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Video Game Controversies

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Video game controversies
Video game controversies refers to a wide range of debates on the social effects of video games on players and broader society. Since the early 2000s, advocates of video games have emphasized their use as an expressive medium, arguing for their protection under the laws governing freedom of speech and also as an educational tool. Detractors argue that video games are harmful and therefore should be subject to legislative oversight and restrictions. The positive and negative characteristics and effects of video games are the subject of scientific study. Academic research has examined the links between video games and addiction, aggression, violence, social development, and a variety of stereotyping and sexual morality issues.
Background
The Entertainment Software Association reports that 17% of video game players are boys under the age of eighteen and that 36% are women over the age of eighteen, with 48% of all gamers being women of all ages. They also report that the average age of a gamer is 31. A survey of 1,102 children between 12 and 17 years of age found that 97% are video game players who have played in the last day and 75% of parents checked the censor's rating on a video game before allowing their child to purchase it. Of these children, 14% of girls and 50% of boys favored games with an "M" (mature) or "AO" (adult-only) rating. 32% of American adults play video games and as of 2007 the number was increasing.
Since the late 1990s, some acts of violence have been highly publicized in relation to beliefs the suspect in the crime may have had a history of playing violent video games. Some research finds that violent video game use is correlated with, and may cause, increases in aggression and decreases in prosocial behavior. Other research argues that there are no such effects of violent video games. This link between violent video games and antisocial behavior has been denied by the president of Interactive Digital Software Association in 2005 in a PBS interview. In this interview he states that this problem is "…vastly overblown and overstated…" by people who "….don't understand, frankly, this industry". Others theories positive effects of playing video games including prosocial behavior in some contexts and argue that the video game industry has served as a scapegoat for more generalized problems affecting some communities.
Negative effects of video games
Theories of negative effects of video games tend to focus on players' modeling of behaviors observed in the game. These effects may be exacerbated due to the interactive nature of these games. The most well known theory of such effects is the General Aggression Model (GAM), which proposes that playing violent video games may create cognitive scripts of aggression which will be activated in incidents in which individuals think others are acting with hostility. Playing violent video games, thus, becomes an opportunity to rehearse acts of aggression, which then become more common in real life. The general aggression model suggests the simulated violence of video games may influence a player's thoughts, feelings and physical arousal, affecting individuals' interpretation of others' behavior and increasing their own aggressive behavior. Some scholars have criticized the general aggression model, arguing that the model wrongly assumes that aggression is primarily learned and that the brain does not distinguish reality from fiction. Some recent studies have explicitly claimed to find evidence against the GAM.
Some biological theories of aggression have specifically excluded video game and other media effects because the evidence for such effects is considered weak and the impact too distant. For example, the catalyst model of aggression comes from a diathesis-stress perspective, implying that aggression is due to a combination of genetic risk and environmental strain. The catalyst model suggests that stress, coupled with antisocial personality are salient factors leading to aggression. It does allow that proximal influences such as family or peers may alter aggressiveness but not media and games.
Research methods
Research has focused on two elements of the effects of video games on players: the player's health measures and educational achievements as a function of game play amounts; the players' behavior or perceptions as a function of the game's violence levels; the context of the game play in terms of group dynamics; the game's structure which affects players' visual attention or three dimensional constructional skills; and the mechanics of the game which affects hand-eye coordination. Two other research methods that have been used are experimental (in a laboratory), where the different environmental factors can be controlled, and non-experimental, where those who participate in studies simply log their video gaming hours.
Scientific debate
A common theory is that playing violent video games increases aggression in young people. Various studies claim to support this hypothesis. Other studies find no link. Debate among scholars on both sides remains contentious, and there is argument about whether consensus exists regarding the effects of violent video games on aggression.
Censorship and regulation
Support for video game regulation has been linked to moral panic. Even so, governments have enacted, or have tried to enact, legislation that regulates distribution of video games through censorship based on content rating systems or banning. In 2005, David Gauntlett claimed that grant funding, news headlines, and professional prestige more commonly go to authors who, in good faith, promote anti-media beliefs. Tom Grimes, James A. Anderson, and Lori Bergen reiterated these claims in a 2008 book examining sociological effects on the production of media effects research.
In 2013, the Entertainment Software Association, the lobbying group for the video games industry, had enlisted over 500,000 members to the "Video Game Voters Network," a "grassroots" lobbying group to mobilize gamers to act against public policy that may negatively impact the gaming industry. The VGV was launched in 2006 by the ESA, and uses social media sites like Facebook and Twitter to inform members of allies and opponents. In 2013, the ESA spent over US$3.9 million on lobbying, including but not limited to against VVG legislation. This included opposing a bipartisan federal bill that would direct the National Academy of Sciences to study the effects of all forms of violent media. Such bills themselves had come under criticisms from some scholars for pressuring scientists to find specific outcomes rather than studying the issues neutrally.
Video game consoles were banned in Mainland China in June 2000. This ban was finally lifted in January 2014. However, the Chinese would still police video games which would be "hostile to China or not in conformity with the outlook of China's government". Reported by Bloomberg, metaphorically speaking, Cai Wu, head of China's Ministry of Culture, said "We want to open the window a crack to get some fresh air, but we still need a screen to block the flies and mosquitoes.