Tag Archives: aggression

British teachers say children’s play is more violent than ever. So what’s wrong with that?


British teachers say video games cause kids to play more aggressively. What are they missing? Photo by Flickr user wsilver.

The battle for children’s well-being is never-ending. While American Congresspeople consider a warning label on virtually all video games, a group of British teachers has issued new warnings blaming violent video games for aggressive behavior among their students.

Late last month, the Association of Teachers and Lecturers claimed that such games were damaging the “tender young minds” of children. Then, in a speech to the union’s annual conference last week, former ATL president said violent video games (she called them “horrific”) were responsible for an increase in schoolyard aggression.

Let’s look a little more closely at what they’re saying:

ATL general secretary Dr Mary Bousted said: “I think what we are talking about, first of all, is the amount of time children spend locked in their room. The fact that children spend hours locked in their rooms playing computer games, which means they’re not interacting, they’re not playing and not taking exercise.”

Okay. So it sounds like she’s concerned that kids aren’t getting outside to play and roam around. Right?

Mrs. Sherratt, a teacher at Riddlesden St Mary’s CofE Primary School in Keighley, West Yorkshire, says her class of four and five-year-olds was seen in the playground “throwing themselves out of the window of the play car in slow motion and acting out blood spurting from their bodies” to mimic scenes from violent games.

She adds: “I began to reflect on what children have been playing over the last few years and realised we have noticed a marked increase in the aggression in general.

“We all expect to see rough and tumble but I have seen little ones acting out quite graphic scenes in the playground and there is a lot more hitting, hurting, thumping etc. in the classroom for no particular reason.”

Hmm. So is the problem that they aren’t getting out and playing? Or is the problem that, when they are getting out and playing, they’re being rougher than the teachers expect? Is the problem that they’re not interacting with other kids, or is the problem that, when they are interacting, they’re doing so in a way that the teachers don’t understand?

There is certainly latitude for teachers to recognize when certain types of behavior — bullying, for example — is hurting a child. However, there’s plenty of latitude as well for kids to play, consensually, in ways that look pretty aggressive to outsiders.

To me, that first description of their play — “throwing themselves out of the window of the play car in slow motion and acting out blood spurting from their bodies” — sounds kind of fun. It sounds like kids, playing and interacting consensually with each other.

Gerard Jones addressed this issue in his wonderful book, Killing Monsters: Why Children Need Fantasy, Super Heroes, and Make-Believe Violence:

The benefits of rough-and-tumble play are well documented. It can be annoying for parents, it can get out of hand and lead to head bumps, but most authorities agree that it’s normal, healthy, and generally conducive to more confident kids. Profiles of violent adolescents don’t generally show any exorbitant amount of aggressive play early in life and, in fact, often show the opposite: violent teenagers often had trouble bonding with peers in normal childhood play.

Certainly video games — along with television, film, and books — spark the imagination and inform the kind of playing that kids will engage in. But what these teachers aren’t proving, to any degree, is that this kind of aggressive play is hurting anybody.

It may very well be that these teachers, either disturbed by the kids’ enjoyment of these games or unable to curtail it, are grasping at ways to control what they don’t understand. Until they can show that what they’re seeing is truly harmful, I’d suggest not giving their “warnings” too much credence. From what I can tell, these kids are having a good time — and learning in the process.

Study: it’s probably not the violent video games making your kid aggressive


A new Swedish study finds no reason to blame video games for kids’ anger and aggression. Photo by Flickr user mdanys.

Those Swedes sure do things differently, what with the neutrality and the guaranteed school placement for young kids and the crappy science top-ranked science programs.

Maybe that explains how they looked at the same research that led American scientists to believe video games are harmful to kids, and come out with the completely opposite conclusion.

Here’s what happened: the Swedish Media Council looked at more than 100 studies of kids, violent video games, and aggression published between 2000 and 2011. At first blush, their findings look the same: they found a statistically significant link between violent gaming and aggressive behavior.

However, they don’t think the games have anything to do with the behavior:

Many of the studies use different methods to measure aggression, many of which lack a clear connection to violent behaviour.

In addition, a great deal of the research exploring causal links between violent computer games and aggressive behaviour “suffer from serious methodological deficiencies” and don’t provide sufficient evidence to establish a causal relationship.

The few studies that have attempted to examine other causes of aggression found that factors, such as poor physical health or family problems, can explain both violent behaviour and a propensity to play violent computer games.

(Emphasis mine.)

According to a statement from the council, “there is no evidence that violent computer games cause aggressive behaviour … If research can’t provide any simple answers about how games make children aggressive, perhaps we adults should stop judging the games children play based on whether they are violent or not.”

Those wacky Swedes. Who’s going to believe that, right?

I’d love to do a more detailed analysis of the study (PDF) and its methodology, but unfortunately, I don’t speak Swedish. And, admittedly, I am skeptical of studies-of-other-studies because I feel as though they can replicate the same biases of the original studies. In this case, that doesn’t seem to have happened.

So, who is the Swedish Media Council, then? In America, a group like that would be an independent firm, maybe something like Common Sense Media (which, by the way, has come out against violent video games for kids.) “The Swedish Media Council is a center for information on children and young people’s use of media such as the Internet, computer games, film, and TV. The Media Council is part of the Swedish Government’s Ministry of Culture and located in Stockholm.”

So they’re a government-funded agency. And they’re saying violent video games don’t hurt kids. And the folks saying this come from a country that puts some of the biggest emphasis on science, research, and innovation in the world.

I dunno. Should we believe them?

If you dress goth, are you asking for trouble?


Melody McDermott was brutally attacked on a tram in Manchester because she is a goth. She’s now recovering from a broken eye socket.

Four years ago, 20-year-old Sophie Lancaster was walking through a Lancashire park at night with her boyfriend when they were beset upon by a group of teenage boys. The teens assaulted Robert Maltby first, then turned on Sophie when she tried to protect him. Robert recovered, but Sophie died of her injuries.

This was no isolated incident. Goths throughout the UK and America face bullying and assault on a regular basis, mostly because of their appearance. In greater Manchester, it happened again last month.

Melody McDermott was riding a tram with a male friend on Oct. 5 when a group of males began shouting at her. Without warning, they pushed her to the ground and one or more began stomping on her face. She was left with a broken eye socket, but is recovering. Her friend suffered a black eye.

After Lancaster’s death, many in the goth community rallied in favor of calling such attacks hate crimes — until then, a “hate crime” only included an attack based on race or sexual orientation. According to Wikipedia, In May 2009 the Justice Minister Jack Straw said while he could not change the law, he could amend the sentencing guidelines to require judges to treat an attack on a member of a subculture as an aggravating factor.

Although the Columbine High School shootings mistakenly convinced many that goths are aggressive, most are actually so pacifistic that they will not fight back when assaulted. Their combination of unusual appearance and unwillingness to hurt people unfortunately makes them vulnerable.

Since the attack on Melody, goths from all over the world have come forward to talk about members of the subculture as recurring targets for violence. “When is this hate and bullying going to end?” asked one woman. “My 9 year old gets picked on just ’cause she had brain cancer and me and her dad are goth.”

“This shows how important it is to class sub-culture to the list of hate crimes,” said another. “If they had beaten her for being gay/black/muslim they would get jail time for sure, but because she’s just a girl in black clothing, they will get off with a fine/community service. I am so sick of this.”

Unfortunately, such attacks leave others frightened: “Every time there’s a hate crime, I’m a bit more scared to go out. It’s shocking just how far some people will go. I’m scared to walk alone and I’m 20.”

But others championed Melody and wished her strength: “I hope Melody comes through this even stronger than before, and that she realises that they only hate because they don’t have the guts to express themselves like she has.”

What’s the solution here? Can we teach people not to bully and assault others just because they’re different? Should goths “tone it down” to make themselves less vulnerable?

Do video games change kids’ behavior?


A mom says her kid gets mean when he can’t play his DS. But is it really the game that’s to blame? Photo by Flickr user GoonSquadSarah.

The press is rife with the message that video games make kids and teens more aggressive. Even though there’s no proof that gaming causes behavioral changes, and there is evidence that video games don’t harm, or even benefit, their players, this idea lingers. Empowering Parents recently conducted a poll, asking parents whether games “affect their child’s behavior.” Sixty-two percent said yes.

The poll quoted one parent, who said:

“My son, who is 9, doesn’t want to stop playing his DS … and when I finally manage to get it out of his hands, he gets mouthy, rude and acts more aggressively towards his brother and little sister. I’m actually considering banning video games from our house.”

I know it’s really challenging when your child is fixated on a particular toy, to the exclusion of family, books, sleep, homework — whatever. You want to do what’s right for them and limit their use of that toy, but kids can be so stubborn. Sometimes asking or setting down limits doesn’t work, and you have to intervene.

But it sounds to me like the problem here isn’t the game, or even the game system. Imagine if someone took your phone away while you were using it, or took a book out of your hands while you were reading it. You might get mouthy and rude, too — you might even get unruly with an innocent bystander, if you felt like the person who took the item out of your hands couldn’t be reasoned with (or yelled at). People who’ve just had their power taken away act out in a variety of ways, including the one this woman is describing in her son.

Kids don’t often feel like they hold much power, and when you do things that take power away from them, they frequently do things to reclaim that feeling of control. It might make more sense to collaborate with your son to develop some reasonable limits on using the DS — ones that he agrees to. Here are some excellent tips on how to approach it. Of course, “no DS at all” can be a consequence if he doesn’t collaborate with you. But don’t blame the game system for his behavior.

Unfortunately, Empowering Parents isn’t revealing many of the details of this poll. They aren’t sharing what questions they asked, or providing much description of the answers. They also made a very strange leap from “62% of respondents said that playing video games affects their child’s behavior” to “numerous studies suggest that virtual violence in these games may make kids more aggressive in real life.” (There’s a big difference between “affects behavior” and “makes kids violent,” folks.) Nevermind that their example quote mentions the DS — whose games feature cartoon violence at best.

Parents, have you noticed whether gaming affects your kid’s behavior in any way? If there’s a change, is it a good or a bad one? How long does it last? What have you done, if anything, to set limits on your kid’s video-game time or game choices? If you’ve done that, has it changed anything?

Yee awaiting Supreme Court decision on game-sale ban


California legislator Leland Yee wants government to keep minors from buying games such as Grand Theft Auto: San Andreas.

California Senator Leland Yee is waiting. Five years ago, he authored a bill — signed by Governor Arnold Schwarzenegger — that would ban the sale of games rated “M” (for mature audiences) to California buyers under the age of 18. Yee is a former child psychologist who believes passionately that teens and younger kids should not be playing these games, and he wants the government to regulate their ability to buy them. However, courts overturned the law almost as soon as it was signed, and he has appealed all the way to the U.S. Supreme Court. The case was heard in November. Now he’s waiting for their final decision, expected sometime this spring.

When Wired.com analyzed the Supreme Court hearing, writer Doug Cornelius wrote, “That the Supreme Court even agreed to hear the case is a sign that some members of the Court may be willing to accept a restriction. A ruling in favor of the California law will likely have a profound impact on the way video games are designed and distributed.” Until now, laws like Yee’s have been thrown out on the grounds that they violate the First Amendment rights of game companies.

A lot has happened since 2005. For starters, the Federal Trade Commission did a secret-shopper study and found that it’s actually pretty hard to buy an M-rated game if you’re a minor. In fact, it’s much easier for teens to get in to R-rated movies — something that is illegal. Twenty percent of teens in the 2008 study were able to buy these games — down from 42 percent in 2006. That’s a big drop.

In an opinion piece published today, Blizzard VP George Rose comes out strongly against Yee’s law — no surprises there. But he makes some good arguments against the ban, including the fact that voluntary measures to keep these games out of kids’ hands are working. “It makes no sense for California to put in place a costly state bureaucracy to replace a privately funded system that is working. The industry’s ratings partnership has been thoroughly tested and praised by the Federal Trade Commission as thorough and effective.”

Rose makes another good point about the science surrounding the supposed link between violent games (which describes the bulk of “M” rated games, though to be fair, they are much more complicated than that): “This movement’s supporters also continually misstate that hundreds of studies support the harmful effects on minors from playing video games with violent content. But there are no hundreds of studies to cite because they don’t exist. In fact, every court that has looked at this issue has found that whatever research is used to support the idea that games with violent content are harmful lacks credibility. If fact, an unprecedented 82 social scientists, medical scientists and media scholars felt so strongly about Yee’s law that they filed their own brief with the Supreme Court. Their conclusion: it was based on ‘profoundly flawed research.’”

All of this doesn’t even touch the issue of how kids play these games, or whether a younger child — or even a teenager — can benefit from them. There are studies showing that playing a tense, action-packed and violent game can improve a variety of skills that are strengthened specifically when the player is under stress. And one father found that when his four-year-old son played Grand Theft Auto, he had zero interest in the many law-breaking activities available in the game. Yes, the game makes it possible to play-act all kinds of morally questionable activities. It also makes it possible not to.

Yee has said that it’s likely most kids who play these games will be able to recognize them as fiction and walk away from that fiction when they put the controller down — his law is meant to protect the few who can’t do that. That’s a pretty hamfisted way of protecting a few kids. Granted, that’s how legislation works, and he’s a legislator. But those few kids who are so vulnerable psychologically need more attention from more personal sources — something this law would do nothing to provide.