Video Games Violence Goes Straight to Kids Heads, Forbes, Novemeber 28, 2006, http://www.forbes.com/forbeslife/health/feeds/hscout/2006/11/28/hscout536261.html, December 20, 2006
"This is the first time that it has been demonstrated that violent video games can affect brain physiology and the way the brain functions," said lead researcher Dr. Vincent Mathews, professor of radiology at Indiana University School of Medicine.
Video games accounted for $10 billion in sales in the United States last year, but there is growing concern about the effects the games may have on those who play them.
In the study, Mathews's team randomly assigned 44 adolescents to play either a violent video game or a nonviolent video game for 30 minutes. They then had the adolescents undergo functional MRI (fMRI) brain scans while performing tasks that measured concentration and inhibition. fMRI measures real-time changes that occur when the brain is active.
The Indiana group found that, compared to children who weren't playing a violent video game, kids who played these games had more activation in the amygdala, a brain area closely linked to emotional arousal. At the same time, their brains showed a reduced activation in prefrontal brain areas involved in inhibition, concentration and self-control. "These findings raise concern that these types of video games are having some sort of effect on the brain and likely an effect on behavior as well," Mathews said.
Bickham said parents need to be vigilant regarding the media they are letting into their homes, since children learn from all media they encounter. "This is more evidence that violent media can lead to aggressive and negative behaviors," he said.
~How many parents have concerns about the influence of violence on there kids?
Wednesday, December 20, 2006
Tuesday, December 12, 2006
2
Effect of Video Game on Aggresive Thoughts and Behaviors During Development, Thomas A.
Kooijmans, December 2004, Rochester Institute of Technology, December 12, 2006,
http://www.personalityresearch.org/papers/kooijmans.html
Each generation of games always uses the newest technologies available, leading to more impressive graphics and realism. Along with these new technologies come more realistic violent acts and situations.
One of the industry's giants, Nintendo, sold an average of three games every second from 1983 to 1995. That adds up to over one billion games. That is equal to one game for every teenager on earth, or enough games that, laid end to end, scan the entire equator two and a half times.
~Are video games being sold this fast now and will the rate they are being sold increase in the future?
The main concern is violent acts within the games. The newest generation of games is so realistic that the line between "simulations" and video games has greatly been blurred. They are so realistic that the United States government has even released a game, entitled America's Army, to help train the next generation of military specialists.
~Are games like "America's Army" being sold in stores or are they exclusive to the military training?
GamesVideo games made their first appearance in the early 1970s. The first game, Pong, displayed no violent acts or situations. The first of popular games to be considered violent was Pac Man.
With the release of the Nintendo Entertainment System in the 1980s and Sony's Playstation in the 1990s came new generations of games, with better graphics and more capabilities. Game developers tried to simulate reality as best as possible. New innovations in technology meant more realistic violence and gore. Games can employ a first-person perspective, making it seem as though the player is seeing through the eyes of the in-game character.
~Are games going to far and becoming to realistic?
There were over a dozen incidents of violence, most involving death, that have been blamed on violent video games between 1997 and 2003. These ranged from beating deaths to shooting sprees to sniper shootings, and were not limited to the United States.
Violence in video games has progressed over the past 20 years. Super Mario Bros. was first released in the 1980s, it was considered a violent game. The game was highly fictitious and featured a very cartoon-like look, the main character broke blocks and attempted to destroy his enemies by jumping on their heads. Recent games such as Mortal Kombat feature realistic graphics and controls, but also extreme blood and gore. In this game you fight a human-like opponent in attempt to wear him down. The match is finished with a "Fatality," a move which kills your opponent in a very graphic fashion. Games like this have greatly affected today's standards of a violent game.
~Do kids who play the violent games today feel that some of these games are to violent?
During adolescence there is a general increase in the aggression (Lindemann, Harakka, & Keltikangas-Jaervinen, 1997). This aggression combined with the exposure to violent media will reinforce and increase aggressive cognitions. This interaction has a negative affect on the internal state, leading to increased aggression. The effects of this exposure are greater during early adolescence than middle and later adolescence.
Kooijmans, December 2004, Rochester Institute of Technology, December 12, 2006,
http://www.personalityresearch.org/papers/kooijmans.html
Each generation of games always uses the newest technologies available, leading to more impressive graphics and realism. Along with these new technologies come more realistic violent acts and situations.
One of the industry's giants, Nintendo, sold an average of three games every second from 1983 to 1995. That adds up to over one billion games. That is equal to one game for every teenager on earth, or enough games that, laid end to end, scan the entire equator two and a half times.
~Are video games being sold this fast now and will the rate they are being sold increase in the future?
The main concern is violent acts within the games. The newest generation of games is so realistic that the line between "simulations" and video games has greatly been blurred. They are so realistic that the United States government has even released a game, entitled America's Army, to help train the next generation of military specialists.
~Are games like "America's Army" being sold in stores or are they exclusive to the military training?
GamesVideo games made their first appearance in the early 1970s. The first game, Pong, displayed no violent acts or situations. The first of popular games to be considered violent was Pac Man.
With the release of the Nintendo Entertainment System in the 1980s and Sony's Playstation in the 1990s came new generations of games, with better graphics and more capabilities. Game developers tried to simulate reality as best as possible. New innovations in technology meant more realistic violence and gore. Games can employ a first-person perspective, making it seem as though the player is seeing through the eyes of the in-game character.
~Are games going to far and becoming to realistic?
There were over a dozen incidents of violence, most involving death, that have been blamed on violent video games between 1997 and 2003. These ranged from beating deaths to shooting sprees to sniper shootings, and were not limited to the United States.
Violence in video games has progressed over the past 20 years. Super Mario Bros. was first released in the 1980s, it was considered a violent game. The game was highly fictitious and featured a very cartoon-like look, the main character broke blocks and attempted to destroy his enemies by jumping on their heads. Recent games such as Mortal Kombat feature realistic graphics and controls, but also extreme blood and gore. In this game you fight a human-like opponent in attempt to wear him down. The match is finished with a "Fatality," a move which kills your opponent in a very graphic fashion. Games like this have greatly affected today's standards of a violent game.
~Do kids who play the violent games today feel that some of these games are to violent?
During adolescence there is a general increase in the aggression (Lindemann, Harakka, & Keltikangas-Jaervinen, 1997). This aggression combined with the exposure to violent media will reinforce and increase aggressive cognitions. This interaction has a negative affect on the internal state, leading to increased aggression. The effects of this exposure are greater during early adolescence than middle and later adolescence.
Wednesday, December 6, 2006
1
Media Wise, November 2006, National Institution on Media and Family, December 6, 2006,
http://www.mediafamily.org/facts/facts_effect.shtml
Effects Of Video Game Playing On Children
Positives
Video game playing introduces children to computer technology.
Games can give practice in following directions.
Some games provide practice in problem solving and logic.
Games can provide practice in use of fine motor and spatial skills.
Games can provide occasions for parent and child to play together.
Players are introduced to information technology.
Some games have therapeutic applications with patients.
Games are entertaining and fun.
Facts
The U.S. video game market reached nearly $10.5 billion in sales in 2005. with the projected world-wide market expected to grow to $46.5 billion by 2010 (BusinessWeek Online, 2006).
A recent report showed that 45% of heavy video game players and nearly a third of avid gamers are in the 6 to 17 year old age group (NPD Group Inc., 2006).
The Federal Trade Commission reported that 69% of unaccompanied 13-16 year-olds were able to purchase
M" rated video games from retailers (Federal Trade Commission, 2004).
Of computer and video game purchase in 2005, as reported by the NPD Group, 49% were "E" rated games, 4% were "E10+", 32% were "T" rated games, and 15% were "M" rated games (Entertainment Software Association, 2006).
A study of over 2,000 8 to 18 year-olds (3rd through 12th graders) found the 83% of them have at least one video game player in their home, 31% have 3 or more video game players in their home, and 49% have video game players in their bedrooms (Roberts, Foeher, and Rideout, 2005).
In the same study only 21% of kids reported that their parents set rules about which video games they can play, 17% reported their parents check warning labels or ratings on video games, and 12% reported they play video games they know their parents don't want them playing (Roberts, Foeher, and Rideout, 2005).
Negatives
Over-dependence on video games could foster social isolation, as they are often played alone.
Practicing violent acts may contribute more to aggressive behavior than passive television watching. Studies do find a relationship between violent television watching and behavior.
Women are often portrayed as weaker characters that are helpless or sexually provocative.
Game environments are often based on plots of violence, aggression and gender bias.
Many games only offer an arena of weapons, killings, kicking, stabbing and shooting.
Playing violent video games may be related to aggressive behavior (Anderson & Dill, 2000; Gentile, Lynch & Walsh, 2004). Questions have been raised about early exposure to violent video games.
Many games do not offer action that requires independent thought or creativity.
Games can confuse reality and fantasy.
In many violent games, players must become more violent to win. In "1st person" violent video games the player may be more affected because he or she controls the game and experiences the action through the eyes of his or her character.
Academic achievement may be negatively related to over-all time spent playing video games. (Anderson & Dill, 2000; Gentile, Lynch & Walsh, 2004)
Questions to ask: Is the violence rewarded or punished? What are the consequences? How graphic is the violence? Is the violence against humans or inanimate objects? Is the violence sexual?
Reasons children give for playing video games:
It's fun
Like to feel in control
Releases tension
Relieves boredom
Develops gaming skills
Feel a sense of mastery
Bottom line
Many video games are fun and appropriate.
Violent video games may be linked to an increase in aggressive behavior.
There are many questions about the cumulative effect of video games, computers, and television.
Parents are urged to monitor video game play the same way they need to monitor television.
Video game ratings carry one of seven logos showing age recommendations:
EC (Early Childhood): may be suitable for ages 3+. Contains no material that parents would find inappropriate.
E (Everyone): may be suitable for ages 6+. May contain minimal violence, some comic mischief and/or mild language.
E10+ ( Everyone 10+): may be suitable for ages 10+. Titles in this category may contain more cartoon, fantasy or mild violence, mild language, and/or minimal suggestive themes.
T (Teen): may be suitable for ages 13+. May contain violent content, mild or strong language, and/or suggestive themes.
M (Mature): may be suitable for persons ages 17+. May contain mature sexual themes, more intense violence and/or strong language.
AO (Adults Only): have content suitable only for adults. May include graphic depictions of sex and/or violence. Adult Only products are not intended for persons under the age of 18.
RP (Rating Pending): Titles have been submitted and are awaiting final rating.
The games will also list content descriptors describing the violence, language, tobacco, drug, and alcohol use, and sexual themes and sexual violence in the game.
http://www.mediafamily.org/facts/facts_effect.shtml
Effects Of Video Game Playing On Children
Positives
Video game playing introduces children to computer technology.
Games can give practice in following directions.
Some games provide practice in problem solving and logic.
Games can provide practice in use of fine motor and spatial skills.
Games can provide occasions for parent and child to play together.
Players are introduced to information technology.
Some games have therapeutic applications with patients.
Games are entertaining and fun.
Facts
The U.S. video game market reached nearly $10.5 billion in sales in 2005. with the projected world-wide market expected to grow to $46.5 billion by 2010 (BusinessWeek Online, 2006).
A recent report showed that 45% of heavy video game players and nearly a third of avid gamers are in the 6 to 17 year old age group (NPD Group Inc., 2006).
The Federal Trade Commission reported that 69% of unaccompanied 13-16 year-olds were able to purchase
M" rated video games from retailers (Federal Trade Commission, 2004).
Of computer and video game purchase in 2005, as reported by the NPD Group, 49% were "E" rated games, 4% were "E10+", 32% were "T" rated games, and 15% were "M" rated games (Entertainment Software Association, 2006).
A study of over 2,000 8 to 18 year-olds (3rd through 12th graders) found the 83% of them have at least one video game player in their home, 31% have 3 or more video game players in their home, and 49% have video game players in their bedrooms (Roberts, Foeher, and Rideout, 2005).
In the same study only 21% of kids reported that their parents set rules about which video games they can play, 17% reported their parents check warning labels or ratings on video games, and 12% reported they play video games they know their parents don't want them playing (Roberts, Foeher, and Rideout, 2005).
Negatives
Over-dependence on video games could foster social isolation, as they are often played alone.
Practicing violent acts may contribute more to aggressive behavior than passive television watching. Studies do find a relationship between violent television watching and behavior.
Women are often portrayed as weaker characters that are helpless or sexually provocative.
Game environments are often based on plots of violence, aggression and gender bias.
Many games only offer an arena of weapons, killings, kicking, stabbing and shooting.
Playing violent video games may be related to aggressive behavior (Anderson & Dill, 2000; Gentile, Lynch & Walsh, 2004). Questions have been raised about early exposure to violent video games.
Many games do not offer action that requires independent thought or creativity.
Games can confuse reality and fantasy.
In many violent games, players must become more violent to win. In "1st person" violent video games the player may be more affected because he or she controls the game and experiences the action through the eyes of his or her character.
Academic achievement may be negatively related to over-all time spent playing video games. (Anderson & Dill, 2000; Gentile, Lynch & Walsh, 2004)
Questions to ask: Is the violence rewarded or punished? What are the consequences? How graphic is the violence? Is the violence against humans or inanimate objects? Is the violence sexual?
Reasons children give for playing video games:
It's fun
Like to feel in control
Releases tension
Relieves boredom
Develops gaming skills
Feel a sense of mastery
Bottom line
Many video games are fun and appropriate.
Violent video games may be linked to an increase in aggressive behavior.
There are many questions about the cumulative effect of video games, computers, and television.
Parents are urged to monitor video game play the same way they need to monitor television.
Video game ratings carry one of seven logos showing age recommendations:
EC (Early Childhood): may be suitable for ages 3+. Contains no material that parents would find inappropriate.
E (Everyone): may be suitable for ages 6+. May contain minimal violence, some comic mischief and/or mild language.
E10+ ( Everyone 10+): may be suitable for ages 10+. Titles in this category may contain more cartoon, fantasy or mild violence, mild language, and/or minimal suggestive themes.
T (Teen): may be suitable for ages 13+. May contain violent content, mild or strong language, and/or suggestive themes.
M (Mature): may be suitable for persons ages 17+. May contain mature sexual themes, more intense violence and/or strong language.
AO (Adults Only): have content suitable only for adults. May include graphic depictions of sex and/or violence. Adult Only products are not intended for persons under the age of 18.
RP (Rating Pending): Titles have been submitted and are awaiting final rating.
The games will also list content descriptors describing the violence, language, tobacco, drug, and alcohol use, and sexual themes and sexual violence in the game.
Tuesday, November 28, 2006
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