More people play video games every day. Children have started growing up with games, from the Playstation they got when they were 8 to the iPad they got when they turned 10. Video games have permeated society in a way that has never before been seen.
But let's face it, video games aren't exactly viewed on the same intellectual level as books and movies. They're just for kids, right? What possible merit could they possess? These are common viewpoints of non-gamers, people who may not see the whole picture. There seems to be somewhat of a social disconnect between the older generation and this medium of entertainment. Games are easy to write off as "just something the kids do these days", and easy to blame when something goes awry.
Many non-gamers group all video games together, only being exposed to popular first-person shooters and other similar games. However, a large part of the gaming industry revolves around an interactive storytelling experience that is masked by a layer of negative stigma. The Last of Us was mentioned in Empire, a film magazine as "a masterpiece that will be looked back upon favourably for decades." A magazine dedicated to movies was able to analyze and review a game on an artistic level -- something that can and should be brought to the forefront. The recent indie game movement has seen an uprising of artistic, meaningful games that can only be described as experiences in and of themselves, Journey and Shadow of the Colossus being prime examples.
So how can the stigma associated with video games be absolved? How can they be seen as something more than just a children's play thing?
Video games are a huge part of modern society. But they're mostly seen as something kids and teens use to waste away their time and are many times blamed for many negative experiences. Acts of violence are often attributed to synonymous aggression in games played by the aggressors. Games are also known to cause addiction in certain individuals. These experiences are only compounded by the easy access children have to games containing material that may not be appropriate for their age -- something that can and should be easily prevented. The good parts of video games, their true artistic and cognitive merit, are often masked by media conversation of the aforementioned negativity.
Media coverage of the Virginia Tech massacre included mentions of the perpetrator's gaming habits, with some sources outright blaming the event on games without any semblance of fact to back up the supposed causation. Although many of these claims have been deemed inaccurate, the effect of the media's portrayal of games withstands. Cast in such a negative light, it appears that video games and their developers are stuck being villainized by the media, unable to be seen for any true merit. Such negativity is only compounded and spread due to media consumers who judge without delving deeper into the issue; many parents are very protective of their children and impose sanctions on games without really knowing what they are about. Parents complain about violence in games even though they are able to choose what games they buy for their children. Game content is clearly shown on any packaging and each game is rated by the ESRB. Many parents ignore these clear guidelines and complain afterward.
The Entertainment Software Rating Board (ESRB) was established to assign age and content ratings to video games in order to control what gets in the hands of the consumer and to prevent controversy regarding children playing games with mature content. Full, comprehensive ratings for each game are listen on the ESRB's website, but condensed ratings are printed on the packaging of every single video game. Stores are required to confirm the buyers age before selling a video game. They are also required to inform the buyer of any potential inappropriate content. For example, GameStop employees will list the criteria listed on the game rating (such as Comic Violence, Blood and Gore, Crude Humor, etc.) before you buy. However, ratings are not exactly enforceable. In the same way an adult can buy alcohol for a minor, an adult can buy a Mature rated game for a child. But the difference is that it is not illegal for a child to play a Mature rated game. This loophole is part of what allows children to be exposed to content they may not be mentally ready for. Adults need to be more responsible in this respect to prevent influencing children in the wrong ways.
Tragedies like the Virginia Tech massacre have had extreme media coverage that placed at least some importance on naming an enemy to blame for the events that took place. In every case, video games were one of the candidates for the role of villain. Although it may be possible that there is a link between video games and violence, studies have not shown significant causation. In fact, it is more probable that other factors actually influenced the violent actions taken place.
According to Healthline, a variety of factors can act as a catalyst for aggressive behavior: family structure, relationships with others, work or school environment, societal or socioeconomic factors, individual characteristics, health conditions, psychiatric conditions, and life experiences. Aggression in children is usually a product of compounding negative conditions like poor parenting, pre-existing health conditions, or a lack of relationship skills. Being exposed to violence at home or school can cause a child to imitate such actions. Parents can unknowingly encourage or reward such behavior only making things worse. Conditions such as bipolar disorder, depression, paranoia, ADHD, and schizophrenia can also cause children to lash out due to an inability to deal with emotions; sometimes children cannot verbalize and resort to action to portray emotion. Adults are also affected by the same conditions as children, but have some additional factors to consider. Some adults are subject to post-traumatic stress disorder (PTSD) or anxiety, making it harder to deal with the stresses of everyday life. Luckily there are ways to help people cope with their conditions and assist them in dealing with stress and their emotions. Behavioral therapy is the most common solution, determining the underlying cause of aggression and working their life around it.
In 2007, a man in Guangzhou, China died after playing internet games for three consecutive days. A sad truth is that people can become addicted to video games, like with any other form of media, causing a huge negative impact on their lives. Scientific evidence has shown however that certain individuals can actually be predisposed to addiction, through genetic or environmental factors. There are however, ways to deal with addiction after its onset. Of course regarding video games, careful rationing of play time can prevent interference from important tasks or events.
Alcoholism has been linked to specific genetic markers. This can be translated over to any type of addiction however, even video game addiction. A lack of endorphins, typical in someone with a tendency to addiction, has been proven to be genetic in nature. Research has also found that males are more likely to have problems with addiction to drugs, which could translate to video game addiction as well (however it could also be a product of the fact that more males play games than females). Mental health can also predispose someone to addiction, leaving them unable to control the cause of the addiction. Studies have found that people with weak family ties or problems with being alone have a tendency to being addicted as well.
Options for dealing with video game addiction is not the same as dealing with substance abuse as substance abuse can be treated through chemical means. Video game addiction can really only be treated by identifying the fact that there is an addiction and getting help from a counselor or self-help group. Many times, talking about the problem with people that are in a similar situation can increase a person's motivation to improve. As with substance abuse, video game addiction could potentially be tapered off by playing less and less every day.
With the rise of technology in the modern age, video games have become much more prevalent all over the world; in fact, we spend 3 billion hours per week as a planet with this form of entertainment. Due to the immersive nature of the medium, some are worried about the consequences of being exposed to a video game culture that isn't afraid to put violence in the hands of the player. Research has been done examining the link between video games and aggressive behaviors but varying results have been obtained. Something lacking in many of these studies is that these studies tend to use a specific game and extrapolate results to all games. This over-generalization creates a stigma that is compounded by media coverage revolving around gaming's possible connection to violence.
There have been multiple studies conducted to better understand the relationship between video games and violence. Because it may be possible that increased video game play could increase the likelihood of aggressive behavior, it is important to examine this connection. Children and teens are especially impressionable when it comes to media influence so they are mostly the targets of these experiments, also being the largest group who take part in video game play. As shown in the following studies, gaming can have a variety of effects on behavior and cognition.
Researchers have attempted to determine what, if anything, causes video games to promote violent behavior. Many have found that it may not be exposure to games, but other factors stemming from the person himself. Christopher J. Ferguson and Cheryl K. Olson exposed both children with clinically elevated signs of depression or attention deficit and children with no predisposition to such conditions to "violent" games. They found that although trait aggression was a definite predictor of bullying or other aggressive behavior, exposure to games had no such effect. Hyekung Choo and colleagues found that the relationship between a child and parent at home can be a predictor of negative gaming experience (i.e. addiction or anything else that hinders a person's well-being). This may insinuate that a person's social situation may have more to do with aggression than the act of gaming, which is consistent with much of the current literature available. Tobias Greitemeyer found in a study that aggressive behavior in a gamer may stem from the fact that he perceives his own actions to be normal compared to what is found in games -- a desensitization to violence that may be part of a bigger movement in all sorts of media. In another study, Greitemeyer and his colleague find that games can cause both positive and negative outcomes leading to an argument for both sides of the spectrum. Carsten Pohl and colleagues found that on top of the prosocial outcomes observed in the Greitemeyer's study, gaming can actually increase visual and cognitive processing.
Almost all of the existing literature examines the link between video games and violence, but there appears to be a gap when it comes to examining the stigma associated with gaming. In my research I hope to figure out the nature of this stigma, where it originates and how it thrives based on a population's opinion of "violent video games."Just like research has been found linking video games to negative outcomes, studies have been conducted finding that video games may cause no harm at all -- they actually present theories that playing video games can have multiple positive effects. Games can improve cognitive abilities, relieve players from stress, and even serve as educational tools.
In recent years, game developers have focused on new, innovative ways to play games. Peripherals like the PlayStation Eye, the Kinect, the Wii Remote allow the player to use their entire body to interact with what is on screen. A study by Carsten Pohl and colleagues found that video game players actually have increased visual and cognitive processing. What this means is that through playing games, a person can improve their reflexes and general motor skills. This can include hand-eye coordination, peripheral vision, resistance to distraction, and more. In the coming years, a focus will be put on virtual reality gaming, with the most anticipated peripheral known as the Oculus Rift. This virtually puts the player in the game, which could not only open a new way to play games, but also have a great effect on cognitive development that stems from gaming.
Everyone has a way to release stress and blow off steam. For some, including myself, playing video games is a great way to reduce stress. It is also a great way to bond with other people as many games allow more than one player. In fact, League of Legends, the most played game in the world (32 million monthly active players) is an online multiplayer game that pits two teams of five players against each other. Games like this promote good ideals such as teamwork and cooperation which can translate into relationship skills and the workplace. Some people also use so-called "violent" games to deal with anger. Just like punching a pillow, playing an exciting game can help a person deal with swirling emotions.
All sorts of educational games have been developed in order to try to make learning fun. These types of games were a large part of my early learning, playing classics like Reader Rabbit and Pajama Sam. Educational games can not only stimulate learning at an early age but can also have much bigger implications. Gamers were able to solve a ten-year puzzle about HIV in only ten days using the online game Foldit.
In 2006, John C. Beck and Mitchell Wade wrote The Kids are Alright: How the Gamer Generation is Changing the Workplace. They explored the possibility that skills used in games may be able to translate into the business world. Games can teach players how to multitask, solve problems creatively, and cultivate successful leadership skills. Many games even revolve around currency systems that can help players learn how to manage money. One game in particular, EVE Online, has a complex open economy driven by supply and demand of scarce resources just like economies of the real world.
Many people only see video games for what potential bad they can cause. Because of how games are portrayed in the media, there is a stigma associated with video gaming. They are seen in a bad light compared to other forms of media. However, any negative effects that video games could cause can be caused by any other medium, like movies and television. I believe that this stigma is rooted in media conversation, but is kept alive by the apathy of the consumer. There are two main types of people whose opinions matter when examining the nature of this stigma: gamers and non-gamers. Below are personal opinions on gaming that I collected from teens and adults, gamers and non-gamers alike. From the responses I received, it appears to me that most gamers don't care enough about the issue as long as they get to play the games they want while non-gamers differ greatly on the issue. Adults either don't care what their kids play (indirectly fueling the stigma by exposing children to mature content) or are mostly against gaming in general. The sample size was small however, and is not indicative of the overall opinion of these groups -- rather the following opinions are just a small insight into the nature of this stigma. The combination of these responses shows that every type of person (gamer or non-gamer) contributes to the stigma in one way or another and that it will take change from both sides to reduce the stigma and uncover any merit in games.
But let's face it, video games aren't exactly viewed on the same intellectual level as books and movies. They're just for kids, right? What possible merit could they possess? These are common viewpoints of non-gamers, people who may not see the whole picture. There seems to be somewhat of a social disconnect between the older generation and this medium of entertainment. Games are easy to write off as "just something the kids do these days", and easy to blame when something goes awry.
Many non-gamers group all video games together, only being exposed to popular first-person shooters and other similar games. However, a large part of the gaming industry revolves around an interactive storytelling experience that is masked by a layer of negative stigma. The Last of Us was mentioned in Empire, a film magazine as "a masterpiece that will be looked back upon favourably for decades." A magazine dedicated to movies was able to analyze and review a game on an artistic level -- something that can and should be brought to the forefront. The recent indie game movement has seen an uprising of artistic, meaningful games that can only be described as experiences in and of themselves, Journey and Shadow of the Colossus being prime examples.
So how can the stigma associated with video games be absolved? How can they be seen as something more than just a children's play thing?
Video games are a huge part of modern society. But they're mostly seen as something kids and teens use to waste away their time and are many times blamed for many negative experiences. Acts of violence are often attributed to synonymous aggression in games played by the aggressors. Games are also known to cause addiction in certain individuals. These experiences are only compounded by the easy access children have to games containing material that may not be appropriate for their age -- something that can and should be easily prevented. The good parts of video games, their true artistic and cognitive merit, are often masked by media conversation of the aforementioned negativity.
Media coverage of the Virginia Tech massacre included mentions of the perpetrator's gaming habits, with some sources outright blaming the event on games without any semblance of fact to back up the supposed causation. Although many of these claims have been deemed inaccurate, the effect of the media's portrayal of games withstands. Cast in such a negative light, it appears that video games and their developers are stuck being villainized by the media, unable to be seen for any true merit. Such negativity is only compounded and spread due to media consumers who judge without delving deeper into the issue; many parents are very protective of their children and impose sanctions on games without really knowing what they are about. Parents complain about violence in games even though they are able to choose what games they buy for their children. Game content is clearly shown on any packaging and each game is rated by the ESRB. Many parents ignore these clear guidelines and complain afterward.
The Entertainment Software Rating Board (ESRB) was established to assign age and content ratings to video games in order to control what gets in the hands of the consumer and to prevent controversy regarding children playing games with mature content. Full, comprehensive ratings for each game are listen on the ESRB's website, but condensed ratings are printed on the packaging of every single video game. Stores are required to confirm the buyers age before selling a video game. They are also required to inform the buyer of any potential inappropriate content. For example, GameStop employees will list the criteria listed on the game rating (such as Comic Violence, Blood and Gore, Crude Humor, etc.) before you buy. However, ratings are not exactly enforceable. In the same way an adult can buy alcohol for a minor, an adult can buy a Mature rated game for a child. But the difference is that it is not illegal for a child to play a Mature rated game. This loophole is part of what allows children to be exposed to content they may not be mentally ready for. Adults need to be more responsible in this respect to prevent influencing children in the wrong ways.
Tragedies like the Virginia Tech massacre have had extreme media coverage that placed at least some importance on naming an enemy to blame for the events that took place. In every case, video games were one of the candidates for the role of villain. Although it may be possible that there is a link between video games and violence, studies have not shown significant causation. In fact, it is more probable that other factors actually influenced the violent actions taken place.
According to Healthline, a variety of factors can act as a catalyst for aggressive behavior: family structure, relationships with others, work or school environment, societal or socioeconomic factors, individual characteristics, health conditions, psychiatric conditions, and life experiences. Aggression in children is usually a product of compounding negative conditions like poor parenting, pre-existing health conditions, or a lack of relationship skills. Being exposed to violence at home or school can cause a child to imitate such actions. Parents can unknowingly encourage or reward such behavior only making things worse. Conditions such as bipolar disorder, depression, paranoia, ADHD, and schizophrenia can also cause children to lash out due to an inability to deal with emotions; sometimes children cannot verbalize and resort to action to portray emotion. Adults are also affected by the same conditions as children, but have some additional factors to consider. Some adults are subject to post-traumatic stress disorder (PTSD) or anxiety, making it harder to deal with the stresses of everyday life. Luckily there are ways to help people cope with their conditions and assist them in dealing with stress and their emotions. Behavioral therapy is the most common solution, determining the underlying cause of aggression and working their life around it.
In 2007, a man in Guangzhou, China died after playing internet games for three consecutive days. A sad truth is that people can become addicted to video games, like with any other form of media, causing a huge negative impact on their lives. Scientific evidence has shown however that certain individuals can actually be predisposed to addiction, through genetic or environmental factors. There are however, ways to deal with addiction after its onset. Of course regarding video games, careful rationing of play time can prevent interference from important tasks or events.
Alcoholism has been linked to specific genetic markers. This can be translated over to any type of addiction however, even video game addiction. A lack of endorphins, typical in someone with a tendency to addiction, has been proven to be genetic in nature. Research has also found that males are more likely to have problems with addiction to drugs, which could translate to video game addiction as well (however it could also be a product of the fact that more males play games than females). Mental health can also predispose someone to addiction, leaving them unable to control the cause of the addiction. Studies have found that people with weak family ties or problems with being alone have a tendency to being addicted as well.
Options for dealing with video game addiction is not the same as dealing with substance abuse as substance abuse can be treated through chemical means. Video game addiction can really only be treated by identifying the fact that there is an addiction and getting help from a counselor or self-help group. Many times, talking about the problem with people that are in a similar situation can increase a person's motivation to improve. As with substance abuse, video game addiction could potentially be tapered off by playing less and less every day.
With the rise of technology in the modern age, video games have become much more prevalent all over the world; in fact, we spend 3 billion hours per week as a planet with this form of entertainment. Due to the immersive nature of the medium, some are worried about the consequences of being exposed to a video game culture that isn't afraid to put violence in the hands of the player. Research has been done examining the link between video games and aggressive behaviors but varying results have been obtained. Something lacking in many of these studies is that these studies tend to use a specific game and extrapolate results to all games. This over-generalization creates a stigma that is compounded by media coverage revolving around gaming's possible connection to violence.
There have been multiple studies conducted to better understand the relationship between video games and violence. Because it may be possible that increased video game play could increase the likelihood of aggressive behavior, it is important to examine this connection. Children and teens are especially impressionable when it comes to media influence so they are mostly the targets of these experiments, also being the largest group who take part in video game play. As shown in the following studies, gaming can have a variety of effects on behavior and cognition.
Researchers have attempted to determine what, if anything, causes video games to promote violent behavior. Many have found that it may not be exposure to games, but other factors stemming from the person himself. Christopher J. Ferguson and Cheryl K. Olson exposed both children with clinically elevated signs of depression or attention deficit and children with no predisposition to such conditions to "violent" games. They found that although trait aggression was a definite predictor of bullying or other aggressive behavior, exposure to games had no such effect. Hyekung Choo and colleagues found that the relationship between a child and parent at home can be a predictor of negative gaming experience (i.e. addiction or anything else that hinders a person's well-being). This may insinuate that a person's social situation may have more to do with aggression than the act of gaming, which is consistent with much of the current literature available. Tobias Greitemeyer found in a study that aggressive behavior in a gamer may stem from the fact that he perceives his own actions to be normal compared to what is found in games -- a desensitization to violence that may be part of a bigger movement in all sorts of media. In another study, Greitemeyer and his colleague find that games can cause both positive and negative outcomes leading to an argument for both sides of the spectrum. Carsten Pohl and colleagues found that on top of the prosocial outcomes observed in the Greitemeyer's study, gaming can actually increase visual and cognitive processing.
Almost all of the existing literature examines the link between video games and violence, but there appears to be a gap when it comes to examining the stigma associated with gaming. In my research I hope to figure out the nature of this stigma, where it originates and how it thrives based on a population's opinion of "violent video games."Just like research has been found linking video games to negative outcomes, studies have been conducted finding that video games may cause no harm at all -- they actually present theories that playing video games can have multiple positive effects. Games can improve cognitive abilities, relieve players from stress, and even serve as educational tools.
In recent years, game developers have focused on new, innovative ways to play games. Peripherals like the PlayStation Eye, the Kinect, the Wii Remote allow the player to use their entire body to interact with what is on screen. A study by Carsten Pohl and colleagues found that video game players actually have increased visual and cognitive processing. What this means is that through playing games, a person can improve their reflexes and general motor skills. This can include hand-eye coordination, peripheral vision, resistance to distraction, and more. In the coming years, a focus will be put on virtual reality gaming, with the most anticipated peripheral known as the Oculus Rift. This virtually puts the player in the game, which could not only open a new way to play games, but also have a great effect on cognitive development that stems from gaming.
Everyone has a way to release stress and blow off steam. For some, including myself, playing video games is a great way to reduce stress. It is also a great way to bond with other people as many games allow more than one player. In fact, League of Legends, the most played game in the world (32 million monthly active players) is an online multiplayer game that pits two teams of five players against each other. Games like this promote good ideals such as teamwork and cooperation which can translate into relationship skills and the workplace. Some people also use so-called "violent" games to deal with anger. Just like punching a pillow, playing an exciting game can help a person deal with swirling emotions.
All sorts of educational games have been developed in order to try to make learning fun. These types of games were a large part of my early learning, playing classics like Reader Rabbit and Pajama Sam. Educational games can not only stimulate learning at an early age but can also have much bigger implications. Gamers were able to solve a ten-year puzzle about HIV in only ten days using the online game Foldit.
In 2006, John C. Beck and Mitchell Wade wrote The Kids are Alright: How the Gamer Generation is Changing the Workplace. They explored the possibility that skills used in games may be able to translate into the business world. Games can teach players how to multitask, solve problems creatively, and cultivate successful leadership skills. Many games even revolve around currency systems that can help players learn how to manage money. One game in particular, EVE Online, has a complex open economy driven by supply and demand of scarce resources just like economies of the real world.
Many people only see video games for what potential bad they can cause. Because of how games are portrayed in the media, there is a stigma associated with video gaming. They are seen in a bad light compared to other forms of media. However, any negative effects that video games could cause can be caused by any other medium, like movies and television. I believe that this stigma is rooted in media conversation, but is kept alive by the apathy of the consumer. There are two main types of people whose opinions matter when examining the nature of this stigma: gamers and non-gamers. Below are personal opinions on gaming that I collected from teens and adults, gamers and non-gamers alike. From the responses I received, it appears to me that most gamers don't care enough about the issue as long as they get to play the games they want while non-gamers differ greatly on the issue. Adults either don't care what their kids play (indirectly fueling the stigma by exposing children to mature content) or are mostly against gaming in general. The sample size was small however, and is not indicative of the overall opinion of these groups -- rather the following opinions are just a small insight into the nature of this stigma. The combination of these responses shows that every type of person (gamer or non-gamer) contributes to the stigma in one way or another and that it will take change from both sides to reduce the stigma and uncover any merit in games.