Sunday, December 1, 2019
Video Games And Children Essays - Violence In Video Games
  Video Games And Children    Video games were first introduced in the 1970s. By the end of that decade they  had become a preferred childhood leisure activity, and adults responded with  concern about the possible ill effects of the games on children. Early research  on these effects was inconclusive. However, a resurgence in video game sales  that began in the late 1980s after the introduction of the Nintendo system has  renewed interest in examining the effects of video games. Some research suggests  that playing video games may affect some children's physical functioning.    Effects range from triggering epileptic seizures to causing heart rate and blood  pressure changes. Serious adverse physical effects, however, are transient or  limited to a small number of players. Research has also identified benefits  associated with creative and pro-social uses of video games, as in physical  rehabilitation and oncology (Funk, 1993). Proponents of video games suggest that  they may be a friendly way of introducing children to computers, and may  increase children's hand-eye co-ordination and attention to detail. VIDEO GAME    USE BY CHILDREN Recent studies of television watching by children have included  measures of the time children spend playing video games. In 1967, the average  sixth-grader watched 2.8 hours of television per day. Data from 1983 indicated  that sixth-graders watched 4.7 hours of television per day, and spent some  additional time playing video games. A recent study (Funk, 1993) examined video  game playing among 357 seventh and eighth grade students. The adolescents were  asked to identify their preference among five categories of video games. The two  most preferred categories were games that involved fantasy violence, preferred  by almost 32% of subjects; and sports games, some of which contained violent  sub-themes, which were preferred by more than 29%. Nearly 20% of the students  expressed a preference for games with a general entertainment theme, while  another 17% favored games that involved human violence. Fewer than 2% of the  adolescents preferred games with educational content. The study found that  approximately 36% of male students played video games at home for 1 to 2 hours  per week; 29% played 3 to 6 hours; and 12 percent did not play at all. Among  female students who played video games at home, approximately 42% played 1 to 2  hours and 15% played 3 to 6 hours per week. Nearly 37% of females did not play  any video games. The balance of subjects played more than 6 hours per week.    Results also indicated that 38% of males and 16% of females played 1 to 2 hours  of video games per week in arcades; and that 53% of males and 81% of females did  not play video games in arcades. RATING OF VIDEO GAME VIOLENCE Ratings of video  game violence have developed as an extension of ratings of television violence.    Among those organizations that have attempted to rate television violence, the    National Coalition on Television Violence (NCTV) has also developed a system to  rate the violent content of video games. The NCTV system contains ratings that  range from XUnfit and XV (highly violent) to PG and G ratings. Between summer  and Christmas of 1989, NCTV surveyed 176 Nintendo video games. Among the games  surveyed, 11.4% received the XUnfit rating. Another 44.3% and 15.3% received the  other violent ratings of XV and RV, respectively. A total of 20% of games  received a PG or G rating (NCTV, 1990). The Sega company, which manufactures  video games, has developed a system for rating its own games as appropriate for  general, mature, or adult audiences, which it would like to see adopted by the  video game industry as a whole. The Nintendo Company, in rating its games,  follows standards modeled on the system used by the Motion Picture Association  of America. A problem shared by those who rate violence in television and video  games is that the definition of violence is necessarily subjective. Given this  subjectivity, raters have attempted to assess antisocial violence more  accurately by ranking violent acts according to severity, noting the context in  which violent acts occur, and considering the overall message as pro- or anti-  violence. However, the factor of context is typically missing in video games.    There are no gray areas in the behavior of game characters, and players are  rarely required to reflect or make contextual judgements (Provenzo, 1992).    EFFECTS OF VIOLENCE IN VIDEO GAMES The NCTV claims that there has been a steady  increase in the number of video games with violent themes. Games rated as  extremely violent increased from 53% in 1985 to 82% in 1988. A 1988 survey  indicated that manufacturers were titling    
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