Video Game Violence - PowerPoint PPT Presentation

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Video Game Violence

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All children who play video games do not become killers, it may be aggressive ... the blame should not be put on video games, it should be put on the PARENTS ... – PowerPoint PPT presentation

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Title: Video Game Violence


1
Video Game Violence
  • Cory Cummings
  • Yelena Nikolyeva
  • Margaret Stewart
  • Lauren Terhaar

2
General Arguments
  • Correlation not causation
  • Focusing on the wrong issues
  • Why regulation doesnt work

3
Correlation 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

4
Correlation 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.

5
Focusing 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

6
Why 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).

7
Examples
  • 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

8
The 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

9
The 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.

10
Violent 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
12
Most 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

14
ESRB 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
15
RATING SYMBOLS
  • EARLY CHILDHOOD 3
    EVERYONE 6
  • EVERYONE 10
    ADULTS ONLY18
  • MATURE 17
  • TEEN 13

16
CONTENT 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

17
Praised 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)

18
CONCLUSION
  • 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.

19
Sources
  • 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

20
Sources
  • 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
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