Tuesday, January 15, 2013

Video Games and Youth Violence - Darian




            “That’s not how you do it, you have to insert the lexicon into the crystal pedestal!” My 5 year old cousin announces, while playing online with some of his friends from school. These kinds of phrases can be heard regularly, while I am trying to get him to watch some cartoons on TV, or to stay still so I can read a book to him. My eager entreaties fall on deaf ears. He stops talking to his friends on the computer, and turns to me and says in an annoyed voice, “Why would I want read a book or watch TV, when I could be playing with my friends on the computer?” He then turns back around in his chair and continues to try to solve all of the ancient Aztec puzzles, so he can get out of the mystical jungle. As much as I wished (for my sake more than his) that he would get off the computer and stop playing the game, I couldn’t say that I blamed him, not in the least. When I was younger I loved to watch my dad play on our Nintendo 64. I could literally sit by him for a whole day, staring at the TV and not feel at all bored. There was just something so mesmerizing about the whole thing, and whenever I got the chance, I would sneak the console out of the living room and hook it up to my TV. I spent many hours as a child playing racing games and stumbling through Mario 64, though I didn’t know what I was doing most of the time. A good part of the memories I have below the age of seven, involve video games in one form or another, in fact many kids have similar memories and have grown up playing them. So if video games have become such a big part of our culture, especially to those born now or in the last 20 years, can they really be called the cause for the supposed increases of violence observed in youth? Are video games the sole culprit? I would propose that they are not, and that there are many factors that go into making a person prone to violence.
            There are many concerns pertaining to the effect that video games could have on the minds of youth. Some experts believe that they could lead to addiction, increasingly violent behavior in children, expectations for violence or immunities to violence, and the loss of social skills. Addiction, as it turns out is actually kind of a big issue. In fact the Chinese government imposed penalties on gamers who “spent more than three hours playing a game by reducing the abilities of their characters.” A lot of the big online game operators ended up adopting the same system, to help “combat addiction in a country where more than 20 million…play regularly.” And there was actually a case where “a player killed a fellow player who had stolen his virtual sword.” There are many cases in which compulsive video game playing has had negative effects, like in the instance of a high-school student from Ontario, Canada. He said that the sword-and-sorcery game Ever Quest ruined his life because he “went for a week without bathing or eating a proper meal and stopped going to school for a semester.” Likewise, a 30 year old nurse who played the same game with her husband said, “We spend hours-hours! - Every single day playing this damn game. My fingers wake me, aching, in the middle of the night. I have headaches from the countless hours I spend staring at the screen. I hate this game, but I can’t stop playing. Quitting smoking was never this hard.” Of the players who play online multiplayer games, about 40 percent “consider themselves addicted.” South Korea, which is considered the epicenter of online gaming, “launched a game addiction hotline, and hundreds of hospitals and private clinics treat the addiction.” Besides South Korea, there are also video game addiction clinics in the Netherlands, and internet addict psychologists in the U.S. But despite all of these treatment centers, some prominent addiction experts say “even those who play games excessively rarely meet all the characteristics of addiction - such as developing physical withdrawal symptoms like sweating…needing to play more and more to get the same kick and being preoccupied to the point of it is destructive to one’s livelihood and family.”   Then there is the concern for increases of violent behavior. In certain video games, violence makes up the whole or basic focus of the game, and these are the kinds of games that people are worrying about. The American Psychological Association recommended that all violence be reduced in video games marketed to children and youth, because there was research “indicating that exposure to video-game violence increases youths’ aggressive thoughts and behavior and feelings.”  Young children often imitate what they see, so being exposed to violence in video games could encourage them to act out. Elizabeth Carll, a New York psychologist, said, “Playing video games involves practice, repetition and being rewarded for numerous acts of violence, which may intensify the learning.” Mark Griffiths, a psychologist at Nottingham Trent University in Nottingham, England, shares a similar opinion. “I’ve concluded the younger the person, the more likely there is to be an effect. If children watch or play video games, right afterwards they will mimic what they see on the screen.” (Glazer “Video Games”) Video games could also result in someone becoming immune to violent acts, which then lead to actually performing them in the real world. Gloria DeGaetano and Kathleen Bander, writers of the book Screen Smarts: A Family Guide to Media Literacy, said that, “When children watch numerous traumatic shows on television and spend a good deal of time playing violent video games they may come to require increasingly horrific programming to feel an emotional response. And, in time, even the most violent of screen images will have less of an effect, possibly leading one to seek violent ‘thrills‘ in the real world.” There was a case in England, where “14-year-old Stefan Pakeerah was savagely murdered” by a friend. The parents of the victim claimed that “the murderer had been obsessed by the violent computer game ‘Manhunt’” which awards points for savage killings. The killer was 17 year old Warren Leblanc, who plead guilty in 2005 to the murder. Stefan’s parents “blamed the game,” and asked retailers to stop selling it. Instances like this are the basis for the strongest arguments against violence in video games. But besides the violence itself, games are also getting a bad rep for making players unsocial and unable to cope with social situations in the real world. “Critics worry that [gaming is] making kids more socially isolated, less experienced in working with others and less creative.” (Glazer “Video Games”) This brings to the mind the stereotype of the 30 or 40 year old living in the darkness of his parent’s basement, who doesn’t talk to anybody. A person without social skills certainly would have a hard time living in today’s society, and video games could contribute to that. In summary, there are many questions about the moral values that violent video games portray. “What we are saying is that as children watch thousands of violent acts or play intense video games, their attention is taken away from the consequences of real human suffering. These images serve to distort ideas about pain and death. And, in the case of video games, violent images are connected with feelings of exhilaration, accomplishment, and conquest. They offer not a means of coming to terms with violence and human nature but a reinforcement of violence as a way of life.” (De Gaetano, “Media Literacy”)
All of the above mentioned negative aspects of violent games are certainly valid arguments, but what of the games that aren’t violent? Can they be used to help aid in the learning processes? Some academic scholars claim playing games is good for literacy, problem-solving, learning to test hypotheses and researching information from a variety of sources.  It might actually surprise some people to know that there are many educational aspects to games in general, for instance, take a game like Madden NFL. Though it might seem like a mindless button masher, to win it, a player has to use an encyclopedia sized play book, and have “a sophisticated understanding of strategy and make split-second decisions about which play to choose.” This forces people to take the knowledge they have and make good choices in stressful situations, which according to University of Wisconsin Professor of Reading, James Gee, is “pretty crucial in the modern world.”  In fact, the Federation of American Scientists pushed the government to invest in research and development of educational games for K-12 students and for adult work force training, stating, “Many video games require players to master skills in demand by today’s employers.”  Another aspect as to why games promote learning is the “trial and error” philosophy that is incorporated in most games. If a player makes a mistake, that doesn’t automatically spell disaster because they have the ability to start over, and try again. Kid aren’t afraid to fail, and going from past experiences, I think that’s what really encourages learning. “In a good video game, players are encouraged to take risks, explore, and try new things, because the price of failure is not terribly high...failure in games is seen by players as crucial to learning.” (Drotner, “Media and Culture) Dmitri Williams, an assistant speech communication professor at the University of Illinois agrees, “A kid in a classroom has to worry about looking like an idiot. In a game, they’re raising their hand all the time, and true learning comes from failing.”  Video games can also act as simulators that can be used to solve problems in the real world. Games like Sim City prove that children can readily understand things that might be at first considered too difficult for them to understand. Science writer Steven Johnson, who wrote the book Everything Bad is Good for You, said that he spent an hour teaching his nephew to play Sim City, and was trying to figure out how to save a dying industrial neighborhood, when the 7 year old “piped up [and said] ‘I think we need to lower industrial tax rates.’” James Paul Gee, who wrote an article in the book The International Handbook of Children, Media and Culture, said, “Civilization III and other games [have] shown that even young learners can enter a game as a complex system and learn deep conceptual principles about history and the social sciences.” Then there’s the argument that kids who play video games don’t use their leisure time productively, as in reading books or studying. But according to a survey done by the Kaiser Family Foundation, “heavy gamers-more than an hour a day - actually spend more time reading for pleasure (55 minutes daily) than teens who play no video games at all (41 minutes).” As to the addicting quality of games, most experts say that it’s really hard to classify someone as truly addicted, because most players don’t meet the strict definition of “addicted,” which includes withdrawal symptoms and intense single minded preoccupation. “There’s hardly anyone I would class as a genuine video-game addict,” says Professor of Gambling Studies Mark Griffiths of Nottingham University. The biggest argument against the addiction theory is that there are very few people who say they are addicted, and meet all of the criteria for being “addicted.” As far as literacy goes, games actually have been shown to help in that particular area of learning. Games like Civilization include things like, ruling societies and building cities, trading natural resources and waging war, in the game play. One game of Civilization takes about 20 hours to finish, but if you want to build a master society, it could take you 100 hours or more. To play the game you have to figure out the types of governments, and how factors like natural resources help a civilization survive or fail. It’s really a complex game, and kids who played and attained master levels, learned and retained a lot. “We found when they’re expert gamers, they (8-13 year olds) can tell you the differences between civilizations, what technologies they would need, what resources they’d need,” said Kurt Squire, an assistant professor of educational communications and technology. The American Federation of Scientists says that students remember almost 90 percent if they are actively involved in what they are learning, compared to about the 10 percent remembered from something they read. This is why some teachers and experts say that video games are very useful in teaching because “... the mind works rather like a video game.” James Paul Gee says “...human understanding is not primarily a matter of storing general concepts in the head or applying abstract rules to experience. Rather, humans think and understand best when they can imagine (simulate) an experience in such a way that the simulation prepares them for actions they need and want to take in order to accomplish their goals.” Video games also promote creative thinking, and Katie Salen, a desiger at The New York School for Design, says “Gamers not only follow the rules but push against them, testing the limits of the system in often unique and powerful ways.” Some people are questioning the morals in games though, that could contribute to excessive violence in youth. Criminologist Lawrence Sherman of the University of Pennsylvania says, “Just as violent video games were pouring into American homes on the crest of the personal computer wave, juvenile violence began to plummet.” Many experts say that there are just too many other factors that go into making a person violent; video games aren’t the sole problem. And to the violence itself, I don’t think that it is such a big influence as to whether people buy games, as some would believe. “Critics of games need to realize that players, especially strategic and mature players, are often focussing on game play more than they are on content per se.” (Drotner, “Media and Culture) The game Pong has a pretty simple, almost boring concept (hitting a white circle back in forth with rectangles on a black background), but it turned out to be pretty successful, which I think proves the “playability vs. content” theory. Playing games doesn’t always mean being anti-social. Multiplayer games like World of WorldCraft, City of Heroes, Second Life and There.com are social games that, in some instances, can help people develop better social skills. “ Players...orient to each other not in terms of their real-world race, class, culture, or gender...but through their identities as game players.” (Drotner, “Media and Culture) Players online can connect to people all over the world and have conversations with them, whereas most social interactions in a person’s daily life don’t involve talking to somebody in other countries about strategy, or how to best accomplish something. James Paul Gee says, “...what is really important about today’s massive multiplayer games, like World of WarCraft, Lineage, EverQuest, City of Heroes, and Guild Wars, is the ways in which, sometimes for better and sometimes for worse, people are creating new ways to build and share knowledge. They are also forming new forms of learning communities. We have much to learn from these games about new ways to organize learning socially in tomorrow’s classrooms, libraries, workplaces, and communities.”
The overall argument is that there is not enough concrete scientific evidence to tie increased violence in adolescents, to the playing of violent video games. Violent images are everywhere, so I don’t believe video games by themselves are enough to trigger violence in people. I think there has to be other contributing factors that push people over the edge to perform the actions that they do, “...while humans react emotionally to images in much the way they do to real life, this does not mean they are tempted to act on these emotions in real life: people do, after all, have higher thought processes in terms of which they make decisions and decide what is and is not real.” (Drotner, “Media and Culture) And yes there are positive aspects of games, though by themselves they are good, but not sufficient. Some kind of teacher or mentor is still needed to encourage thought processes. They aren’t the same as real-life, but that’s the point. When one plays video games, it’s okay to make mistakes because in “real-life” they are of no actual consequence which allows for more trial and error, and I believe, more learning. A person could learn just as much from a video game as in a book. A book could just as easily contain “useless” information as a video game; the content is what matters.
Kids are smart. They know right from wrong in a general sense, because they are constantly learning it, if not from their family members, then from their friends and teachers. Yes, it’s a simple fact that children will inevitably imitate what they see, but it’s up to the adults to instill in them an understanding of their actions. And I would say that violence isn’t really a huge factor as to why people play video games, I think it’s more about actually playing them. When I play games, and somebody gets stabbed or a character dies, my first though is usually not “awesome, that was so cool!” It falls somewhere in the lines of “gross, why’d that happen?” Or I don’t think of it all. I try to immerse myself in the story of the game, instead of focusing on the negative aspects. Games (the good ones anyways) are like movies and books in that sense. I feel bad when something sad happens, and rejoice in the good things, but I never take anything for absolute truth, unless I know for sure that the content is factual. In conclusion, video games are big part of our culture now, and I think it’s up to us the make the best of them.  

Works Cited
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