Title: Video Game Violence
1Video Game Violence
- Cory Cummings
- Yelena Nikolyeva
- Margaret Stewart
- Lauren Terhaar
2General Arguments
- Correlation not causation
- Focusing on the wrong issues
- Why regulation doesnt work
3Correlation versus Causation
- Conflicting results from studies
- All children who play video games do not become
killers, it may be aggressive children that are
drawn to video games
- Many different risk factors that lead to
aggression make it difficult "to isolate the
independent effect of media violence
- Possible alternatives
- General arousal theory - children excited by the
stimulating nature of video games will behave
more aggressively or actively regardless of game
content - Catharsis theory - the emotional drive evoked by
violent video game play reduces the chance of a
child actually exhibiting violent behavior the
childs fantasy play and imagined actions causes
the child to have reduced urges to act out
aggression in actual behavior
4Correlation versus Causation
- "I'm pretty sure movies and some games have
desensitized me, but they haven't taken away my
common sense. If I see someone get hit by a car,
I'd still help them, just because I know they
need help. I mean, games are not going to
desensitize me so much that I'll walk right past
a man lying on the ground clutching his leg while
blood squirts out." - Much depends on the mental equipment and
background that viewers bring to TV, movies, or
video games.
- "Most violence happens because you are brought up
in a bad environment. You can't tell me that
playing a few rounds of '007' or running down a
few people in 'GTA' will turn you into a mass
murderer. It just doesn't happen like that.
5Focusing on the wrong issues
- So far, most of the conversation about Littleton
has reflected a desire to understand what the
media are doing to our children. Instead, we
should be focusing on what our children are doing
with the media - Real threats to children
- Politics
6Why regulation doesnt work
- "anything you limit access to, they'll want even
more -- so banning video games isn't going to
work."
- Regardless of the impetus behind regulation,
there is evidence that suggests a failure of
existing ratings systems to serve their purpose.
According to West Coast Entertainment executive
Ken Graffeo, some games sales have been boosted
by violence warnings and negative publicity
(cited in Goldstein, 1993).
7Examples
- gamers say violence is caused by social problems,
not by video games
- a 12 year old boy shot his little brother in
Stockton, California in November 2001
- the blame should not be put on video games, it
should be put on the PARENTS
- youth violence and video games
8The Statistics and Facts of Computer and Video
Games
- 50 of all Americans Play video games
- 94 of people who make the actual purchase of
computer games and 84 of people who make the
actual purchase of video games are 18 years of
age or older - 83 of the time parents are involved in purchase
or rental of the games
- 92 of parents monitor the content of the games
that their children are playing
9The Statistics and Facts of Computer and Video
Games
- Game players under the age of 18 report that they
get their parents permission 83 of the time
before purchasing a computer or video game
- Males spend more time playing than do females
the gender gap has narrowed
- Scholars note that since 1994, the FBI has
reported a decrease in youth crime, despite the
fact that the number of violent video games has
increased astronomically - FBI's 2000 Uniform Crime Report figures show that
for youths aged 10-17, rates of violent crime are
at their lowest level since 1987.
10Violent Crime Decreased From 1994 to 2000 while
at the same time, computer and video games sales
soared from 1994 4 billion to 2000 6 billion.
Sources IDC/Link and NPD Group Sales Data U.S.
Department of Justice Office of Juvenile Justice
and Delinquency Program for Crime Rates.
11 90 of the best-selling games in 2001 are
appropriate for everyone over age 6
Many of the games which have violent content and
are sold in the U.S. are sold in the Foreign
markets
Source The NPD Group / NPD Funworld TRSTS and
NPD Techworld(sm) / The ESA
12Most game players are involved in and spend more
time in other activities like exercising or
playing sports, volunteering in the community,
religious activities, creative endeavors,
cultural activities, and reading.
- Gamers spend 23.4 hours per week on these
activities, compared to 6.8 hours per week
playing games
- 79 of game players of all ages reported
exercising or playing sports an average of 20
hours per month
- 45 volunteer an average 5.4 hours per month
13- 93 report reading books or daily newspapers on a
regular basis
- 62 consistently attend cultural events
(concerts, museums, or the theater)
- 50 are involved in creative activities
(painting, writing, or playing an instrument)
- 94 of adult gamers follow news and current
events
- 78 reporting that they vote in most of the
elections for which they are eligible
14ESRB GAME RATING
The Entertainment Software Rating Board (ESRB)
ratings have two parts rating symbols (on the f
ront of the game box) suggest age
content descriptors(on the back of the game box)
indicate elements in a game
15RATING SYMBOLS
- EARLY CHILDHOOD 3
EVERYONE 6
- EVERYONE 10
ADULTS ONLY18
- MATURE 17
-
- TEEN 13
16CONTENT DESCRIPTIONS
- 33 contents total
- Fantasy Violence - Violent actions of a fantasy
nature, involving human or non-human characters
in situations easily distinguishable from real
life - Intense Violence - Graphic and realistic-looking
depictions of physical conflict. May involve
extreme and/or realistic blood, gore, weapons,
and depictions of human injury and death - Mild Violence - Mild scenes depicting characters
in unsafe and/or violent situations
- Sexual Violence - Depictions of rape or other
sexual acts
17Praised by the FTC
- According to the Federal Trade Commission, the
ESRB is "the most comprehensive of the three
industry systems" and "there is much in the game
industry's rating disclosure requirements that
merits duplication by others." (September 2000
June 2002)
18CONCLUSION
- The ESRB rating system is designed to give
parents the information they need to evaluate a
computer or video game before making a purchasing
decision. - Rating doesn't recommend which games consumers
should buy or rent or to serve as the only basis
for choosing a product.
- Rather, parents should use the ESRB ratings in
conjunction with their own tastes and standards
and their individual knowledge about what's best
for their kids.
19Sources
- http//sfgate.com/cgi-bin/article.cgi?file/gate/a
rchive/2002/01/14/gameviol.DTL
- http//www.gamespy.com/articles/492/492046p2.html
- http//internal.tbi.net/max/zviolent.htm
- http//www.thebrood.hostrocket.com/violence.html
- http//www.idsa.com/IDSAfinal.pdf
- http//www.esrb.org
- http//www.hollywoodreporter.com
20Sources
- http//www.sfgate.com/cgi-bin/article.cgi?file/g/
archive/2002/01/14/gameviol.DTL
- http//www.politechbot.com/p-02882.html
- http//seattlepi.nwsource.com/business/130435_viol
entgames11.html
- http//www.unc.edu/jivory/video.html
- http//www.theesa.com/facts/gamer_data.php
- http//www.theesa.com/facts/games_youth_violence.p
hp
- http//www.idsa.com/IDSAfinal.pdf