The current issue of Newsweek devotes five pages to a feature called "Anatomy of Violence."
Perhaps surprisingly, video games come in for only a scant mention near the bottom of the last page:
No discussion of violence in American culture is complete without mentioning blood-soaked videogames. Right after earning points for a graphic disemboweling, young players are more aggressive, but more in punch-little-sister mode than shooting up a mall. Still, there is evidence that violent games have a numbing effect. "When people stop feeling it's terrible that someone is getting hurt, that's dangerous," says [a researcher].
So, if not violent video games, what is causing violence in American society?
Scientists who study criminal violence... now believe that its roots are equally planted in the biology of an individual, the psychology that reflects the interaction of innate traits and experiences, and the larger culture. No single cause is sufficient, none is deterministic...
Louis Schlesinger, professor of forensic psychology at the John Jay College of Criminal Justice in New York, mass killers tend to be aggrieved, hurt, clinically depressed, socially isolated and, above all, paranoid.
Definitely worth a read if you have an interest in the topic...
Do turban-wearers provoke subconscious prejudice against Muslims?
As reported by the Victoria Times-Colonist, a study conducted at the University of New South Wales in Australia suggests that Muslim-style turban are perceived as menacing. Researchers there are calling this the "turban effect". The results of the study will be published in an upcoming issue of the Journal of Experimental Social Psychology. From the Times-Colonist article:
Research volunteers played a computer game that showed apartment balconies on which different figures appeared, some wearing Muslim-style turbans or hijabs and others bare-headed. They were told to shoot at the targets carrying guns and spare those who were unarmed, with points awarded accordingly.
People were much more likely to shoot Muslim-looking characters - men or women - even if they were carrying an innocent item instead of a weapon, the researchers found
At this point, it's unknown what game software was used for the study. Mohamed Elmasry, head of the Canadian Islamic Congress, commented on the results:
I'm hoping that Canadian Muslims one day become invisible. As such, Canadians will treat them like any others... [The research] does confirm our biggest fear that there is discrimination and prejudice within our society, and unfortunately people don't recognize it or don't admit it. Sometimes they really don't know that it does exist.
In the preceding GamePolitics article we covered University of Michigan Professor Brad Bushman's criticism of Grand Theft Childhood.
The book, written by Harvard researchers Lawrence Kutner and Cheryl Olson, downplays the effects of video game violence on adolescent behavior.
We also contacted the authors for comment on Bushman's attack on Grand Theft Childhood. Dr. Cheryl Olson shared these thoughts (and provided several of the links):
I don’t mind other researchers criticizing my work as long as they don’t engage in personal attacks... Brad Bushman is absolutely entitled to air his views.
Unfortunately, Dr. Bushman has some of his facts mixed up. In the 2001 Surgeon General’s report on youth violence, exposure to TV violence was actually near the bottom of the list of influences on real-world violence – so low that it was relegated to an appendix!
He theorizes that teens are more likely to identify with video game characters than TV or movie characters. That’s plausible, but I could just as easily argue the opposite; boys told us repeatedly in focus groups that they enjoying taking the bad guy role in a video game specifically because they don’t want to behave that way in real life. Also, because video games require active control and participation, players are constantly reminded that the game is merely a game.
Dr. Bushman’s statement that video games directly reward violence is only partly accurate; anyone who actually plays video games knows that players are not always rewarded for acting violently, and in fact are often penalized immediately or later on (even in parts of Grand Theft Auto IV). The content and consequences in video games are extremely varied, which is one reason that studying their influence is so difficult.
Finally, regarding his experimental study of Dutch teenagers playing a game for 20 minutes in a lab: Those teens are fully aware that no researcher will allow them to act in a way that causes permanent physical harm to someone. Dr. Bushman may be a bit too credulous – a view that is supported by a quote from that Surgeon General’s report.
Co-author Dr. Lawrence Kutner added:
While Lawrence Kutner and Cheryl Olson's recent book Grand Theft Childhood has given cheer to video gamers (and the video game industry), a longtime media violence researcher strongly disagrees with the authors' conclusion that violent games aren't all that bad for younger players.
In an op-ed for the Detroit Free Press, University of Michigan professor Brad Bushman writes:
Kutner and Olson’s advice to parents is particulary puzzling since their own data suggest that such games are linked to aggressive behavior... Although laboratory experiments can be used to establish cause-effect relationships, they quickly dismiss most lab studies as artificial and invalid.
I strongly disagree. Consider a laboratory experiment I recently conducted... Boys about 14 years old were randomly assigned to play a violent or nonviolent video game for 20 minutes... Next, they completed a noise blast task, with the winner blasting the loser with a noise...
The boys were told that inflicting higher noise levels could cause “permanent hearing damage” to their partners... These boys were even willing to give another boy noise levels loud enough to cause permanent hearing damage...
Violent video games are not the only risk factor for aggression, or even the most important factor, but they are definitely not a trivial factor...
Bushman was among the authors of the American Psychological Association's 2005 resolution which held that there is an increase in aggression following violent video game play. Bushman also participated in a 2007 study which found correlation between violent Biblical passages and aggression. He is also one of controversial Miami attorney Jack Thompson's expert witnesses in an Alabama lawsuit alleging that an 18-year-old's murder of two police officers and a dispatcher was motivated by playing Grand Theft Auto.
Gamers spend about $30,000 on games and hardware between 18-48, according to data released this morning by GameStrata.
The provider of online tools and statistical data surveyed North American gamers. Of the results, GameStata exec Barry Dorf said:
The overwhelming majority of gamers are spending their time online with friends, building their reputation and online personas. Video games are becoming so much more than a momentary diversion; gaming is becoming yet another means of community building...
GameStrata also reaches some interesting conclusions concerning digital downloads:
A strong correlation between the frequency of digital purchases and Xbox 360 ownership suggests that the Xbox 360 is the preferred console for the consumption of digital content... The move toward the microtransaction revenue model is also a notable trend, with 85% of respondents confirming the purchase of a virtual good in the last month.
Via: GameWire
A study at the University of Central Florida has found that using educational video games can increase students' math skills and raise standardized testing scores.
As reported by the journal, 193 algerbra and pre-algebra students from Orange County participated in the experiment. Those who played the games over an 18-week period did better on district-wide benchmark testing than those who did not. Students using the games improved their scores by 8.07 points on average, while those in the control group improved by just 3.74 points.
Tabula Digita's DimensionM games (screenshot at left) were used in the study. Company CEO Ntiedo Etuk commented:
These research results are remarkable and support previous studies which have concluded that interactive games are more effective on learners' cognitive gains than traditional classroom instruction alone. We are teaching a new generation of students, which requires unconventional teaching strategies be put into practice in the classroom. And when schools use our games, the student benefits speak for themselves--a greater desire to learn and higher test scores.
Sunday's Boston Globe offers a fascinating interview with Oregon psychiatrist - and GamePolitics reader - Dr. Jerald Block, who specializes in treating online game addiction.
Block believes that "Internet Addiction" should be recognized as an official diagnosis.
From the story:
[Block] believes that psychiatry needs to do a lot of catching up in order to understand why people get stuck in games like Warcraft. One problem: Most therapists have no idea what a "guild" is or what it means to hit Level 60. Because of this language barrier, many gamers wind up begging for help in online support groups rather than seeking out mental health professionals.
Interestingly, Block said that addicted gamers feel worse about their habit than those addicted to pornography:
BLOCK: ...the computer gamers tend to be harder to treat. People feel a lot of shame around computer games. Whereas, it's socially acceptable to have a porn problem.
IDEAS: You can't be serious. You mean your clients are more ashamed of ...
BLOCK: ...playing World of Warcraft than looking at porn. Yes.
IDEAS: Why?
BLOCK: As a society we understand that porn is something people do, and you can see a psychiatrist and get treated for it. But gaming is hard to describe to anyone else. So these people can't explain their situation to friends. In fact, it's hard to give you an example of what my clients talk about, because gaming is enormously complicated.
Block has also studied the relationship between violent games and school shootings, but believes the issue is complex and enmeshed in the shooters' "relationship" with their PCs:
With these shooters, their last act was to turn against their own computers. As a psychiatrist, I think that's relevant.
New research says that video games appeal to the male urge to conquer, according to a report in the Daily Mail.
The newspaper cites a new study by Stanford Prof. Allan Reiss (left), published in the Journal of Psychiatric Research
Professor Allan Reiss, who led the research, said women got the hang of the game and understood how to win the most territory, but were not as driven as men...
After analysing the MRI data, the researchers found participants of both sexes showed activation in the brain's mesocorticolimbic centre, the region typically associated with reward and addiction. Male brains, however, showed much greater activation. The amount increased as they gained more territory.
Reiss commented on his research:
These gender differences might help explain why males are more attracted to, and more likely to become "hooked" on, video games than females. I think it's fair to say that males tend to be more intrinsically territorial. It doesn't take a genius to figure out who historically are the conquerors and tyrants of our species.
A NASA researcher speaking at a University of Manitoba workshop discussed using video games as an educational tool and disputed supposed links between games and criminal behavior.
As reported by the Truro Daily News, NASA's Daniel Laughlin said:
Since 1993, violent crime in Canada and the U.S. has declined by 50 per cent and during that time the video gaming industry has exploded. If video games were really linked to crime, then we wouldn’t have seen that decline in violence.
Laughlin is the learning technologies project manager at NASA's Goddard Space Flight Center in Baltimore. The space agency is working on an MMO to sharpen math and science skills among high school and college students:
I’d love to see a space-based game where the players are placed in real careers — astrophysicists, aerospace engineer. It would be a game where you need the expertise of real science to succeed... It’s got to be fun, first. Without the fun, no one will want to play it and it won’t be successful. But it has to use real science.
Texas A&M professor Christopher Ferguson pens an op-ed on the Grand Theft Auto IV controversy for the Eureka Reporter:
Violent video games do not cause violent behavior. There are no good data at all to suggest that they do.... as the consumption of violent video games in our society has skyrocketed, violent crimes, including those among youths, have plummeted... We can be sure that violent video games are not sparking a youth violence epidemic because there is no youth violence epidemic.
In my own research, I have found that family violence exposure as a child and the individual’s innate (probably genetic) personality are related to violent criminal behaviors, but that violent video game exposure is not...
we need to give the current generation of youths more credit. Today’s youths are healthier in most respects than any other group of youths since the 1960s. Today’s youths are less likely to engage in violent crime, use drugs or alcohol, get pregnant, commit suicide or drop out of school than were youths of previous generations.
A new UK study indicates that two-thirds of British 12 to 15-year-olds believe playing violent video games makes them more aggressive.
The information is contained in a report on UK childrens' media literacy conducted by "media regulator" Ofcom. While the video game data comprises only one segment of the report, it drew the headlines in UK newspapers the Daily Mail and the Telegraph.
From the report's executive summary:
Children’s views on gaming are particularly interesting. Around two-thirds of older children agree that violence in games affects people’s behaviour outside the game and that violence in games has more impact on people’s behaviour than violence in television or films. There are high levels of agreement for having settings on consoles which can restrict game playing based on age ratings.
Although research to date has failed to prove conclusively a link between violent games and violent behaviour in children, children themselves clearly share the wider public concern around this issue. A possible factor in this is the high ongoing level of media coverage of violent crimes in which game playing is alleged to have been a factor.
A researcher at England's University of Essex says that there is little evidence to suggest that video games are harmful. Patrick Kierkegaard, writing in the current International Journal of Liability and Scientific Enquiry, adds that, in his view, games do not lead to aggression.
He also suggests that previous studies linking games and aggression are biased.
As reported by Science Daily:
Kierkegaard explains... there is no obvious link between real-world violence statistics and the advent of video games. If anything, the effect seems to be the exact opposite and one might argue that video game usage has reduced real violence.
As others have done, Kierkegaard cites declines in US juvenile crime at the same time that video game sales are increasing:
Violent crime, particularly among the young, has decreased dramatically since the early 1990s. With millions of sales of violent games, the world should be seeing an epidemic of violence. Instead, violence has declined.
Kierkegaard said that the inherent bias found in many studies indicates a need for more details research on video games and their effects on youthful players.
Writing for Slate, Sudhir Venkatesh, a professor of sociology and African-American studies at Columbia University and the author of Gang Leader for a Day: A Rogue Sociologist Takes to the Streets, discusses the portrayal of underworld relationships in Grand Theft Auto IV:I found that Grand Theft Auto actually offered a less sensational portrait of gangland and ghetto streets than the one put out by most cops, politicians, policymakers, and even academics. There is nuance in the game that exceeds most of the conventional portraits of American cities...
Not that I'm suggesting that we turn to GTA IV to solve the gang problem... The game is a carnival of violence, deceit, and cruelty that makes you slightly nauseated after playing for only a few hours... But I have to admit that I was surprised a video game had such a well-developed, fine-grained understanding of human nature.
The game's success can be traced to a simple principle: Niko Bellic, the protagonist who roams around Liberty City, making his way in the world by building relationships... the point is that a lone wolf can't survive. Niko has to take a risk and trust somebody...
The New Yorker serves up a video which details how THQ's hit strategy game Full Spectrum Warrior was modified to help Iraq War veterans deal with post-traumatic stress syndrome (PTSD).Most P.T.S.D. therapies that we’ve seen don’t seem to be working, so what’s the harm in dedicating some money to R. & D. that might prove valuable?” Paul Rieckhoff, the executive director of Iraq and Afghanistan Veterans of America, said last November.
In January, his group issued a lengthy report called “Mental Health Injuries: The Invisible Wounds of War,” which cited research suggesting that “multiple tours and inadequate time at home between deployments increase rates of combat stress by 50%.”
Rieckhoff went on, “I’m not someone who responds to sitting with some guy, talking about my whole life. I’m going to go in and talk to some dude who doesn’t understand my shit and talk about my mom? I’m the worst of that kind of guy. So V.R. therapy, maybe it will work. We’re a video-game generation. It’s what we grew up on. So maybe we’ll respond to it.”
We've got additional reactions to yesterday's report by the Federal Trade Commission which gave high marks to the video game biz for its enforcement of ESRB ratings at point-of-sale.The Senator is pleased and commends retailers for significantly improving on the latest FTC study. Clearly retailers are much more cognizant of the potential harmful effects of ultra violent video games and are not selling such games to minors in as great a number.
With that said, it is imperative that the industry does more to prevent the sale of adult oriented games to children. Twenty percent of minors can still easily get their hands on games that are inappropriate for them. That equates to hundreds of thousands of children who are potentially in harm's way. The Senator looks forward to continuing his efforts and working with the various interested parties to end the sale of extremely violent video games to children.
The steep decline in sales of M-rated games to underage buyers reported this morning by the Federal Trade Commission is a clear victory for the video game industry on both the political and public relations fronts.
Taking a victory lap is the organization responsible for operating the video game industry's rating system, the ESRB. Via press release, ESRB president Patricia Vance commented on today's FTC report:
Video game retailers have clearly stepped up their efforts to enforce their store policies, and they deserve recognition for these outstanding results. We commend and applaud retailers for their strong support of the ESRB ratings, and will continue working with them to help ensure that these levels of compliance are sustained if not further increased.
The ESA, representing US video game publishers, declined to comment, referring us instead to the ESRB.
Bo Andersen, president of the Entertainment Merchants Association, a trade group representing a number of video game retailers, also weighed in. For retailers, the report is a mixed bag. They scored superb numbers on game rating enforcement, but were criticized by the FTC for sales of R-rated and unrated DVDs to underage buyers. Andersen said:
Retailers don’t want children to be able to purchase or rent video games and DVDs that their parents do not want them to have. As a result, they have made real and significant investments in enforcing the voluntary video game and motion picture ratings in their stores. The FTC’s latest ‘undercover shopper’ survey demonstrates that these investments are producing strong results... While we are pleased with the progress that has been made in ratings enforcement, retailers still are not where they want to be as an industry.
On the consumer side, Hal Halpin, president of the Entertainment Consumers Association, remarked:
This is an extraordinary accomplishment from the nation's leading interactive entertainment retailers, as it clearly shows their increased commitment of keeping mature-rated games out of children's hands. Perhaps most impressive is the incredible reversal in their failure rate over such a short period of time and with a comparatively new rating system.
This is truly a vindication for video game merchants who have been falsely damned by anti-game advocates and special interest groups, who now don’t have a leg to stand on.
GamePolitics also offered several high-profile game industry critics and watchdog groups an opportunity to comment. So far we've not heard back from the Parents Television Council, the National Institute on Media & the Family or California State Sen. Leland Yee. There was one critic we did hear from, though...
Despite the eye-popping retail enforcement numbers, anti-game activist Jack Thompson refused to give credit to the video game industry. Instead, he credited... Jack Thompson:
I'm more than happy to take credit for the improvement. The threat of legislation has improved performance, not some altruism on the part of the Strauss Zelnick's [or] the industry. To America's parents: Jack Thompson is delighted to have helped.
Of course, Thompson would have been all over the FTC numbers had they been unfavorable to the video game industry. Classy, Jack...
UPDATE: Dr. David Walsh of the National Institute on Media & the Family has now weighed in. NIMF claims a bit of the credit as well:
The results of the [FTC's] latest undercover survey are good news for retailers and the [ESRB], but most of all for parents... With its consistent pressure on the video game industry, [NIMF] played a significant role in improving ratings enforcement and education. Similar to our... Video Game Report Cards, the FTC survey shows that specialty retailers, such as GameStop, continue to lead in enforcement and the rental companies need to step up their efforts...
Full Disclosure Dept: The ECA is the parent company of GamePolitics…
Socrates, Plato, Aristotle... Morons!I will tell you that all these video gamers... they're bloggers, as well as video gamers - they're writing all kinds of stuff about me [that] I'm the enemy now of video gamers. I could care less about video games. Video game bloggers? They're losers...
Last week we were treated to Jack Thompson's view of Grand Theft Auto IV on the Glenn Beck program.
Today's Seattle Post-Intelligencer features a front page article on GTA IV which includes an interview with one of the authors of Grand Theft Childhood: The Surprising Truth about Violent Video Games.For most kids and most parents, the bottom-line results of our research can be summed up in a single word: Relax... We have a long history of panicking over the introduction of new media. We have no evidence this is different.
The real question is which kids if any are at significant risk, and can we use behavior involving violent video game play as markers as what kids [should watch].