Effectiveness of Video Game Violence

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Effectiveness of Video Game
Violence
By: Trenton
McNabb
Games
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Shrek 2
Spongebob Square Pants Movie Game
The Incredibles
The Polar Express
Donkey Konga
Zoo Tycoon 2
Paper Mario: The Thousand-Year Door
Games (Cont.)
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Halo 2
Manhunt
Dead or Alive Xtreme Beach Volleyball
Def Jam Vendetta
True Crime: Streets of L.A
Backyard Wrestling: Don't try this at home
Max Payne 2
Doom 3
Grand Theft Auto: San Andreas
Half Life 2
Mortal Kombat
Thesis
Violent video games do desensitize a player
to violence; therefore, will make a player
more violent in a given situation had they
not played violent video games.
Study by David Walsh,
Ph.D.
• In a study of 8th and 9th
graders, students who
played more violent video
games were also more
likely to see the world as
a hostile place.
• Children with the lowest
hostility scores are almost
10 times more likely to
have been involved in
physical fights if they play
a lot of violent video
games than if they do not
play violent games
Game Companies DO
Target Kids
• In a report by the Federal Trade Commission, of
118 "M" rated games, 70% were targeted to
children under 17 years of age (FTC, 2000).
• Unaccompanied children, ages 13 to 16, were
able to buy "M" rated video games 85% of the
time (FTC, 2000).
• 60-90% of the most popular video games have
violent themes
• 59% of fourth grade girls and 73% of fourth
grade boys say that the majority of their favorite
video games are violent
Immediate Results of
Game Violence
• Interview with Dr. Craig A.
Anderson about a study
he conducted.
• 1. Aggressive thoughts
increase, which in turn
increase the likelihood
that a mild or ambiguous
provocation will be
interpreted in a hostile
fashion.
• 2. Aggressive (or hostile)
affect increases.
Immediate Results of
Game Violence (cont.)
• 3. General arousal (e.g.,
heart rate) increases,
which tends to increase
the dominant behavioral
tendency.
• 4. People learn new
aggressive behaviors by
observing, and will
reenact them almost
immediately afterwards if
the situational context is
sufficiently similar.
Game Ratings
• 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.
Game Ratings (Cont.)
• 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.
Credits
• www.MediaFamily.org
• Dr. Craig A. Anderson
• Federal Trade Commission
(2000). Marketing violent
entertainment to children: A
review of self-regulation and
industry practices in the motion
picture, music recording &
electronic game industries.
Washington, DC: Federal
Trade Commission.
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