Video Game Research

Report: Video Games Good For Kids, Deserve Official Support

June 25, 2009

A new report published by the Joan Ganz Clooney Center at Sesame Workshop discusses the potentially positive effects of video games in educating children and promoting their physical well-being.

Game Changer: Investing in Digital Play to Advance Children’s Learning and Health urges educators as well as government and the healthcare industry to look beyond the stereotype of video games as harmful. The report also calls for increased investment in the medium:

All groups committed to the public interest—educators, policymakers, the federal government, industry leaders, philanthropies, universities—should invest resources in learning how to maximize the impact of a potentially powerful phenomenon that can advance both children's learning and health.

Because a large percentage of American youth play video games, increased investment in their positive aspects could reap enormous benefits for the next generation, the report concludes. The authors note, however, that video games are under constant scrutiny due to their perceived negative effects:

Despite their reputation as promoters of violence and mayhem, digital games have in fact been shown to help children gain content and vital foundational and 21st century skills.

While noting that some stakeholders have reservations about investing in video game tech because of the perceived sedentary nature of games and potential links to rising childhood obesity rates, the report notes the popularity of  the Wii and Dance Dance Revolution. Nintendo’s popular console and Konami’s best-selling dance game franchise have helped to alter perceptions about negative physical effects of video games.

The authors also point to a number of well-established examples illustrating the potentially beneficial effects video games could have on the education and health of future American generations:

Digital games are here to stay and offer the country a rare opportunity to leverage children's already established enthusiasm in order to reform education and promote healthy development.

Via: Kotaku

DOCUMENT DUMP: Grab the full Game Changer report here. Grab the executive summary here.

GP: With this article we welcome Doug Buffone to the pages of GamePolitics. Doug, a student at Georgetown, is interning with GP's parent company, the Entertainment Consumers Association.

Noon Webcast: Using Games to Advance Learning & Health in Kids

June 23, 2009

Eat lunch at your desk today and catch an important webcast about games and kids.

At Noon the Joan Ganz Cooney Center at Sesame Workshop will launch a two-hour webcast to coincide with today's release of the organization's report Game Changer: Investing in Digital Play to Advance Children's Learning and Health. From the press release:

The report, supported by the Robert Wood Johnson Foundation, specifies how increased national investment in research-based digital games might accelerate children’s learning and healthy development.

 

The panel will discuss the Center’s recommendations for the media industry, government, philanthropy and academia to consider for expanding research, development and use of digital games.

Panelists for the webcast include:

  • Michael Levine Ph.D., Director, the Joan Ganz Cooney Center at Sesame Workshop  
  • Gary E. Knell, President and CEO, Sesame Workshop
  • David Abrams, Executive Director, Schroeder Institute at the American Legacy Foundation
  • Alan Gershenfeld, Founder and President, E Line Ventures
  • Debra Lieberman Ph.D., Director, Health Games Research
  • Scot Osterweil, Creative Director, MIT Education Arcade
  • Susan Zelman Ph.D., Senior Vice President, Corporation for Public Broadcasting

Rep. Diane Watson (D-CA) who chairs the Congressional Entertainment Caucus was also invited to serve on the panel but it is unclear whether or not she will appear.

Researcher: Puzzle Test Not a Valid Measure of Aggressive or Helpful Behavior

June 19, 2009

On Wednesday GamePolitics reported on a study which linked players of violent games with aggressive behavior while claiming that those who played games with prosocial themes were more likely to be helpful. Prof. Brad Bushman of the University of Michigan and Prof. Douglas Gentile of Iowa State were among the study's more recognizable authors.

Yesterday we reported on Texas A&M Prof. Chris Ferguson's reaction to the Bushman-Gentile study. Ferguson slammed the research methodology involved, including a somewhat academic foray into concepts like multicollinearity, which made our brain hurt just a bit.

So, in the interest of keeping things simple, we went back to Ferguson with a follow-up question concerning the methodology used in one portion of the Bushman-Gentile research. 161 U.S. college students served as test subjects:

After playing either a prosocial, violent, or neutral game, participants were asked to assign puzzles to a randomly selected partner. They could choose from puzzles that were easy, medium or hard to complete. Their partner could win $10 if they solved all the puzzles. Those who played a prosocial game were considerably more helpful than others, assigning more easy puzzles to their partners.  And those who had played violent games were significantly more likely to assign the hardest puzzles.

Given the uniqueness of the methodology, GamePolitics asked Ferguson whether, in his opinion, the "puzzle test" was a valid measure of aggression or a reasonable predictor of violent behavior. Ferguson quickly said that it was not:

No, not even remotely.  It is worlds apart from any real world aggressive or helping behavior on many levels.  Unfortunately this is a typical ad hoc outcome with no validity.

Researcher Disputes Study Equating Violent Games w/Aggression & Prosocial Games w/Helpfulness

June 18, 2009

Yesterday GamePolitics reported on a study detailed in the current issue of the Personality and Social Psychology Bulletin which found that violent game players displayed aggressive behavior while those who player more prosocial games exhibited helpful behavior. The study actually encompasses three seperate research projects which took place in Japan, Singapore and the United States.

But a researcher from Texas A&M disputes those findings. Prof. Chris Ferguson, who has frequently studied video game issues, commented on yesterday's report which was authored by, among others, University of Michigan's Brad Bushman and Douglas Gentile of Iowa State.

Of the Bushman-Gentile study Ferguson told GamePolitics:

You know trouble is brewing right in the beginning as they start with the false premise that there is an established relationship between video games and aggression. The authors engage in what's called citation bias, which means they only cover research they like and ignore anything they don't like. This is just not good science. Since this literature review is so slanted, that worries me about how they collected and analyzed their data.  

In [one study] they note that there is a high correlation between prosocial exposure and violent game exposure. This suggests that these may be some of the same games that have both kinds of content! They then suggest that there wasn't a problem with multicollinearity (basically means if you include 2 predictors that are too similar it can screw up your results), yet they only say they had no VIF less than 10...yet even something as low as 4 or 5 is pretty high. So multicollinearity may have been a bigger problem than the authors try to suggest.  Therefore, there may be some serious problems with their analyses here.  

[Also] the authors say that prosocial exposure and violence exposure were very highly correlated and then claim they have completely opposite effects. That is just highly unlikely.

In [another study] the standardized coefficient between playing prosocial games and prosocial behavior... suggests that playing prosocial games had almost no overlap with prosocial behavior one year later. Here we have yet another example of a "significant" finding being touted even though it's so small you'd never notice it in the real world. They also assert causality from correlational data which they can't do no matter how they analyze it.

The final study is probably the best of the three, but it's also the most artificial. Indeed, a fair number of their participants express suspicion about what went on. These kinds of studies have a high risk of "demand characteristics" In other words, students will give you the results they think you want and they won't admit to it afterward. Also the resultant effect sizes are all pretty small.

So, at best, a mountain is being made out of a molehill here, and at worst there are some pretty serious flaws in all analyses. I do worry about the "tone" from this research group. They do not comprehensively cover the literature honestly, and appear to have a hypothesis that they favor from the get-go. That tone would lead me to question their objectivity and, as such, the quality of their analyses.

Bottom line  - I doubt you'd see prosocial games solve the world's ills anymore than violent games have caused any outbreak of youth violence. 

Research: Violent Games Correlate with Hurting Others, Prosocial Games Correlate with Helping

June 17, 2009

A report published in the current issue of Personality and Social Psychology Bulletin maintains that playing pro-social games increases helping behavior by participants while playing violent games increases hurtful behavior.

GamePolitics has previously reported on the research, which combines the results from three separate studies conducted in the U.S., Japan and Singapore. But a press release issued today by the University of Michigan offers new insight about the methodologies used by the researchers involved. These include UM's own Brad Bushman (left) and Roland Huesmann as well as Douglas Gentile of Iowa State. Said Bushman:

These studies show the same kind of impact on three different age groups from three very different cultures. In addition, the studies use different analytic approaches---correlational, longitudinal and experimental. The resulting triangulation of evidence provides the strongest possible proof that the findings are both valid and generalizable...

 

[The research] suggests there is an upward spiral of prosocial gaming and helpful behavior, in contrast to the downward spiral that occurs with violent video gaming and aggressive behavior...

 

Taken together, these findings make it clear that playing video games is not in itself good or bad for children. The type of content in the game has a bigger impact than the overall amount of time spent playing.

Perhaps the most interesting experiment involved 161 U.S. college students. From the press release: 

After playing either a prosocial, violent, or neutral game, participants were asked to assign puzzles to a randomly selected partner. They could choose from puzzles that were easy, medium or hard to complete. Their partner could win $10 if they solved all the puzzles. Those who played a prosocial game were considerably more helpful than others, assigning more easy puzzles to their partners.  And those who had played violent games were significantly more likely to assign the hardest puzzles.

Bushman discusses the study in this brief video.

VG Researcher has additional info...

UPDATE: Here is the UM press release.

Evangelical Leader: Some Games Are Okay. Others, Not So Much...

June 13, 2009

Rev. James Dobson, the politically influential, conservative evangelical leader of nonprofit group Focus on the Family, has given a green light to some video games while offering warnings about violent an sexual content as well as possible game addiction in regard to others.

Dobson's comments appeared in his newspaper column in response to a question from a parent about their son's video gaming:

Depending on the particular games in question, you may have a valid cause for concern... two University of Michigan researchers concluded in 2007 that violent media, including television, film and video games, pose a significant public health threat...

Furthermore, some video games add unhealthy sexual themes and profanity to the mix, not to mention that the American Medical Association estimates one in 10 video gamers is addicted.

Of course, not all video games are problematic. Certain sports games, for instance, can be loads of fun. Some can even be educational...

I’d advise you to put clear limits on the amount of time your son will be allowed to spend with video games... Insist he avoid the troublesome ones altogether...

GP: Dobson is referring to the 2007 Huesmann-Bushman study.

E3 Numbers Game: ESA Serves Up Data on Game Consumers

June 10, 2009

Each year at E3 the Entertainment Software Association distributes Essential Facts About the Computer and Video Game Industry, a small handbook of facts and figures detailing who its customers are and what they are buying.

It's always an interesting read although we're exactly not sure how they define some terms. What constitutes a "game player," for instance? Is it someone who simply plays Windows Solitaire? At any rate, here are some of the key findings from the ESA report:

Who Plays:

  • 68% of Americans play computer or video games
  • The average game player age is 35 (again, how is this defined?)
  • 25% of game players are under 18
  • 25% of game players are over 50
  • 60% are male, 40% female
  • on average, adult gamers have been playing for 12 years
  • 42% of U.S. homes have a game console

Who Buys: 

  • Average age of most frequent purchaser is 39
  • 52% of purchasers are male, 48% female
  • 92% of time a parent is present during purchase
  • 83% of time kids receive parental permission before purchasing
  • 43% of Americans have purchased or plan to buy one or more games in 2009

Parenting:

  • 94% of parents report monitoring their kids' games "always or sometimes"
  • 77% of parents believe parental control features in consoles are useful (although the more relevant number might be how many parents are aware of such controls and use them)
  • 79% of parents impose time limits on gaming (that's a higher percentage than TV viewing, movie viewing and Internet usage)
  • 78% of parents game with kids because it's a good opportunity to socialize with their child
  • 63% of parents game in order to monitor content

Content:

  • 57% of games sold in 2008 were rated E or E10+
  • 16% were rated M (17 and older)
  • Among Top 20 best-selling console games of 2008, 6 were rated M (GTA IV 360, GTA IV PS3, CoD WaW, GoW2, CoD4 MW, Fable II)
  • Among Top 20 best-selling PC games of 2008, 5 were rated M (Age of Conan, CoD4 MW, Fallout 3, CoD WaW, Crysis)
  • 37% of Americans play on wireless devices such as mobile phones and PDAs

Fatal Attraction: Home Generators Used to Power Video Games

May 27, 2009

After a hurricane passes through, you might think that video games would be the last thing on the minds of people in the affected area.

You'd be wrong.

medpage TODAY reports that carbon monoxide poisoning caused by gasoline-fueled portable generators is a fairly common occurence following hurricanes. A surprising number of such incidents involve generators used to power video game systems:

Of 12 separate poisoning incidents in the Houston area in the wake of Hurricane Ike, which left two million people without power in September 2008, five resulted from the use of generators for video games, Caroline Fife, M.D., of the University of Texas Health Science Center in Houston, and colleagues reported.

Overall, 21 children and 17 adults were poisoned. A three-year-old died, and the others had symptoms ranging from nausea, vomiting, dizziness, and headache to chest pain, loss of consciousness, and coma, the researchers reported in the June issue of Pediatrics.

"This is the first study to suggest that generators are commonly used immediately after a large-scale power outage to power entertainment electronics for children," they said.

A spokesperson for the U.S. Consumer Products Safety Commission told medpage TODAY:

Operating a generator inside your home produces poisonous levels of carbon monoxide equal to that of hundreds of cars running inside your home.

Survey Says: One in Twelve Gamers Addicted

May 26, 2009

One in 12 gamers shows signs of addiction, according to a study being presented this week at the Royal Australian and New Zealand College of Psychiatrists Congress.

Prof. Vladan Starcevic (left) of the University of Sydney told New Zealand's NZTV that his team reached that conclusion after conducting an online survey of nearly 2,000 worldwide respondents:

Their whole lives revolve around this activity and there certainly seems to be a problem there - there is an addiction. And it seems to us that these people seem to... have other mental health issues, and it seems excessive video game playing is a manifestation of these underlying problems.

Problem gamers identified by the researchers were more prone to being socially isolated, at increased risk of depression and more likely to engage in compulsive behavior. Most seemed to play four or more hours per day and preferred MMOs like World of Warcraft. On the other hand, Starcevic noted that 92% of gamers displayed no problems with their gaming:

Most people who play video games are not problem video game players, to put it in simple terms, they're not addicted to video games. It is a minority of people who seem to have a problem.

As GameCulture notes, the 8% figure arrived at by Starcevic is remarkably close to the 8.5% game addiction rate Iowa State Prof. Douglas Gentile reported in a study released jointly with the National Institute on Media and the Family last month. As GamePolitics has reported, Gentile's research was criticized by ABC News Polling Director Gary Langer and Harvard's Dr. Cheryl Olson, author of Grand Theft Childhood.

NIMF Game Addiction Stats Not Convincing to Poll Respondents

May 19, 2009

Late last month, GamePolitics reported on a study jointly published by Dr. Douglas Gentile of Iowa State University and the National Institute on Media and the Family which claimed that approximately one in twelve kids show signs of being addicted to video games. Those results were determined by comparing the gaming habits of 8-18-year-olds to symptoms of gambling addiction. Video game addiction is not currently recognized as an official mental disorder.

Shortly after the study’s release, NIMF launched a poll on its website asking: “Do you think that video game addiction is a real problem?” Here’s the national breakdown of the voting as of Monday afternoon.  Of 3,169 respondents:

  • 74% - No
  • 19% - Yes
  • 7%  - Not Sure

Minnesota, where NIMF is headquartered, is the only state with a majority of Yes votes at 51%. The state with the highest percentage of people who don’t think video game addiction is a real problem?  Nevada, at 96%.

Go figure.

-Reporting from San Diego, GamePolitics correspondent Andrew Eisen...

UPDATE: The poll remains open. As of posting time, the numbers have changed a bit. Vermont, with 38%, has joined Minnesota as the only state currently where the Yes votes are in the majority.

In Taiwan, City Officials Demand Game Rating Enforcement

May 13, 2009

Officials in Taipei, the capital of Taiwan, are demanding that the city government draft legislation requiring retailers and cyber-cafe operators to adhere to game content ratings.

As reported by the Taipei Times, Chinese Nationalist Party councilors Lee Yen-hsiu and Chin Li-fan led the call for rating enforcement. Lee commented:

Many of these online games are rated restricted or have even been banned in other countries such as South Korea and Australia, but our kids can easily purchase these games. Are we living in anarchy in Taiwan?

Chin told the newspaper that an amendment expected to pass later this year would ban sales of mature-themed online and single-player games to younger players:

The amendment would require Internet cafes and shops that sell computer software to stop selling restricted online games to teenagers, but it does not stipulate any fine for businesses that refuse to cooperate. This is a passive regulation.

The Times cites statistics showing that video gaming among Taiwanese teens jumped from 62% in 2006 to 88% in 2009. Better than 10% of teens said they stayed up late to play.

Swine Flu Researchers Study 2005 WoW Pandemic

May 1, 2009

Canada.com reports that researchers are learning how pandemics spread by tracking progress of the Corrupted Blood outbreak that occurred in World of Warcraft in 2005.

Prof. Nina Fefferman of Rutgers University commented:

Suddenly, there did exist [in WoW] an experimental framework to watch how people would behave during an epidemic. That's exactly what we worry about in real-world epidemics — the little behaviours that we don't tell people to do or not to do, because we have never seen this happen before.

For those who don't play WoW, or didn't back in 2005, here's how the game's virtual pandemic went down:

Blizzard Entertainment decided that some players' characters had become too powerful, so they created a virus — called "Corrupted Blood" ...The virus quickly infected any nearby character, regardless of its relative strength.

The programmers imposed a mass quarantine, and expected players to take it seriously because "death" can cause their characters to lose items, strength, weapons and armour they had accumulated over many hours of play.

Yet many players ignored the quarantine, spreading the virus. Eventually, more than four million of the game's six million players worldwide were infected, and millions "died."

Game Addiction Study Prof Fires Back at ESA Boss

April 30, 2009

The recent claim by Iowa State Prof. Douglas Gentile (left) and the National Institute on Media and the Family that "nearly one in ten" 8-18 year-olds shows signs of video game addiction was challenged this week by ESA CEO Michael Gallagher, who questioned Gentile's methodology.

Yesterday, NIMF boss David Walsh defended Gentile's research to GamePolitics. Gentile himself has now waded into the fray, telling incgamers that the ESA's attack on his sampling methodology was a "trick."

And that's not all Gentile had to say:

The ESA are trying to give the perception that there was something wrong with the study... [the ESA's criticism of the sample is a] trick the ESA is trying to get you to pick up on...

 

We're talking about pathological implications [of addictive gaming], we're measuring it on how it damages people to function in a healthy way, and how they start to injure their family and social relationships, their school work or their occupational work, and when we measure it that way (the same we would measure pathological gambling), you can't just have one of the symptoms, but rather more than half of the symptoms. There are 11 symptoms, and you have to report up to six of those symptoms.

Eight and a half percent of the surveyed gamers, across the sample, reported up to six of those symptoms, which, in medical terms means that they are pathological gamers.

incgamer also cites a letter from Iowa State to the ESA which defends Gentile's methodology. The researcher did admit to a mistake in his report which incorrectly tabs the survey's margin of error at 3%.

NIMF's David Walsh Defends Game Addiction Study

April 29, 2009

As GamePolitics readers know, a study released last week by Dr. Douglas Gentile of Iowa State University and the National Institute on Media and the family suggested that "nearly one in ten" 8-18 year-olds showed signs of video game addiction.

The research has been under fire, however, from the video game industry as well as from less biased critics such as Harvard's Dr. Cheryl Olson and ABC News Polling Director Gary Langer.

Yesterday game publishers lobbying group the ESA released a letter in which CEO Michael Gallagher criticized the study for a sampling error that has been acknowledged by Gentile. Gallagher also bemoaned the wide coverage which the flawed study has received from mainstream media outlets.

GamePolitics asked the National Institute on Media and the Family to respond to the ESA's criticism; we've just received this statement from NIMF President Dr. David Walsh:

Everyone knows at least one child who has struggled with balancing healthy game playing with academics and family life. Unfortunately, as Dr. Gentile’s study suggests, some children have more significant problems with gaming.  Regardless of whether you agree with the exact statistics in Dr. Gentile’s study, it provides the gaming industry, medical experts, and public policymakers with a new opportunity to have a thoughtful conversation regarding the effects of video games on kids.

One study will not determine if gaming is addictive for some kids. Again, additional research is required to determine if video games are as ‘addictive’ as gambling and alcohol. With this additional research, the medical community can make an educated decision on video games and addiction.

We look forward to leading the conversation with the industry, policymakers and parents on this important public health issue.

GP: Walsh discusses the research in the video at left. To be clear, the video does not address the sampling issue raised by the ESA.

ESA Targets NIMF Addiction Study

April 28, 2009

Last week the National Institute on Media and the Family along with Iowa State University Prof. Douglas Gentile released a study which claimed that 8.5% of 8-18 year-olds displayed signs of video game addiction.

The research, published in the journal Psychological Science, was quickly challenged, most notably by Harvard's Dr. Cheryl Olson (co-author of Grand Theft Childhood) and ABC News polling director Gary Langer.

Citing Langer's report on the study's flawed research methodology, game publishers' lobbying group the Entertainment Software Association yesterday sent a letter to the editor of Psychological Science, Purdue University Prof. Robert Kail. ESA CEO Mike Gallagher questioned the validity of the NIMF/Gentile findings and complained that their alarming assertions regarding video game addiction received wide coverage in the mainstream media.

It is safe to say that the sole reason the [Gentile] study generated the kind of media attention it did was due to the inclusion of specific numbers that would appear to have been based on scientific research. In fact, the numbers reflected no such thing. Because of the composition of the group studied, neither the overall figure, nor the cited sampling error is supported by the data Dr. Gentile presented. 

 

We accept Dr. Gentile’s [subsequent] admission of [sampling interpretation] error at face value, although it is hard to understand how a researcher would base a scientific study upon an assumption about the nature of the group he was studying. It is not that Dr. Gentile did not have time to make sure that the group was a truly national representative sample: the data was collected in January, 2007...

Gallagher concluded by asking Kail to advise Psychological Science readers of the discrepancy between the sampling reported by Gentile and that upon which the study was actually based. For a detailed explanation of the sampling issue, see Gary Langer's ABC News post.

ABC News Polling Guru Slams NIMF Game Addiction Data

April 22, 2009

On Monday Prof. Douglas Gentile of Iowa State University in conjunction with the National Institute on Media and the Family released the results of a new study which suggested that one in twelve 8-18 year-olds displayed symptoms of video game addiction.

As GamePolitics reported, the methodology behind the ISA/NIMF research was almost immediately called into question by Harvard's Dr. Cheryl Olson, co-author of Grand Theft Childhood and Oregon psychiatrist Dr. Jerald Block, an expert of the topic of video game addiction.

A report today by ABC News polling director Gary Langer (left) goes a step further, questioning Gentile's study for its claim of being "nationally representative within 3% [margin of error]."

Writing for his The Numbers blog, Langer explains:

The problem: This study was conducted among members of an opt-in online panel – individuals who sign up to click through questionnaires on the internet in exchange for points redeemable for cash and gifts. There are multiple methodological challenges with these things... but the most basic – and I think least arguable – is that they’re based on a self-selected “convenience sample,” rather than a probability sample. And you need a probability sample to compute sampling error...

This is far from an inconsequential issue. The public discourse is well-informed by quality data; it can be misinformed or even disinformed by other data. It is challenging – but essential – for us to differentiate.

Langer also heard from the study's author who admitted the mistake in calculating a margin of error:

Prof. Gentile got back to me... He said he was unaware the data in his study came from a convenience sample... and that, relying on his own background in market research, he’d gone ahead and calculated an error margin for it. “I missed that when I was writing this up. That is an error then on my part.”

ESA Reacts to NIMF Game Addiction Study

April 21, 2009

Yesterday GamePolitics reported on research data released by Iowa State University Prof. Douglas Gentile and the National Institute on Media and the Family which suggests that one in twelve people between 8 and 18 show signs of video game dependency.

We also noted that Grand Theft Childhood author Dr. Cheryl Olson of Harvard questioned the survey methodology used in the study.

Not unexpectedly, game publishers' trade group ESA has now weighed in to dispute the NIMF research. Senior VP Rich Taylor (left) commented:

This is a report more in search of media headlines than scientific truth and facts. In an interview, though not in the report itself, Dr. Gentile said, ‘It’s not that games are bad. It’s not that games are addictive.’ Medical experts, including the American Medical Association, have already rejected the fallacy of video game ‘addiction,’ and we completely agree.

Like all forms of entertainment, computer and video games should be a part of a well-rounded lifestyle that includes healthy eating and exercise. It is up to parents to determine when and how often their children should play any game. For our part, the industry already provides a wide range of tools and information, including timers and parental controls, to help caregivers ensure that entertainment software is used appropriately.

Oregon psychiatrist Dr. Jerald Block, who has been known to drop by GamePolitics from time to time, offered some additional criticism of Gentile's research, reports USA Today:

Jerald Block, a psychiatrist at the Oregon Health Science University, called the study "valuable" to the American Psychiatric Association's [upcoming] decision on whether compulsive computer and Internet use should be considered a mental disorder.

Block, an APA adviser, warns that the [NIMF] study has weaknesses. The research should be replicated because it is supported by the National Institute for Media and the Family, which he likens to a lobbying group. And the survey could have found higher game use because it was collected in January as opposed to summer. It also classifies 8.5% as addicted without a physician interview: "The people they are claiming have a problem, it's not entirely clear that they do have a problem."

UPDATE: GU Comics pokes a bit of fun at the NIMF study.

Grand Theft Childhood Author Challenges NIMF Game Addiction Data

April 20, 2009

Harvard's Dr. Cheryl Olson, co-author of Grand Theft Childhood: The Surprising Truth About Violent Video Games, offered GamePolitics some thoughts on research data released today by Iowa State University Prof. Douglas Gentile and Dr. David Walsh of the National Institute on Media and the Family.

According to Gentile and Walsh, 8.5% of 8-18 year olds exhibit behaviors similar to those that clinically define compulsive gamblers.

Olson, however, questions their methodology, which involved the collection of data via an online Harris Interactive Poll.

From Dr. Olson:

The concern here is labeling normal childhood behaviors as "pathological" and "addicted." The author [Iowa State University's Prof. Douglas Gentile] is repurposing questions used to assess problem gambling in adults; however, lying to your spouse about blowing the rent money on gambling is a very different matter from fibbing to your mom about whether you played video games instead of starting your homework.

 

It's also very questionable whether kids as young as 8 can accurately fill out a self-administered online questionnaire, especially one that uses questions designed for adults.

That said, the study is well intended, and a good reminder to discuss rules and set limits with your kids re: electronic game use.

New Study: One in Twelve Young Gamers Shows Signs of Addiction

April 20, 2009

A new study claims that one in twelve (8.5%) of gamers age 8-18 shows signs of being addicted to their hobby.

The research, conducted by Iowa State University and the National Institute on Media and the Family, compared the young gamers' playing habits to the American Psychiatric Association’s list of symptoms of gambling addiction.

The 8.5% of study subjects who showed addictive traits indicated behaviors such as:

•    Lying to family and friends about video game usage
•    Using video games to escape from problems or bad feelings
•    Becoming restless or irritable when attempting to stop playing video games
•    Skipping homework in order to play video games
•    Doing poorly on a school assignment or test because they spent too much time on games.

ISU Prof Douglas Gentile (left) commented on his findings:

Many parents have been worried about their children being ‘addicted’ to video games. While the medical community currently does not recognize video game addiction as a mental disorder, hopefully this study will be one of many that allow us to have an educated conversation on the positive and negative effects of video games.

NIMF president David Walsh added:

This study is a wake-up call for families. While video games can be fun and entertaining, some kids are getting into trouble. I continue to hear from families who are concerned about their child’s gaming habits. Not only do we need to focus on identifying the problem, but we need to find ways to help families prevent and treat it.

The ISU/NIMF study used data collected in a Harris Interactive Poll that surveyed 1,178 American youth, aged 8 to 18.

DOCUMENT DUMP: Grab a copy of the study here.

GP: Perhaps a small point, but the press release for this research continually refers to "nearly one out of ten" respondents being addicted to video games. However, the 8.5% addiction result determined by the research is actually much nearer to one in twelve (8.33%); we've represented it as such in this article.

UPDATE: Grand Theft Childhood co-author Dr. Cheryl Olson offers some criticism of the study methodology employed by Prof. Gentile.

Grand Theft Childhood Author Talks Violent Games, School Shootings

April 13, 2009

Dr. Cheryl Olson (left), co-author of Grand Theft Childhood, was interviewed about the video game violence issue recently on German television.

The game violence debate, as GamePolitics readers know, has been raging anew in Germany since last month's horrific school shooting rampage in Winnenden.

Andreas Garbe, who conducted the interview, provides an English translation on his blog. Among other topics, Dr.Olson spoke about the oft-made claim that violent games motivate school shooters:

There is so much publicity about school shootings in the US, Germany and other countries. But a review of the data shows that this type of violence is not increasing – it’s the media coverage of the violence that has gone way up. So, people believe that school violence is much more common than it is. (Your child is actually more likely to be struck and killed by lightning than to be shot at school.)

The Secret Service and the FBI in the US have studied school shootings in an effort to identify a “profile” of potential shooters and prevent these tragedies. They were not able to find a profile. The only thing these shooters had in common was male gender and (often) a history of treated or untreated depression...

Dr. Olson also disputed the claim that school shooters learn to fire a weapon by playing violent video games:

Also, we researched the issue of whether it’s possible to learn to shoot from a video game. Experts told us that it’s actually not difficult to shoot a gun at someone who is not moving, is not shooting back at you, and is not far away from you – even if you have little experience with guns. Media reports on a few school shootings in the U.S. said that these boys had never fired a real gun, but learned only from video games; this turned out not to be true. They had practiced with real guns...

But Dr. Olson believes that video game ratings could be more useful:

GamePolitics ShoutBox

Posted 07/04/09 at 01:18pm
Andrew Eisen: Rodrigo - A fun idea but you might want to fix the typos.
Posted 07/04/09 at 12:57pm
GRIZZAM PRIME: Happy 4th of July!
Posted 07/04/09 at 12:44pm
Yuuri: Happy Blow Crap Up Day!
Posted 07/04/09 at 11:09am
Rodrigo Ybáñez García: I designed this shirt for Jack debate today: http://i44.tinypic.com/2552t89.jpg
Posted 07/04/09 at 11:06am
BearDogg-X: There's a one minute and a half preview of the video game episode of Penn & Teller: Bullshit! up at http://www.sho.com/site/ptbs/home.do
Posted 07/04/09 at 10:08am
Arcanagos: Happy 4th all
Posted 07/04/09 at 09:32am
Firebird: Greetings GP community, and HAPPY 4th of JULY!!!
Posted 07/04/09 at 03:48am
Michael Chandra: I missed out on Jack? =(
Posted 07/04/09 at 01:52am
Escanor94: hmm, looks like when someone gets banned all their comments are automaticly deleted
Posted 07/03/09 at 11:46pm
Arcanagos: aww, did i miss the JT party? :(
Posted 07/03/09 at 11:00pm
Leet Gamer Jargon: Where's the recent JT bullcrap? Which comments section has he vomited on? EDIT: Nevermind; it's in the "Radio" thread.
Posted 07/03/09 at 09:17pm
BearDogg-X: I wonder what the Metropolitian Moron of Miami said in response to my comment saying that he got a dose of his medicine on the SGC09 Debate thread?
Posted 07/03/09 at 06:51pm
Rodrigo Ybáñez García: He gets offended with a bunch of flowers.
Posted 07/03/09 at 06:49pm
GoodRobotUs: LOL He takes offence at the fact he might have *chosen* to be crazy?
Posted 07/03/09 at 06:47pm
Rodrigo Ybáñez García: He warned me to get a lawyer after I called him "crazy by his own choice"... that´s libel for him
Posted 07/03/09 at 06:45pm
HilaryDuffGta: "libel" what did he threaten now?
Posted 07/03/09 at 06:44pm
Rodrigo Ybáñez García: Was fun to be threatened for "libel" again.
Posted 07/03/09 at 06:26pm
HilaryDuffGta: hey so what did i miss??? the usual spam of "crap"
Posted 07/03/09 at 06:15pm
FlakAttack: Jack ruined his chance to have civil debates with us here. Glad you banned him (again).
Posted 07/03/09 at 04:04pm
Krono: Unexpected is probably the best word to describe it. Particularly as no decent reason is given.
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