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Video Games and Violence PDF

80 Pages·2013·4.89 MB·English
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® About the Author Andrea C. Nakaya, a native of New Zealand, holds a BA in English and an MA in communications from San Diego State University. She has written and edited numerous books on current issues. She currently lives in Encinitas, California, with her husband and their two children, Natalie and Shane. © 2014 ReferencePoint Press, Inc. Printed in the United States For more information, contact: ReferencePoint Press, Inc. PO Box 27779 San Diego, CA 92198 www. ReferencePointPress.com ALL RIGHTS RESERVED. No part of this work covered by the copyright hereon may be reproduced or used in any form or by any means—graphic, electronic, or mechanical, including photocopying, recording, taping, web distribution, or information storage retrieval systems—without the written permission of the publisher. Picture Credits: Thinkstock Images: 9 Maury Aaseng: 15, 22, 29, 35, 42, 48, 56, 61 LIBRARY OF CONGRESS CATALOGING-IN-PUBLICATION DATA Nakaya, Andrea C., 1976- Thinking critically : video games and violence / by Andrea C. Nakaya. pages cm. -- (Thinking critically) Includes bibliographical references and index. Audience: Grade 9 to 12. ISBN-13: 978-1-60152-591-8 (e-book) 1. Internet and children--Juvenile literature. 2. Video games--Juvenile literature. 3. Children and violence--Juvenile literature. 4. Internet--Safety measures--Juvenile literature. I. Title. HQ784.I58N35 2014 004.67'80835--dc23 2013026248 Contents Foreword 4 Overview: Video Games and Violence 6 Chapter One: Does Video Game Violence Cause Violent Behavior? Th e Debate at a Glance 12 Video Game Violence Causes Violent Behavior 13 Video Game Violence Does Not Cause Violent Behavior 19 Chapter Two: How Does Video Game Violence Aff ect Youths? Th e Debate at a Glance 25 Video Game Violence Harms Youths 26 Video Game Violence Does Not Harm Youths 32 Chapter Th ree: Are Violent Video Games a Cause of Mass Shootings? Th e Debate at a Glance 38 Violent Video Games Are a Cause of Mass Shootings 39 Violent Games Are Not to Blame for Mass Shootings 45 Chapter Four: How Should Video Game Violence Be Regulated? Th e Debate at a Glance 51 Video Game Violence Should Be Strictly Regulated 52 Strict Regulation of Violence in Video Games Is Not Needed 58 Source Notes 64 Video Games and Violence Facts 70 Related Organizations and Websites 73 For Further Research 76 Index 78 Foreword “Literacy is the most basic currency of the knowledge economy we’re liv- ing in today.” Barack Obama (at the time a senator from Illinois) spoke these words during a 2005 speech before the American Library Associa- tion. One question raised by this statement is: What does it mean to be a literate person in the twenty-fi rst century? E.D. Hirsch Jr., author of Cultural Literacy: What Every American Needs to Know, answers the question this way: “To be culturally literate is to possess the basic information needed to thrive in the modern world. Th e breadth of the information is great, extending over the major do- mains of human activity from sports to science.” But literacy in the twenty-fi rst century goes beyond the accumula- tion of knowledge gained through study and experience and expanded over time. Now more than ever literacy requires the ability to sift through and evaluate vast amounts of information and, as the authors of the Common Core State Standards state, to “demonstrate the cogent reason- ing and use of evidence that is essential to both private deliberation and responsible citizenship in a democratic republic.” Th e Th inking Critically series challenges students to become dis- cerning readers, to think independently, and to engage and develop their skills as critical thinkers. Th rough a narrative-driven, pro/con for- mat, the series introduces students to the complex issues that dominate public discourse—topics such as gun control and violence, social net- working, and medical marijuana. All chapters revolve around a single, pointed question such as Can Stronger Gun Control Measures Pre- vent Mass Shootings?, or Does Social Networking Benefi t Society?, or Should Medical Marijuana Be Legalized? Th is inquiry-based approach introduces student researchers to core issues and concerns on a given topic. Each chapter includes one part that argues the affi rmative and one part that argues the negative—all written by a single author. With the single-author format the predominant arguments for and against an 4 issue can be synthesized into clear, accessible discussions supported by details and evidence including relevant facts, direct quotes, current ex- amples, and statistical illustrations. All volumes include focus questions to guide students as they read each pro/con discussion, a list of key facts, and an annotated list of related organizations and websites for conduct- ing further research. Th e authors of the Common Core State Standards have set out the particular qualities that a literate person in the twenty-fi rst century must have. Th ese include the ability to think independently, establish a base of knowledge across a wide range of subjects, engage in open-minded but discerning reading and listening, know how to use and evaluate evidence, and appreciate and understand diverse perspectives. Th e new Th inking Critically series supports these goals by providing a solid introduction to the study of pro/con issues. 5 Overview Video Games and Violence In July 2011 Norwegian Anders Behring Breivik set off a series of bombs in downtown Oslo, killing eight people. He then drove to nearby Utoya Island with a bag full of weapons and proceeded to calmly and systemati- cally shoot sixty-nine people dead and wound hundreds of others. Most of the victims were youths who were attending a summer camp there. At his trial Breivik testifi ed without emotion about how he shot as many people as he could, fi ring more bullets at those who tried to play dead or were injured and could not escape. He claimed that his goal was to kill all six hundred campers on the island. At the trial Breivik also revealed that he played the video game Call of Duty: Modern Warfare 2 as part of his training for the shooting. In addi- tion, he said that at one time prior to the shooting he spent up to sixteen hours a day playing World of Warcraft, another violent game. Th ese rev- elations immediately sparked renewed debate about the eff ects of video game violence, a topic that provokes intense disagreement in the United States and around the world. Critics say that violent acts such as Breivik’s are often precipitated by violent game play, while others argue that claims such as this are not backed by evidence. While not everybody plays violent video games for sixteen hours a day as Breivik did, these games are a popu- lar form of entertainment for people of all ages. Yet, as the Breivik case illustrates, there is continuing disagreement over how they impact society. Increasingly Realistic Violence Society’s perception of video game violence has changed dramatically in the past fi fty years. As technology improved, games became increasingly violent 6 and realistic. Spacewar!, one of the fi rst video games that involve players attempting to destroy something, was created in 1961 and consists of two starships that try to shoot each other. Th e ships can fi re torpedoes, increase or decrease their speed, and turn. Th e graphics are simple lines. In com- parison, today’s violent games are far more realistic. For example, writer and editor Dan Nosowitz writes about a demonstration he attended for Sniper Elite V2, a game that came out in 2012. Nosowitz says the game designers conducted extensive research to make the game feel realistic to players. He says, “Th ey consulted medical experts, ex-military snipers, photography of real-life gunshot victims and x-rays of bone fractures.” He describes the re- sult in one part of the game when the player fi res at a Nazi sniper: Th e camera rotated back behind the bullet to follow it as it got clos- er and closer to the enemy. Th en it reached the enemy’s face. Sud- denly the Nazi’s skin peeled back, like a Venetian blind rolling up, snapping backwards over his skull. I saw the bare, perfectly clean bone, the teeth, grinning and eerie, the spinal column beneath with its visible path of nerves. Th e bullet splattered through the cornea, shattered the bones of the eye-socket and cheek, broke through the blood vessels at the back of the eye, burst backwards through the brain cavity and punched a hole in the back of the skull.1 Research shows that a large number of people play violent video games such as this one. While the Entertainment Consumers Associa- tion reports that the majority of video games have no violence in them, statistics indicate that those games that are violent account for a signifi - cant percentage of game sales. According to the Entertainment Software Association (ESA), in 2011 seven of the ten top-selling video games con- tained signifi cant amounts of violence, including Call of Duty: Modern Warfare 3 and Assassin’s Creed: Revelations. Youths and Violent Games Research also indicates that many youths play violent video games. For ex- ample, in 2012 the American Psychological Association (APA) published 7 the results of a four-year study involving more than fi ve thousand US teen- agers. Th irty-two percent said they had played Spiderman II, 12 percent had played Manhunt, and 58 percent had played Grand Th eft Auto III. All three of these games are violent. For example, in a review of Manhunt the website Gamespot says, “Th e game itself unfl inchingly depicts intense graphic violence, the likes of which you might expect from a slasher mov- ie.”2 ESA data reveal that most violent play occurs with parents’ knowl- edge: the organization reports that parents are present 90 percent of the time when games are purchased or rented and that 91 percent of parents say they pay attention to the content of the games their children play. Conflicting Research How video game violence aff ects people is an extremely controversial topic. Some people maintain that it is harmful, while others insist that it is not. Hundreds of studies have been conducted in an attempt to answer the question, yet even the studies have proved to be controversial. Critics disagree about the validity of study designs and off er diff ering interpreta- tions of the results. As National Public “[Creators of the violent Radio science correspondent Shankar game Sniper Elite V2] Vedantam says, “Th e irony is that sci- consulted medical entists who think the games are harm- experts, ex-military ful, and those who think they’re not, snipers, photography of are both looking at the same evidence. real-life gunshot victims Th ey just see two diff erent things.”3 and x-rays of bone Assessing the eff ect of violence is fractures.”1 diffi cult. While video games might im- pact how people think and act, numer- —Dan Nosowitz, a writer and editor. ous other factors—including personal- ity traits and family infl uences—also infl uence thoughts and behavior. Iowa State University developmental psychologist Doug Gentile compares the eff ects of game violence with the eff ects of smoking. Cigarette smoke has an impact on the individual smoker, but the eff ect is not always noticeable. He says, “Two-thirds of smokers don’t get lung cancer because they have enough protective fac- 8 The effects of violent video games, especially on young players, are uncertain. Some researchers warn that such games, played often and over an extended period of time, can lead to aggressive or violent thoughts and behavior while others say that links drawn between video games and violence or aggression are not scientifically valid. tors. But if you open them up and look at their lungs, you’ll see that it was still infl uencing them all along.”4 Some people contend that video game violence actually has bene- fi ts for players. Th ey maintain that by engaging in violent play, people release frustrations in a harmless way, reducing the likelihood that they will commit violence in the real world. It is also argued that ex- posure to game violence can be benefi cial to youths because it helps them learn to deal with violence or fears that they might experience in the real world. Regulating Game Violence For as long as there has been violence in video games, there have been people trying to regulate it, particularly to keep children and teens from being exposed to it. Th e fi rst widespread public protest over video game 9 violence occurred in 1976 with the release of Death Race, in which cars run over stick-fi gure characters to win points. Hitting a stick fi gure causes it to scream. Due to public outrage Death Race was pulled off the market after selling only a small number of games. In 1993 Senator Joseph Lieberman proposed federal regulation in response to the violent games Mortal Kombat and Night Trap. Mortal Kombat is a fi ghting game, well known for a move called “Fatality,” whereby a player can use a vari- ety of violent moves to kill an opponent who has already been defeated. Night “The irony is that Trap is a horror adventure game where scientists who think the the player fi ghts vampiric creatures. In games are harmful, and response to proposed regulation, the those who think they’re video game industry instituted its own not, are both looking at regulation system in 1994, which is still the same evidence. They used today. just see two different Th e ratings system is overseen by the things.”3 Entertainment Software Rating Board —Shankar Vedantam, science correspondent (ESRB), which assigns ratings and en- for National Public Radio. forces industry-adopted guidelines for advertising games. Th e ratings divide video games into six categories: Early Childhood (C), Everyone (E), Ev- eryone 10+ (E 10+), Teen (T) for ages 13 and up, Mature (M) for ages 17 and up, and Adult (A) for ages 18 and up. In addition to these rat- ings, video game labels contain descriptions that explain in more detail why a game has been given a particular rating. For instance, some games might carry this explanation: “Blood and Gore—Depictions of blood or the mutilation of body parts.” Others might have this description: “Vio- lent References—References to violent acts.” Digitally distributed games are not subject to the same requirements or enforcement as packaged or boxed games; however, the ESRB strongly encourages their makers to fol- low its guidelines. Despite the video game industry’s self-regulation, there are repeated eff orts to institute government regulation. Th e most recent attempt—to ban the sale of extremely violent games to children in California—was declared unconstitutional in 2011 by the US Supreme Court. 10

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