Posted by satchmo on Mon Sep 12th at 4:51pm 2005
Virtual violence has parents and politicians worried about real-world aggression. The science behind those fears hasn't made it to the next level.
By Melissa Healy
Times Staff Writer
September 12, 2005
If the makers of the nation's most popular video and computer games were to square off with politicians in a virtual world, the exchange of fire would be furious, the escape maneuvers audacious and the screen, in the end, a jumble of photorealistic carnage.
Violent games breed violent behavior, charges a growing group of lawmakers, who have called for tighter government controls in the marketing and sale of violent games. But the software entertainment industry, its annual $28 billion in sales paced by a nation's thirst for action games, is shooting back. There is no proven link between game violence and violent behavior, say industry leaders, only a link between politicians and pandering to the public's fears.
Add an arsenal of fantasy weapons and immersive sound effects and graphics, and it's the kind of exchange that could leave players pumping their fists and ready to reload. But the real-life battle is leaving many parents and researchers bewildered, divided and ready to unload.
Los Angeles father and screenwriter Gregg Temkin calls it his "constant conflict" ? this wavering between fear and complacency about violence in video games. Temkin's 14-year-old son, Josh, plays a slew of nonviolent games, but he also likes to get together with friends and play the fantasy-violence game "Halo 2" and the graphically violent "Grand Theft Auto."
Temkin says he has read plenty about these games' purported effects ? both good and bad ? and finds that the experts are as confused as he is. He believes that playing them "desensitizes you" to real violence. "But I don't know if I've got a leg to stand on or not. And I'm not sure that if it does happen, that's a bad thing," he adds.
Josh and his friends have heard some of the furor over video game violence. He says it makes playing "Grand Theft Auto: San Andreas" more fun to know that adults are wringing their hands over it.
First-person shooter games don't make him angrier, Josh says, and he never "feels like" the shooter, just like a kid controlling an image on a screen. But he suspects that some kids he's played with are not quite so detached.
Research published in recent months hasn't helped clarify the risks, or benefits, of these games. In mid-August, members of the American Psychological Assn. adopted a resolution calling for less violence in video and computer games sold to children. Reviewing 20 years of studies on the subject, psychologist Kevin M. Kieffer told fellow mental health professionals during the meeting that playing violent video games does, on balance, make children more aggressive and less prone to helping behaviors.
"There really isn't any room for doubt that aggressive game playing leads to aggressive behaviors," says Iowa State University psychologist Craig A. Anderson, one of the pioneers of research in the area and a guiding force behind the association's resolution. "The naysayers don't have a leg to stand on."
But the association's action came just weeks after University of Illinois researcher Dmitri Williams, in a study of 213 players of a violent online game called "Asheron's Call 2," concluded that a month of steady, intensive play did not increase participants' aggressiveness. His study did not focus on children, but included some players as young as 14.
Williams suggests that members of the American Psychological Assn. have gotten ahead of their research.
"I don't think the data to date warrant the strength of their claims," he says. "I don't think they're going to be proven wrong long-term, but I don't think they've proven their case yet." Williams adds that his research findings have made him "persona non grata in some quarters, champion of truth in others."
His study, published in the June issue of Communications Monographs, has provided defensive firepower to the entertainment software industry at a time when it has come under siege. The Federal Trade Commission this fall is to launch an investigation into the ratings system for video games ? particularly the rating that made the sex- and violence-laden "Grand Theft Auto: San Andreas" available to most teens.
Sen. Hillary Rodham Clinton (D-N.Y.), who called for the FTC study, is set in the coming weeks to propose legislation to tighten enforcement of video game ratings. And a group of Democratic and Republican senators has proposed that the National Institutes of Health oversee a comprehensive, $90-million study on the effect of violent media, including video games, on children's development
In recent years, Democratic politicians such as Clinton, Sen. Joseph Lieberman of Connecticut and Illinois Gov. Rod Blagojevich have joined longtime Republican critics like Sen. Sam Brownback of Kansas and Rick Santorum of Pennsylvania in taking the software industry to task. The broadsides against video game violence have escalated in recent months, after a watchdog group found an Internet "patch" that can add explicit sex scenes to "Grand Theft Auto: San Andreas." In March, Clinton told a forum in Washington, D.C., that the game "encourages violent imagination and activities and it scares parents."
The digital defensive
The video game makers aren't taking such claims lying down. The Entertainment Software Assn. has dismissed the American Psychological Assn.'s resolution as the preordained conclusion of a group whose collective mind has long been made up. And it has rebuked Clinton and other politicians for playing politics with science.
"I think she's got genuine concerns, and I respect that," says Douglas Lowenstein, president of the industry group. "I think at the same time, among many Democrats, they believe this is a good way to identify with values voters. I don't personally think that's a good read [of the electorate], and I think there are better ways to do that."
Lowenstein cited efforts in three states ? Washington, Indiana and Illinois ? in which politicians and activists have adopted measures aimed at restricting children's access to violent video games, all on the argument that they inspire violent behavior. In Washington and in Indiana, those measures have been struck down as unconstitutional.
A new Illinois law, to go into effect in January, would prohibit the sale, distribution, rental or availability of video games rated "Mature" to children younger than 18. The law, which the gaming industry is challenging in courts, would levy misdemeanor charges against retail or rental establishments that allow minors access to games rated M.
Lowenstein and others point to a range of studies that have found no significant relationship between playing violent video games and increased aggressiveness.
In 2001, the U.S. surgeon general concluded there was "insufficient evidence to suggest that video games cause long-term aggressive behavior." And in April 2004, the Journal of the American Medical Assn., summarizing research in the field, found consensus "lacking" on whether violent video game play fuels violent behavior in kids.
"If video games do increase violent tendencies outside the laboratory, the explosion of gaming over the past decade would suggest a parallel trend in youth violence," wrote author Brian Vastag. "Instead, youth violence has been decreasing."
At the same time, a maturing generation of gamers (and parents) has become more vocal in defense of the action video games with which they have grown up.
Steven Johnson, author of "Everything Bad Is Good for You: How Today's Popular Culture Is Actually Making Us Smarter," has argued that today's action video games can help players learn to prioritize, improve their hand-eye coordination and teach them how to organize virtual resources and teams to pursue a shared goal. Studies conducted on military recruits and surgeons have supported some of those claims.
Small changes
Many of those who have studied video games' effects longest say that people who deny any link between game violence and real-life violence are setting the bar of proof a bit too high.
The "naysayers," as Anderson calls them, fail to look at video games not as a single cause but as a contributor to violent behavior, say many mental health researchers. They point out that children and adults who play violent video games have varying risks for ? or predispositions toward ? aggressive actions. Although some people might play violent video games with little risk of acting out, some research suggests that for those with a genetic or temperamental inclination toward aggressiveness, violent game playing may tip a person toward violent behavior.
Finally, critics of violent video games caution that if large populations (or a whole generation of children) continue to rack up heavy lifetime exposure to video game violence, even a small change in their attitudes might add up to a significant societal shift ? a less friendly schoolyard today, or a more ruthless national culture later on.
Dr. Jeanne Funk, a psychologist at University of Toledo in Ohio, has measured exposure to violent video game play in young children for most of the last decade. Her research has found that, in groups of children between first and fifth grade, those with the highest past exposure to violent video game play are significantly more likely to condone aggressive acts and less likely to express empathy.
"It's not just that someone is going to go out and shoot up a school," Funk says. "It could be a person that's less likely to donate to victims of Hurricane Katrina, or less likely to comfort a friend who's upset."
At Indiana University School of Medicine, psychologist William Kronenberger has teamed with radiologists to look at the brain activity of children playing violent video games. What they found suggests that violent video games might shift the way the brain works. In a study published in 2004, Kronenberger and his colleagues found that when playing a violent video game, children with a diagnosis of disruptive behavior disorder had less brain activity in the frontal lobes of their brain than did children who had no history of chronic violent behavior. The frontal lobes are the area of the brain most responsible for controlling impulses and weighing competing options.
In a second study, published this summer, Kronenberger and his colleagues divided children according to violent media exposure, including television, films and video games, and watched their brains at work. They found that the brain-activity patterns of "normal" children with high levels of violent media exposure looked very much like those of children with disruptive behavior disorder. A history of intensive exposure to violent media, they suggested, might have helped rewire the brains of children ? even those without a predisposition to violence ? in a way that could lead those children to more impulsive behavior.
Kronenberger likens the relationship between violent video game playing and aggressive acts to that between eating fast food and obesity. For a child with obesity risk factors, including overweight parents, a diet of cheeseburgers might speed the way to obese status. But even for a child with no risk factors, a steady diet of fast food might also, in time, result in obesity.
Family matters
If there is one partial antidote for the potential risk of violent video games, say psychologists, it is family ? in particular parents or trusted adults who are aware of what their children play, understand its content and speak up against ? or at least about ? it. Whether adults pull the plug, enforce limits or just discuss the difference between video game play and real life, Anderson, Kronenberger and Funk all said, parental awareness might blunt some ill effects that violent game play might have.
It is a proposition with which the Entertainment Software Assn.'s Lowenstein agrees, though he notes that parental participation ? both in the purchase and often the play of action games ? already exists. In 83% of instances where underage players are playing games rated for more mature players, parents are involved in the purchase or rental of the games, says Lowenstein, "and no law is going to fix that."
Temkin says he has shared his views on video game violence with his son. He dislikes the way they seem to make him cranky, the way they make him more resistant to doing his homework, the time he spends on them and the seeming addictiveness of all that electronic input, Temkin says. Josh has heard it all ? and seems to agree with his dad on a fair bit of it.
"I don't feel like I really get anything out of it," acknowledges Josh, who says that three weeks of camp ? with no video games ? has blunted his zeal to play a bit.
Although Josh says he often disagrees with ratings that would put some games out of his own reach, he agrees with his dad that his younger brothers, at 7 and 11 years of age, should not play some of the games that he is allowed to play with friends.
At the same time, Temkin says he has grown to rely on his own sense of his son to guide his views about the games and their potential dangers. He knows his son is not violent, and he is confident no video game would lead his son to engage in behavior that would be so out of character.
"They used to scare the crap out of me," Temkin says of the experts' warnings. "I was absolutely convinced they led to violent behavior, until I had a child who played them. But I still think the world would not be a worse place if 'Grand Theft Auto' never existed."
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Posted by Crono on Mon Sep 12th at 8:12pm 2005
I'm sure there's some correlation in what the act resembles, but what actually allowed that person to be "okay" with committing that action has nothing to do with a video game.
It's more or less a pop-topic by politicians and lazy parents. Everyone wants to blame their child's actions on someone other then themselves.
When I had my computer ethics course, the instructor asked if it was the developers responsibility to censor their material in their games. I argued, no, since there is a rating system. It surely isn't the developers fault that individuals are ignorant of that system. It would help as well if stores and game shops make it very evident that you need to understand the content of the game.
It also stems from the last few generations (not this one, and not so much the one before it) think of video games, comics, even certain films as childish, thus they assume their content matter is the same. Which, any person that has a brain instead of cat vomit in their head will understand this on their own.
It's also makes you question why the US is the only country getting their panties in a knot specifically about "video game violence".
Posted by Addicted to Morphine on Mon Sep 12th at 8:15pm 2005
Videogames haven't advanced to a high enough state where I forget that I'm playing a game. Movies are more immersive in my opinion, the violence much more realistic.
Posted by satchmo on Mon Sep 12th at 8:25pm 2005
One aspect of the article that's lacking is that it did not mention how the "aggression" in all these studies was measured.
How do they know for sure the person will act aggressively? Just looking at brain imaging patterns isn't very convincing for me. Can anyone actually prove that people's behavior changes after playing violent games?
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Posted by Captain P on Mon Sep 12th at 8:38pm 2005
I think some games have a bad influence. Some articles or tv-shows or music bands too. I think there are dangers to this and I'd be glad to see certain things being removed. But there's the free will of people, and as long as people want something, you can forbid what you want, unless they change from the inside they'll still find ways to do and get what they want.
Banning or blaming a thing isn't the issue. It's humans themselves. God calls it sin, and that's what it is, in it's many forms.
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Posted by Crono on Mon Sep 12th at 8:47pm 2005
How do they know for sure the person will act aggressively? Just looking at brain imaging patterns isn't very convincing for me. Can anyone actually prove that people's behavior changes after playing violent games?
No. no, you really can't.
Also, in pretty much all the studies, they just measure these things that are fairly unquantifiable. I mean, sure, you can say things like "they lose reason when playing violent games". But they don't say what type of violence or anything.
The other thing that gets me, when researching this or anything like it, no one has EVER done an equal length study on the spefic children's households, or their parents. They're assuming certain values, just because the parents say so.
In all actuality, most people aren't very good at determining their own level of parenting. A lot of parents who say, "I taught them this", whatever it may be, fail to realize the lesson may have never taken grounds.
Then again, the entire field of psychology is a little flawed, since it assumes most people are the same. It also demands that you create a "base line" of what is normal, in which, for the most part, we don't have the right to do. (Past considering inducing harm)
HOWEVER! A MUCH more conclusive study would be to see if the rating systems are properly conducted. They said, they had kids playing violent video games ... what games? Were those games intended for 17 year olds? If so, why are you testing them on kids? They have an age restriction for a reason!
I think most people researching this, sometimes, are fishing for a specific answer and they're getting pissed because they can't make a solid connection.
If you know of a study like I'm talking about, please, post it up here.
Posted by Crapceeper on Mon Sep 12th at 9:04pm 2005
Parenting and education is mostly responsible for how one can handle all this.
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Posted by $loth on Mon Sep 12th at 9:46pm 2005
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Posted by satchmo on Mon Sep 12th at 9:49pm 2005
Instead of saying it's a "way" to act out, it's an "excuse" for them to act out. It's society's scapegoat for failing education and parenting.
I can't wait for the day to deathmatch with my kids.
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Posted by ReNo on Mon Sep 12th at 9:59pm 2005
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Posted by Dark_Kilauea on Mon Sep 12th at 10:02pm 2005
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Posted by satchmo on Mon Sep 12th at 10:02pm 2005
Except that after a few rounds of deathmatches, one of the players might *really* die from a heart attack. And someone might actually pee in his pants.
Fortunately, most of us would be wearing diapers by then anyway. " SRC="images/smiles/icon_smile.gif">
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Posted by Crono on Mon Sep 12th at 10:16pm 2005
Posted by Captain P on Mon Sep 12th at 10:52pm 2005
Anyway, DM on my old day? Heh, might happen... what about mapping or modelling on your old day?
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Posted by Crono on Tue Sep 13th at 12:19am 2005
Is something closer to what would happen.
And it was a joke. But, it wouldn't be that difficult, we already have ways of interpreting signals from the brain and the ability to send images to it.
Posted by Nickelplate on Tue Sep 13th at 1:22am 2005
Instead of saying it's a "way" to act out, it's an "excuse" for them to act out. It's society's scapegoat for failing education and parenting.
I can't wait for the day to deathmatch with my kids.
Good lord it feels great to hear someone else say what I've been thinking!!! It seems that people are always away and only have time to point out how bad other parents are. and when thier child goes bad, they blame something ELSE!!!
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Posted by Hugh on Tue Sep 13th at 1:27am 2005
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Posted by Crapceeper on Tue Sep 13th at 8:09am 2005
If you add an "f" they say you would like to fit in another computergenerated dreamworld.
If you add an "l" they say you like to burn people.
If you add a "b" they say you are a Zombie and like to eat peoples' brains.
If you add a "p" they say you are member of a extreme internet group.
If you add a "qu" they say you are disturbed by all the computergames and would like to quit it all and kill yourself.
If you add a "t" they say you are a sex offender and like to rape women/girls.
You know how they are...... Such tests are not relyable.
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Posted by keved on Tue Sep 13th at 8:15am 2005
All these studies are ridiculous; getting kids to play 18 rated games. It's no different than, say, giving a kid a crate of beer for the afternoon, a stack of porno mags, or any other activity intended for adults and saying "See! Look what it does!"
"In 83% of instances where underage players are playing games rated for more mature players, parents are involved in the purchase or rental of the games"
How can this be legislated for?!
I wonder if Hilary Clinton and her linch mob are planning on introducing the same sentences for parents buying adult games for their underage kids as they are for retailers? Methinks not.
As it happens I was at a local Game store last weekend and a bloke was buying a game for his son. He asked his son what game he wanted. The son said all his mates were playing GTA: San Andreas so he wanted it to. I was standing literally a yard away and pointed out the 18 sticker on the front. The father bought it anyway. At a guess, the son was about 8 years old...
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Posted by Gaara on Tue Sep 13th at 9:32am 2005
I think if anything computer games have made people less violent. My grandad talks about how back in the ol' days him and his friends found nuthing fun to do so they used to fight eachother all the time.
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