The interactive world of video games is growing. The effects of this trend are stretching farther than ever as today's children spend an increasing amount of time immersed in the fantasy world that the game console offers. While many children see little to nothing wrong with this fact, concerned adults scrutinize the factors involved that seem sure to have an effect on children's developing minds. As defenders of video games are quick to assert, there is nothing new about the idea of depicting murder, sexual violence, or other antisocial behavior. But with the innovative position the young gamer inhabits as the perpetrator of these acts, and the increasingly realistic imagery made possible with advancing technology, the stakes may be higher than ever.
During the last legislative session, bills were proposed by lawmakers from seven states in an attempt to restrict the sale of games to minors. Not one of the bills survived. The gaming industry has experienced victory after victory as every attempt to limit them has been cut down based on interpretations of the First Amendment of the Constitution.
[...] Many of the most popular video games are violent, and over half of boys and girls studied chose violent games as their favorites. With exposure on the increase, researchers are exploring the effects of playing these games. In one lab experiment with 4 to 6 year olds, an increase in aggressive behavior was observed after six minutes of playing a moderately violent game. In another study, 2nd graders who played a violent game showed more aggression after playing than did their peers who were assigned to play a racing game. [...]
[...] The violence against and degradation of women in video games is getting worse. Much is evident by looking at the roles of female characters in games. Many games push negative stereotypes and encourage violence against women. In Duke Nukem, the main character receives points for killing prostitutes. The females in the game are portrayed as sex objects, with the main player being awarded for throwing money at them. Female characters are often the kidnap victims of ruthless men; they are represented as submissive damsels in distress, in need of being rescued. [...]
[...] The question could now be rephrased, many virtual rapes and murders has your child committed before the age of The increasing amount of time children spend playing video games is another reason this is a hot debate. Games can be seen as replacing parents and teachers as the educator and the role model, simply because of where time is spent. With the upward trend for games to be sexist and sexy, some relate the idea of banning or restricting games to policies regarding pornography. [...]
[...] Messages and images in games do not exist on their own; they are a part of the larger field of influences in young people's lives. Although the mostly male-controlled images presented in games largely undermine the true nature of the female, the stereotypes of men presented are negative, as well. While games almost always show the sexy female, the male is shown as very strong, his strength being a central determinant of his worth. Males are depicted as light-skinned, young, tall, and muscular; the portrayal of unrealistic or uncommon muscle-build being similar to, though not widespread or outrageous as, the representation of the female characters' breasts. [...]
[...] When asked what this scene is scene is implying, the game-designer Stan Liu said, “this is precisely one of those ‘messages' in the game that I wanted people to talk about and form their own opinion. My personal takes on that scene? Well, it's personal.” Stan Liu's comments are ignorant and irresponsible, especially in light of the research on depictions of sexual violence in inappropriate contexts. This portrayal of sexual violence may be confusing as well as scary to young players who are able to attain the game because of relaxed game laws. [...]
APA Style reference
For your bibliographyOnline reading
with our online readerContent validated
by our reading committee