject to critique. The author of this article, Stuart Moulthrop, suggests that ‘simulated killing is making the real thing easier’ and that the appeal of games is because they offer the ‘chance to manipulate complex systems…’ (2004, pp. 61-63). In a later chapter of this book, Simon Penny discusses the ethics of simulation, addressing an important issue in regards to this assessment topic. Penny discusses the aspect of body training and its tool for forming citizens. This article raises perhaps the most controversial issue in regards to computer games, in particular simulated games. The article brings up the fact that the US Army has employed the use of games such as Doom and the Sims, as a tactical training tool. The article furthermore indicates that computer games condition players in a military fashion and suggests that if triggered in the right context within reality, those behaviours learned from playing games may materialize. The article relays the opinion of a retired lieutenant colonel, with experience in warfare, comparing the play of violent games to essentially training players in marksmanship.



Journal Articles


6. Douglas, T. (2005) “Popular culture may be grubby, but at least it keeps us thinking�? Marketing p. 27.


The article looks at the effects of popular culture within society. The author perceives popular culture as “dumbing�? society, and making violence acceptable, among other things. The author hints that it has become a societal norm to tune into reality programmes, and that it is acceptable to be addicted to game consoles. This article could potentially assist in searching for arguments that are pro computer games, as there are several references to the memory, hand and eye coordination benefits, as well as mention of computer games as a means of understanding children.



7. Muir, H. (2004) “The Violent Games People Play�? New Scientist vol. 184, no. 2470, p. 26.


The article is clear in stating that virtual violence may be on the increase, and also seeks scientific evidence that aggressive and possible homicidal tendencies in players is attributable to games. The article briefly covers the psychology of computer game users, indicating that users may perceive using ‘weapons as a second nature’. Muir’s article provided two issues that have not been covered in the previous articles. First is the correlation between the perception that the more violent a game is played, the more accepted aggression is; however this also raises the issue that violent games aren’t not the cause of all aggressive behavior among players, rather the player may already personify aggressive traits, and therefore attracted to the violent nature of a game. The second issued raised is that perhaps the hype and controversy of violence in computer games will recede over time, when the current generation, those brought up on violent games, become parents, teachers, academics who believe violence in games is the norm and acceptable.



8. Harmon, A. (1999) “Theme Song on the Internet: The Pain of Social Ostracism,�? New York Times, 24 Apr., p. 14.


This article primarily discusses the reaction to the Columbine School Massacre in 1999. The article focuses on the Internet and a discussion on social cliques in American society and society’s isolating ways. The article thereafter describes the beneficial role of the Internet on one hand and on the other, the actions of Dylan Klebold and Eric Harris, which have been attributed to a mix of violent games and ostracism within society. An issue raised in the article is that of different social groups coming together online to construct communities. This indicates that online communities form around distinct interests, i.e. violent computer games; in this case it would be interesting to conduct further research to ascertain whether these online groups have any behavioral effects on the game players.



9. Kushner, D. (2003) “Can gaming destroy you?�? Rolling Stone no. 933, pp. 63-4.


The article focuses on the addictive aspect of computer games, whether they can be classified as addictive, given the definition of addiction involves the consumption of substances into the body. The article clarifies that games cannot be classed as ‘addictive’ rather they should be seen as pathological or compulsive. The article demonstrates its point by describing the situation of a man whose father had recently passed away, resulting in his immersion into the world of Everquest. The man’s immersion into Everquest was total to the extent of the neglecting everyday life which was occurring around him. This demonstrates that computer games provide a means of escapism, dissociation, and allows the construction of a different identity. The article ends indicating that a person’s emotional and mental state should be reviewed before accusing videogames as the sole cause of addiction.



10. Tamborini, R., Eastin, M.S., Skalski, P., and Lachlan, K. (2004) “Violent Virtual Video Games and Hostile Thought,�? Journal of Broadcasting and Electronic Media vol. 48, no. 3, pp. 335-57.


The article provides the results of an experiment conducted in relation to violent video game use and trait aggression. With aggression being the focus of the article, the authors describe the General Aggression Model, translating it to the impact of games on aggressive behaviour. The study focuses on a virtual reality basis, stipulating that it is the closest thing to reality, therefore providing better results. The results were that virtual games have the potential in leading a person to have more violent thoughts, with first person views in games allowing a person to identify with the aggressor easier. This in turn potentially triggers aggressive behavior in the player.


--Ingrid Chan 11:53, 12 Aug 2005 (EST)


Computer Games - Ethics

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