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Video Game Violence-- Ethical Issues --Kim Anttila & Thomas Larsson M lardalen University December 12, 2003 – PowerPoint PPT presentation

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Title: Video Game Violence -- Ethical Issues --


1
Video Game Violence-- Ethical Issues --
  • Kim Anttila Thomas Larsson
  • Mälardalen University
  • December 12, 2003

2
Overview
  • A preferred leisure activity
  • Examples of game violence
  • Effects on individuals and society
  • Research results
  • Game industrys standpoint
  • Ethics principles
  • Human rights and codes of ethics
  • Case studies

3
A preferred leisure activity
  • In the U. S. the average 2 17 year old child
    play video games seven hours a week.
  • In the U. S. more than 191 million entertainment
    software sales was reported in 2000 worth 6.5
    billion.
  • Games in general can of course be beneficial.
    E.g. games can teach problem solving skills, and
    even be used as a tool in medical rehabilitation
    and habilitation.We will only discuss violent
    video games!!!
  • Highly violent games are frequently found among
    the top 10 best-selling games

4
Examples of game violence
  • Highly violent titles arrived in the 1990s
  • E.g. Mortal Kombat (1993), Streetfighter,
    Wolfenstein 3D, Doom
  • A recent example is Grand Theft Auto (GTA) III
  • The game glorifies violence and crime and it
    degrades women. Activities include running over
    bystanders, driving prostitutes around town,
    beating people up, killing people, setting bombs,
    bribing the police. You can have sex with a
    prostitute and then kill her to get extra scores.
  • In Washington state, a law bill has been signed
    to ban sales of e.g. GTA III to minors (anyone
    under 17).

GTA III is a game so suffused with sadism that
its considerable technical attributes are lost in
a nihilistic realm that thumbs its nose at any
sense of propriety or responsibility-- LA Times
5
Research on Game Violence
  • The body of research on the effects of exposure
    to violent video game is relatively small
  • There seems to exist about 30 published studies.
  • A majority of them indicate a significant a
    positive correlation between violent video gaming
    and aggressive behavior.
  • Due to some methodological shortcomings, however,
    particularly in early studies, some people denies
    these results.
  • Therefore, more research is needed.
  • In any case, the research literature on the
    effects of exposure TV violence is huge and
    conclusive
  • There is a link between early exposure to TV
    violence and real world acts of violence.
  • This research suggest that exposure to game
    violence results in the same consequences, or
    even worse consequences, because of the active
    learning nature of video games.

6
Research results indicate
  • Short term effects
  • Exposure to video game violence increases
    aggressive thoughts, feelings, and behavior.
  • Furthermore, violent video games tend to decrease
    prosocial behavior.
  • Long term effects
  • Involves learning processes which develop
    knowledge structures, e.g., perception,
    interpretation, judgment and action
  • Subjects may be desensitized to violence, see the
    world as a more hostile place, and have a
    tendency to respond to conflict with aggression
    (aggressive personality)
  • Violent video games teach violent behavioral
    scripts, which may become easily accessible in
    real world situations.

7
Research facts!
  • Exposure to violent TV causes increases in
    aggression and violence and the effects are not
    small!
  • Regardless of whether the research method has
    been experimental studies, cross-correlation
    studies, or longitudinal studies the results are
    that exposure to media violence increases
    aggression.

There is a consensus among expertsthe data
point overwhelmingly to causal connection between
media violence and aggressive behavior in some
children --- a joint statement by the following
six professional societies American Psychology
Association, American Academy of Pediatrics,
American Academy of Child and Adolescent
Psychiatry, American Medical Association,
American Academy of Family Physicians, American
Psychiatric Association
8
Effects on society
  • Media violence contribute to a more violent
    society
  • The skyrocketing aggravated assault rates in our
    societies depends on many factors
  • Whats the actual cost of video game violence?
  • Suppose game violence can be blamed for some
    murders. How many do you think is acceptable?
  • Economic Impacts
  • Market size and value added to the economy?
  • What would happen to the market size without
    highly violent titles? (According to ESA, 16 of
    the top 20 best-selling games where rated E for
    everyone)

What does the prevalent fascination of violence
as entertainment say about our society?
9
Relevant ethical principles
  • The right to free speech
  • Free speech legislations
  • E.g. First Amendment
  • Child Convention
  • Childrens right to healthy development
  • ACM codes of ethics for computer professionals
  • Contribute to society and well being
  • Avoid harm to others
  • Ensure that users and those who will be affected
    by a system have their needs clearly articulated
    during the assessment and design of requirements
  • Ten commandments of computer ethics
  • Thou shalt not use a computer to harm other
    people
  • Thou shalt think about the consequences of the
    program you write
  • Thou shalt use a computer in ways that show
    consideration and respect

Amendment I Congress shall make no law
respecting an establishment of religion, or
prohibiting the free exercise thereof or
abridging the freedom of speech, or of the press
or the right of the people peaceably to assemble,
and to petition the Government for a redress of
grievances.
10
Moral images
  • An inscription on the UN plaza wall in New York,
    USA says
  • They shall beat their swords into plowshares.
    And their spears into pruning hooks Nation shall
    not lift up sword against nation. Neither shall
    they learn war any more.
  • In the charter of UNESCO its stated
  • "Since wars begin in the minds of men, it is in
    the minds of men that the defences of peace must
    be constructed".
  • The philosopher Karl Popper explains that the
    main goal of civilization essentially consists of
    reducing violence and thats also the main aim of
    democracy1.
  • We have further moral obligation towards our
    children, and that is to give them the best we
    can, including the best influence we can design
    for their happiness. 2
  • 1 Karl Popper and John Condry, La television un
    danger pour la démocratie, Paris, Anatolia, 1994,
    p.33
  • 2 Karl Popper, Lesson of this century, London,
    Routledge, 1997, p.36

11
Family's responsibility
  • The UN Convention on the Rights of the Child
    recognizes some fundamental principles that most
    of the member nations has agreed up on
  • that childhood is entitled to special care and
    assistance,
  • Convinced that the family, as the fundamental
    group of society and the natural environment for
    the growth and well-being of all its members and
    particularly children, should be afforded the
    necessary protection and assistance so that it
    can fully assume its responsibilities within the
    community.
  • Bearing in mind that, as indicated in the
    Declaration of the Rights of the Child, "the
    child, by reason of his physical and mental
    immaturity, needs special safeguards and care,
    including appropriate legal protection, before as
    well as after birth".

12
Society's responsibility
  • States Parties shall take all appropriate
    legislative, administrative, social and
    educational measures to protect the child from
    all forms of physical or mental violence, injury
    or abuse, neglect or negligent treatment,
    maltreatment or exploitation,
  • States Parties recognize the right of every child
    to a standard of living adequate for the child's
    physical, mental, spiritual, moral and social
    development.
  • The preparation of the child for responsible life
    in a free society, in the spirit of
    understanding, peace, tolerance, equality of
    sexes, and friendship among all peoples, ethnic,
    national and religious groups and persons of
    indigenous origin
  • States Parties shall protect the child against
    all other forms of exploitation prejudicial to
    any aspects of the child's welfare.

13
Game industrys standpoint
  • Defends their constitutional right to free
    speech, in all its various forms, which includes
    the right to produce whatever games they like
  • Parents have the right to make choices freely
    about what is best for their children
  • No harmful effects have been proven
  • Accepts game rating through their own
    organization Entertainment Software Rating Board
    (ESRB)

14
References
  • Craig A. Anderson and Brad J. Bushman, The
    effects of Media Violence on Society, Science,
    Vol. 295, pages 2377-2378, 29 March 2002.

15
Game Violence Case Studies
  • Three cases concerning different stakeholders
  • Game industry/developers
  • Society
  • Parents
  • Discuss each case from several ethical
    standpoints
  • Utilitarian, Kantian, Aristotelian, Rights, etc.

16
Als Choice
Ever since his early childhood, Als dream has
been to design and create video games. Now he is
29 years old and he has a wife and two children
to support. Three years ago he completed his
academic education with a degree of Master of
Science in game development. Immediately after
graduation, he started to work as a professional
game developer at Utopia Fantasia Octane (UFO)
Incorporation, one of the leading game companies
in action games. The first and only title so far,
he has had a part in developing, is a recently
completed and commercially very successful first
person shooter game, which includes realistic
depicturing of lots of gruesome killings.
Although Al would have preferred to develop games
with more peaceful story lines, because of an
ongoing debate over the potential harmful effects
of violent game play, he didnt object when he
was assigned to this project. He reasoned that he
needed the job and the experience, and that he
was not responsible for choosing the violent
theme of the game. A week ago, Al was promoted
to the project leader for the companys next big
title called Extreme Combat --- Warfare Vietnam,
a highly realistic simulation game of the much
debated and criticized Vietnam War. The main
character in the game is a much feared Vietnam
veteran, Sergeant Try Hard, whose first mission
is to lead his troops in a battle against an army
of 1500 Viet Cong soldiers to the bitter end. Al
is of course flattered by the promotion, but in
this case, he finds the role as project leader
ethically troublesome. Therefore, he approaches
his superiors, revealing his moral feelings about
this assignment and asks for a reassignment. His
superiors, however, tell him that there is no
evidence at all for any harmful effects of
violent video games, and leave him with two
choices. Either he must accept his assignment as
a project leader or step back and continue as
game developer for this new title. Of course he
can also choose to leave the company. What should
Al do?
17
Bills Decision
Because of some recent schoolboy shootings, with
absolutely horrifying and devastating
consequences, the Government has requested a
thorough investigation regarding the effects of
exposure to violent video games on children and
adolescents. The young shooters had been playing
highly violent first person shooter games
obsessively, prior to the massacres, according to
the police reports. The aim of this investigation
is to better understand the reasons behind youth
violence and take preventive actions. In the
investigation, input has been gathered from
psychology researchers, school leaders, parents,
and game industry leaders. The investigation
concluded that exposure to media violence,
including violent video games, increases
aggressive behavior in children and adolescents
and that it was far too easy for children to buy
and play mature rated games. The game industry,
however, referred to the free speech legislation
(for example the First Amendment in the U. S.
Constitution) claiming their right to produce
whatever games they want. They want free hands,
in the same way as the TV, film, and music
industry. Bill, the leader of the nation, wants
some help to discuss ethical aspects of the
issue. In particular, he wants guidelines on the
following actions (1)   Legislate against too
much violence in video games. Future games have
to pass strict censorship. (2)Establish an
independent organization which rates all games
according to a government-sanctified game rating
system. Make sure the ratings are enforced at the
retail level by criminalizing sales to minors.
Also, offer all employees in game companies to
attend courses in ethics to make them think more
about their values and actions, and the
consequences thereof. (3)   The freedom of speech
has to be protected. Its one of the most
fundamental rights on which our society is based.
Its the parents responsibility to make sure
that their children are safe. Thus, no further
actions are required. (4)   The right to free
speech has to be protected, but means must be
provided to educate and inform school leaders,
teachers, care takers, parents, and children
about the dangers of media violence.
18
Marys Son
Single parent Mary lives with her son Pete (named
after a famous rock star) who is 16 years old.
For several years he has been deeply engaged in
computers, the Internet and video games.
Recently, however, he has started to isolate
himself from his friends and family. Mary
suspects it might have something to do with his
addiction to computers, but she thinks its
probably a natural part of his development as an
adolescent. Two days ago, however, one of his
teachers called Mary to discuss Petes behaviour
in school and his school work. His performance in
school is not how it used to be, and furthermore,
it turns out that Pete hasnt attended the
obligatory school activities for several days.
This might have something to do with a fight he
had with his math teacher last week.   After the
phone call, Mary went into Petes room at looked
through the items in a box under his computer
desk and found several game titles which chocked
her. The covers depictured highly detailed
aggravated assaults and killings. Some of them
were rated Mature (not for ages under 17) and
Adults only (not for ages under 18). After
confronting her son with these games, he became
furious and he questioned her rights to go
through his belongings. He left the house,
slamming the door after himself, without telling
where he was going. What shall Mary do?
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