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The Impact of Violent Video Games on Children's Behavior: Fact or Fiction?

This report explores the effects of violent video games on children's aggression levels and behavior. It provides information for parents and EB Games employees to better understand the topic. The report includes a response pack for EB Games and a fictional dialogue between two students discussing the project.

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The Impact of Violent Video Games on Children's Behavior: Fact or Fiction?

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  1. Rachel Stanton Project report STS390, “Media, war and peace” Spring session, 2008 Science, Technology & Society University of Wollongong The report has two parts. 1. A response pack for an actual organisation. This is not an official document and does not necessarily represent the views of the organisation. Rachel Stanton’s response pack for EB Games includes a slide show (starting on the next slide), a cover for the CD containing the slide show (in a separate file) and a poster (in a separate file). 2. A dialogue between two students discussing the project. This dialogue is fictional. Pseudonyms were used so that the marker, Brian Martin, would not know the identity of student authors. Rachel Stanton’s dialogue is in a separate file.

  2. Violent Videogames What every parent should know… And the knowledge every EB Games (1) Employee has to know.

  3. What makes children go from this…. To this… The excessive playing of violent video games is believed to increase the aggressive thoughts, feelings and actions of the children who play such games. Violent video games seemingly causing an innocent child to become outwardly aggressive… Or does it? You need to know Factfrom Fiction!

  4. Where does the speculation about the effects of violent video games come from?(1) • It comes from the belief that through demonstration (modelling), reward (reinforcement) and practice (rehearsal), violent videogames cause children to perceive real life violence as a common aspect of everyday culture and to believe that pleasure can be gained from inflicting pain on other individuals(2).

  5. These findings however were discovered before the explosion of “new generation” videogames and “virtual reality games.” • The concern with the emergence of these types of games is the graphic nature of the violence and the increasingly “real” feel of the games

  6. How Young is too young? • Videogames can alter the players’ perception of the real world - children, as old as nine or ten, perceive what is acceptable on screen and what is acceptable in reality as one and the same(1). • Therefore there is a reason for the classification of Videogames!! As an EB Games employee it is your duty to be socially responsible and follow the law in the sale of videogames

  7. Michael Carneal, 14yrs old, Paducah, Kentucky America(2). • Michael took a gun to school one day having never fired a real gun before – he fired eight shots, hitting eight kids. • A military leader asked, “Where does a fourteen year old boy who never fired a gun get the skill and the will to kill?” and his answer was “Video Games and media violence(3).” A Case Study - Have violent crimes ever happened as a result of videogames before? (1) Michael Carneal

  8. Michael Carneal has been described as an excessive player of videogames – visiting arcades and playing at home. • His conditioning has been equated with operant conditioning – the training undergone by military personnel to shoot targets without hesitating. - They are trained to fire at realistic, man – shaped silhouettes that pop up in their field of view. That is the stimulus. The conditioned response is to shoot the target, and then it drops. Later, when they are in combat and somebody pops up with a gun, reflexively they will shoot and shoot to kill (1). Michael Carneal

  9. The law found that videogames could not be blamed because the makers of videogames could not foresee what Michael Carneal would do (1). - "We find that it is simply too far a leap from shooting characters on a video screen (an activity undertaken by millions) to shooting people in a classroom (an activity undertaken by a handful, at most)," Judge Danny Boggs said (2) • As an employee of EB Games you have here at your disposal the basic facts concerning the case, and what the law stipulates, you can use to inform parents and answer queries. • Its up to the parents to make up their own mind! Michael Carneal

  10. What’s the difference between watching a movie and playing a video game?(1) • The key difference is interaction! • Because they require the player to identify with the aggressor, often viewing the victims in the first person field of reference, videogames are subsequently believed to have a greater impact on aggressive behaviour (2).

  11. What is aggression?(1) • Aggression is behaviour that is intended to cause harm – it can be physical, mental or verbal(2). There exists two forms of aggression seen in real life and in videogames(3): 1.Proactive aggression(4) is goal oriented and calculated. - This can be seen in video games through being rewarded for killing a target to complete a mission. • Reactive aggression(5) occurs in response to behaviour perceived as threatening. - This can be seen in video games through killing an opponent before they kill you.

  12. Does simulated aggression result in children acting aggressively in everyday life?(1) • Exposure to violent video games causes no difference in aggression (2). • A child’s school, family and social environment and whether violence exists here, reinforces the likelihood of aggressive and anti social behaviour (3). • But NO evidence supports, without a doubt, that violent videogame violence results in real life violence!! (4)

  13. Is There a link at all then or just media hype? • Already aggressive children, those who exhibit aggressive behaviour without violent stimuli such as violent videogames, were found to seek out violent video games as a way to act out their frustration (1). • The link between violent video games and violent crime is that aggressive individuals actively seek out media models for ways to act out aggressive acts – but not a reason for committing the crime (2).

  14. To illustrate this to customers, draw upon the following example: • Police said they emulated the notorious characters of video game Grand Theft Auto – a group of young men armed with crowbars, sticks and metal bars surrounded a car and stole the occupants money(1). • Six New York teens were arrested for robbery in June of 2008. • This is a case of aggressive individuals seeking out ways to commit violent crime, not a reason too.

  15. Can Violent Videogames be good for children? Some scholars suggest they can Videogames can be empowering – children are weak in the real world, but in the game world they posses unopposed strength(1). Children can vent their rage through a videogame – rage that would otherwise resurface in a way that would have a greater impact on more people, for instance verbal, physical or mental rage or aggression. Videogame consoles such as the Wii are receiving praise for fighting childhood obesity.

  16. As Parents, What Can they Do? Three simple things can be done to ensure you stay in control of what your child plays (1): • Become familiar with the content of games (access information at ‘whattheyplay.com’ and ‘gamespot.com).’ • Monitor what and for how long your child plays by keeping gaming consoles in common living areas • Ask older siblings to be careful where they stow their mature games. • Know, understand and respect the classifications system – it is there for the welfare of your child.

  17. Comply with the classifications markings • The classification markings, G, PG, M, MA15+, are there to ensure children are protected from unsuitable content relative to their age. • It is your duty as an employee of EB Games to ensure you do not sell MA15+ rated games to minors – it is illegal. • It is also your duty to ensure that the Correct Classification Notice is displayed prominently within the store.

  18. Bibliography • “A-Gs meet on violent video game classifications,” ABC News, http://www.abc.net.au/news/stories/2008/03/28/2201236.htm?section=australia, [accessed online 04/10/2008] • Anderson, C,A., “Video Games and Aggressive Thoughts, Feelings and Behaviour in the laboratory and in life,” Journal of Personality and Social Psychology, V.78, no.4, Blackwell Publishing 2008, International Encycolpedia of Communication. • Australian Government: Office of Film and Literature Classification, http://www.oflc.gov.au/splash.html, [accessed online, 12/09/06]. • Australian Government Classification Website, http://www.classification.gov.au/special.html?n=174&p=1, [accessed online 04/10/2008]. • Bok, S., Mayhem: Violence as Public Entertainment, Perseus Books, Reading Mass, 1998. • Caslon Analytics, Censorship and Free Speech Guide, http://www.caslon.com.au/censorshipgude.htm, [accessed online, 12/09/06].

  19. Cochran, L., “Teens Say: Video Game Made Them Do It,” ABC News, http://abcnews.go.com/TheLaw/Story?id=5262689&page=1, [accessed online 05/10/2008]. • Crago, T., “Banned: The absurdity of Australia’s game rating regime, ABC News, http://www.abc.net.au/news/stories/2008/07/31/2319787.htm, [accessed online 04/10/2008]. • DaVane, B., Squire, K,D., “The Meaning of Race and Violence in Grand Theft Auto: San Andreas,” Games and Culture, V.3, no.3-4, 2008, Sage Publications Online. • EB Games, http://www.ebgames.com.au/home/home.cfm, [accessed online 10/10/2008]. • Ellis, A., ‘Censorship and the Media’, in Kieran, M., Media Ethics, Routledge, NY, 1998, pp.165 – 178. • Ferguson, C,J., Rueda, S,M., Cruz, A,M., Ferguson, D,E., Fritz, S., Smith, S,M., “Violent Video Games and Aggression: Causal Relationship or Byproduct of Family Violence and Intrinsic Violence Motivation?” Criminal Justice and Behaviour, V.35, no.3, 2008, Sage Publications Online. • Fite, P.J., Colder, C.R., “Proactive and Reactive Aggression and Peer Delinquency: Implications for Prevention and Intervention,” The Journal of Early Adolescence, V.27, no.2, 2007, Sage Publications Online.

  20. Gregson, K., “Video Games,” Blackwell Publishing, 2008, International Encyclopedia of Communication. • Griffiths., “Editorial: Can Videogames Be Goog for Your Health?” Journal of Health Psychology, V.9, no.3, 2004, Sage Publications Online. • Griffiths, M., “Addiction and Exposure,” Blackwell Publishing 2008, International Encycolpedia of Communication. • Griffiths, M., “Life: Letters: Young at risk from video violence,” The Guardian, Manchester (UK), August 12, p.10, 2004, Blackwell Publishing, International Encyclopedia of Communication. • Grossman, D., ‘Teaching Kids to Kill’, National Forum, V.80, no.4, 2000. • Jones, G., “Education: Bad guys made good: Teachers and parents view them as villains, but can the violent characters in popular culture teach kids a valuable lesson?” The Guardian, Manchester (UK), August 22, p.4, 2000, Blackwell Publishing, International Encyclopedia of Communication. • Kushner, D., “Off Target; We shoot holes through studies linking violent videogames to aggression,” Electronic Gaming Monthly, V.218, no.0, August 1, 2007, Blackwell Publishing, 2008, International Encyclopedia of Communication.

  21. Kutner, L., Olson, C,K., “Advice For Parents,” Grandtheft Childhood, http://images.google.com.au/imgres?imgurl=http://www.grandtheftchildhood.com/GTC/Excerpts/Entries/2008/1/28_Can_video_games_train_snipers_files/shapeimage_3.png&imgrefurl=http://www.grandtheftchildhood.com/GTC/Excerpts/Entries/2008/1/28_Can_video_games_train_snipers.html&h=395&w=268&sz=92&hl=en&start=9&usg=__wMdgBxE8O9Hr50v8fop6jZ6-WW4=&tbnid=Z3TjUSPSxp1gaM:&tbnh=124&tbnw=84&prev=/images%3Fq%3DMichael%2BCarneal%26gbv%3D2%26hl%3Den%26sa%3DG, [accessed online 18/10/2008]. • Lang. D.J., “MADD attacks ‘Grand Theft Auto IV’,” ABC News, http://www.msnbc.msn.com/id/24405072/, [accessed 05/10/2008]. • Libertus. net, Studies and Research on Media Effects, http://libertus.net/censor/studies.html, [accessed online, 12/09/06]. • McCormick, M., ‘Is it wrong to play violent videogames?’, Ethics and Information Technology, V.3, no.4, 2001, p.277 – 287. • Morrow, M,T., Hubbard, J,A., Dearing, K,F., McAuliffe, M, D., Rubin, R,M., “Childhood Aggression, depressive symptoms, and peer rejection: The mediational model revisited,” International Journal f Behavioural Development, V.30, no.3, 2006, Sage Publications Online. • “Nerf Snipper Riffle,” Red Monkey, February 19th 2008, http://images.google.com.au/imgres?imgurl=http://www.coyotethunder.com/RedMonkey/images/nerf2.jpg&imgrefurl=http://www.coyotethunder.com/RedMonkey/archives/2008/02/nerf_sniper_rif.html&h=224&w=303&sz=7&hl=en&start=60&usg=__ng0Rz1n7miRexhXaH1mAsYRnG70=&tbnid=DzfWLrKhubHTCM:&tbnh=86&tbnw=116&prev=/images%3Fq%3Dsnipper%2Bscope%2Bchildren%26start%3D40%26gbv%3D2%26ndsp%3D20%26hl%3Den%26sa%3DN, [accessed online 12/10/2008].

  22. Newman, J., “In Search of the Videogame Player, New Media & Society, V.4, no.3, Sage Publications Online. • Newman, L., “Videogames may help fight obesity,” Game Tell, September 7th 2008, http://images.google.com.au/imgres?imgurl=http://www.dabbledoo.com/ee/images/uploads/gamertell/games_ratings.JPG&imgrefurl=http://www.gamertell.com/gaming/tag/children/&h=247&w=250&sz=29&hl=en&start=6&um=1&usg=__eaeNQXiJtOwYrfPbWrlHrOaibT4=&tbnid=evAIAiSq1DmDYM:&tbnh=110&tbnw=111&prev=/images%3Fq%3Dvideo%2Bgame%2Brating%2Bsystem%26um%3D1%26hl%3Den, [accessed online 16/10/2008]. • Rudy, R,M., Linz, D,G., “Desensitisation,” The International Encyclopedia of Communication, Blackwell Publishing, 2008. • The Associated Press, “Federal judge dismisses lawsuit against movie, video game makers,” Freedomforum.org, 04/07/2000, http://images.google.com.au/imgres?imgurl=http://www.freedomforum.org/graphics/photos/2000/4/carneal.michael.1-15-98.jpg&imgrefurl=http://www.freedomforum.org/templates/document.asp%3FdocumentID%3D12139&h=200&w=200&sz=18&hl=en&start=3&usg=__-Tjy7XsJyGmxtcyBSK8kKwSkbEU=&tbnid=hDOuh4P0OhuSWM:&tbnh=104&tbnw=104&prev=/images%3Fq%3DMichael%2BCarneal%26gbv%3D2%26hl%3Den%26sa%3DG, [accessed online 16/10/2008]. • Unsworth, G., and Ward, T., ‘Videogames and Aggressive Behaviour’, Australian Psychologist, 36(3), pp. 184 – 192.

  23. “Violent video games don't create killers: research”, ABC News, http://images.google.com.au/imgres?imgurl=http://www.abc.net.au/reslib/200804/r245826_1003692.jpg&imgrefurl=http://www.abc.net.au/news/stories/2008/05/09/2239780.htm&h=550&w=840&sz=55&hl=en&start=123&usg=__ajpfkw-YbzIBEW1GV9taNQAs_C8=&tbnid=CBR1za_cUA6DCM:&tbnh=95&tbnw=145&prev=/images?q=kids+playing+video+games&start=120&gbv=2&ndsp=20&hl=en&sa=N, [accessed online 04/10/2008]. • Wikipedia: The Free Encyclopedia, http://en.wikipedia.org/wiki/Aggression, [accessed online 06/10/2008].

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