06/10/2007

Violence in computer and video games

· What is violence in computer and video games?

In violent computer and computer games, the child player needs to perform acts of violence to achieve the end goal of the game (for example to use an electronic gun to kill opponents). The child is actively encouraged to identify with the aggressive hero and to rehearse aggressive acts, and is rewarded for doing so. The person who is best at the violence wins.

· What is the likely impact on children of playing such games?

1. Teachers and child develop mentalists tell us that children learn better by doing than watching; it could be argued that a child playing a violent computer and video game will learn the success of being violent from those games.

2. Being rewarded for performing violence is likely to increase the impact.

3. Violent computer and video games teach skills in "point and shoot" techniques. The games can help in overcoming the natural reluctance that most people feel in pointing at and shooting another human being.

4. Research is now starting to show that playing violent games increases the child’s willingness to use violence to solve conflict. Recent reviews of the research literature reveal that violent video games increases aggressive behaviour in children and young adults.

· What can parents do?

1. Help children avoid computer games which have a focus on violence

2. Choose games that have positive themes (See related topic Choosing good computer games)

3. Help children understand and use the classification system, and choose games that are classified G or G8. (See related topic Classification—computer games)

4. Place the computer in a public area of the house and not in the child’s bedroom; join in sometimes

· Should restrictions be placed on sales on computer games?

I think that it’s too easy for kids to get their hands on games assigned an “M” rating by the video game industry’s rating service, the Entertainment Software Rating Board (ESRB). M, for Mature, denotes a game that’s only suitable for ages 17 and above. The ESRB defines an M-rated game as possibly containing “intense violence, blood and gore, sexual content and/or strong language.” Yee cites a Federal Trade Commission (FTC) report that says nearly 70 percent of 13 to 16 year olds are able to purchase M-rated games. So I think that stronger measures should be put in order children not get easily certain violent games.