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Children in the virtual violent games -The Matrix will be everywhere-

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Title: Children in the virtual violent games -The Matrix will be everywhere-


1
Children in the virtual violent games -The
Matrix will be everywhere-
  • Community Pediatrics
  • Legislative Advocacy Project
  • Akihiro Asai

2
Menu
  • Background
  • Case
  • Games and child health
  • Current regulation
  • AAP policy
  • Legislation issues
  • What can we do?

3
Back ground
  • Video game industry
  • 9.5 billion in the US in 2007
  • Video games at home
  • Wii Xbox PS 3 33 M in the US
  • Portable games 40M
  • US minor population 80 M

4
Video game history
  • 1983 Family Computer in Japan
  • 1985 Nintendo in US

5
New generation
  • Wii (2006)
  • Remote controller Tangible, motion detecting in
    3D.

6
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7
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8
Violence in video game
9
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10
Case of Grand Theft Auto
  • Extremely popular
  • 50M sales in the world
  • Main activity Carjacking
  • Once a car is stolen, the player can run over
    pedestrians
  • purchase guns to shoot at and kill rival gang
    members (or pedestrians)
  • the player is able to pick up a prostitute, have
    sex to replenish health, then kill her to take
    back the money spent

11
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12
Case of Grand Theft Auto case 1
  • 18yo male, D.M.,  shot and killed two policemen
    and a dispatcher after grabbing one of the
    officers' weapons.
  • At trial, the defense claimed that Moore had been
    inspired by the video game Grand Theft Auto Vice
    City
  • 2003 June

13
Case of Grand Theft Auto case 2
  • 14yo and 16yo male, J.B. and W.B. ,used a rifle
    to fire at vehicles on I-40 in Tennessee, killing
    a 45yo man and wounding a 19yo woman.
  • The two shooters told investigators they had been
    inspired by Grand Theft Auto III.
  • June 2003

14
First-person shooter
  • Highest immersion factor
  • see through the eyes of the character in the
    game
  • Virtual effects
  • Columbine High School shooter mentioned in their
    own video

15
Video games and child health
  • Media exposure 2-18yo 6hr 32min/day
  • (TV, Video, Game, Radio, Print, Music, PC)
  • Video game exposure lt 1 hour/day (average)
  • violent video games increase aggressive behavior
    in children and young adults
  • Psychol Sci 2001 Sept
  • Association between television, movie, and video
    game exposure and school performance
  • Pediatrics 2007 Feb

16
Influence on children
  • Increase aggressive behavior, desensitization
    to violence, fear, depression, nightmares, and
    sleep disturbances
  • Interaction -gt enforce learning
  • Video game ideal tool when used to learn violent
    behavior
  • Vulnerable to learning and adopting violent
    behavior
  • Kids younger than 8
  • cannot discriminate between fantasy and reality

17
Violence in children
  • Interpersonal violence
  • More prevalent than infectious, cancer,
    congenital disorder
  • the most prevalent cause of injury (33)
  • Homicide, suicide, and trauma
  • leading causes of mortality in the pediatric
    population,
  • cumulative death rates of 22.8 /100 000 in
    5 -14 yo ,114.4 / 100 000 in 15 -21 yo

18
Current regulation
  • Entertainment Software Rating Board
  • game industrys self-regulatory body
  •  Game companies must follow Principles and
    Guidelines for Responsible Advertising Practices

19
Rating
Strong violence and sexual contents Only 25 game
titles Selling to 17yo and younger is not
illegal Not sold at almost all the store in town

20
Problem of rating system
  • It does not have the legal authority !
  • Rating mismatch, misconducts
  • Confusion with other media rating (TV, movie ,
    etc)
  • only 10 check the ratings of computer or video
    games that their adolescents wish to rent or buy
  • Everyone can buy them all on-line

21
AAP Policy
  • Media Violence
  • November 2001
  • Play of violent video games should be restricted
    to age-limited areas of gaming arcades the
    distribution of videos and video games and the
    exhibition of movies should be limited to
    appropriate age groups.
  • Pediatricians should incorporate a media history
    into annual health maintenance examinations
  • When heavy media use by a child is identified,
    pediatricians should evaluate the child for
    aggressive behaviors, fears, or sleep
    disturbances and intervene appropriately
  • Limit media exposure 1-2 hours/day

22
Current legislation
  • Truth in Video Game Rating Act (Introduced in
    Senate)
  • Video Game Rating Enforcement Act of 2008
    (Introduced in Senate)
  • Children Protection from Video Game Violence and
    Sexual Content Act (Introduced in House)
  • An act to amend the general business law, in
    relation to prohibiting sale of certain video
    games to minors ( NY states)

23
Previous act
  • Family Entertainment Protection Act (FEPA) 
  • 2005 Nov, 109 Congress
  • introduced by Senator Hillary Clinton, and
    co-sponsored by Senators 
  • called for a federal mandate enforcement of the
    ESRB ratings system for video games in order to
    protect children from inappropriate content.
  • impose fines for offense of selling a "Mature" or
    "Adult-Only" rated video game to a minor
  • FTC investigation into the ESRB
  • did not become law
  • referred to the Senate Committee on Commerce,
    Science and Transportation and expired at the end
    of the109th session of Congress without further
    action

24
Recent movement
  • A Louisiana federal judge has thrown out a law
    written by video game critic Jack Thompson
    (Attorney) which would have prevented the sale of
    violent games to minors.
  • November 2006
  • Judge strikes down Washington, Illinois, Michigan
    state's violent video game law
  • July 2004 - 2006

25
Other countries policy
  • Japan
  • CERO (Computer Entertainment Rating Organization)
    3rd party
  • A (all age) B gt12yo C gt15yo D gt17yo
  • Z gt18 yo adult only
  • Not law binding
  • Harmful media law by states
  • To Grand Theft Auto San Andreas
  • UK
  • BBFC (British Board of Film Classification)
    rating
  • Backed up by law

26
What can we do?
  • Recognize the effect of video game violence on
    children
  • Continue to educate patients and parents
  • Encourage the government to introduce
    legislations which regulate game rating and sales

27
Emerging virtual world
28
The Matrix will be everywhere
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