Got Troubles? Blame Videogames

I noticed the apparent up tick in media attention to videogame violence recently. Then I ran across Mike Elgan’s piece in Computerworld, where he breaks down recent news items from around the world. Some I’d heard of, and there were a few he mentioned that I hadn’t. The big research item I was aware of, and hope to blog on soon after I’m finished reading it. Here is Elgan’s list:

- The December supplemental issue of the Journal of Adolescent Health devoted to youth violence and electronic media (more on this from me later).

- New Zealand’s National Manager of Police Youth Services stating he felt rising youth violence is tied to videogame consoles (Elgan notes the statement was made after brief exposure to his son’s Xbox, not a formal study).

- The German Society for Scientific Person-Centered Psychotherapy recommended a ban on violent videogames.

- Reading skills in England have dropped, with videogames receiving the lion’s share of blame (this one is stretching it, BTW, based on the copious literacy moments inherent in most all advanced MMORPGs and VIEs).

- Videogames were also blamed for England’s poor showing in soccer this year. It seems British kiddoes are too busy playing with joysticks instead of going outdoors and playing with balls. Videogames = bad. Soccer games = good.

- Elgan then notes a couple news reports blaming games for obesity, broken bones & rickets in children.

- He also points out the study in Pediatrics from German researchers showing sleep disruption in boys playing a videogame before bedtime.

Elgan brings up several counterpoints to the “blame videogames first” crowd. With recent immigration trends of young families moving to England, some 40% of primary kids “over there” don’t speak English at home. This might have a higher effect on reading scores than the Playstation, Wii, or Xbox. The media highlighted the Finnish teen shooter’s love of videogames while ignoring his many other interests which may have certainly contributed to a killer mindset. Focusing on the effects videogames have on teen boys misses the point anyway since videogames continue to grow in popularity across both genders and all age groups.

Here are some additional arguments Elgan adds:

One “solution” you don’t hear very often is: Maybe we should do nothing. Maybe it’s a problem that doesn’t need to be solved … Every generation of adults blames some cultural influence or another on ruining young people. Those darned horseless carriages cause youthful indiscretions! …

Second, games may have an overall positive effect on the lives of some kids. In bad neighborhoods, they may provide an alternative to gangs and real violence, or access to cultural information not otherwise available. …

And finally … There is plenty of evidence — ignored by critics — that games are becoming more intellectually stimulating. Many kids who used to play Grand Theft Auto are now enjoying Assassin’s Creed or, say, BioShock. These newer games still have violence, but also literary, historical and cultural value, at least in comparison with GTA.

Elgan sums up with a call for more research:

One thing is certain: We need more and better research. So many questions remain unanswered. Do games really cause violence? If so, do some games cause more violence than others? Is the unrealistic or nongraphic violence in, say, Halo 3 less harmful than the blood-splattering violence in Call of Duty 4? Is the “honorable” violence in Call of Duty 4 less harmful than the “criminal” violence in Grand Theft Auto? Are games damaging to some personality types, but harmless to others? Are the effects of gaming long term?

Good questions. Be sure and check out Elgan’s excellent blog, The Raw Feed which focuses on videogames and other technologies.

References:
Elgan, M. (2007, November 30). Do video games make kids violent, stupid and sick? Computerworld. [Online.] Available: http://www.computerworld.com/action/article.do?
command=viewArticleBasic&articleId=9050278&pageNumber=1

6 Responses to “Got Troubles? Blame Videogames”

  1. milner » Got Troubles? Blame Videogames Says:

    [...]Got Troubles? Blame Videogames December 1, 2007 I noticed the apparent up tick in media attention to videogame violence recently. Then I ran across Mike Elgan’s piece in Computerworld, where he breaks down recent news items from around the world. Some I’d heard of, and there were a few he mentioned that I hadn’t. [...]

  2. kajun36 » Got Troubles? Blame Videogames Says:

    [...] I noticed the apparent up tick in media attention to videogame violence recently. Then I ran across Mike Elgan’s piece in Computerworld, where he breaks down recent news items from around the world. Some I’d heard of, and there were a few he mentioned that I hadn’t. The big research item I was aware of, and hope to blog on soon after I’m finished reading it. Here is Elgan’s list: – The December supplemental issue of the Journal of Adolescent He [...]

  3. Tempest in a Wii-pot: Britain’s Abysmal Reading Scores Blamed on Videogames « Educational Games Research Says:

    [...] a Wii-pot: Britain’s Abysmal Reading Scores Blamed on Videogames Expanding a bit on one of Elgan’s media bits, England has indeed dropped from third in the world in primary reading to 15th over the last half [...]

  4. Mathematics Education Blog » Blog Archive » Got Troubles? Blame Videogames Says:

    [...] John Rice: [...]

  5. kajun36 » Got Troubles? Blame Videogames Says:

    [...] Check it out! While looking through the blogosphere we stumbled on an interesting post today.Here’s a quick excerptSecond, games may have an overall positive effect on the lives of some kids. In bad neighborhoods, they may provide an alternative to gangs and real violence, or access to cultural information not otherwise available. … And finally … … [...]

  6. rmh3093 » Got Troubles? Blame Videogames Says:

    [...] Second, games may have an overall positive effect on the lives of some kids. In bad neighborhoods, they may provide an alternative to gangs and real violence, or access to cultural information not otherwise available. … And finally … … [...]

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