Tag Archives: video games

Gamespot: “Video Games vs. Depression”

Gamespot’s Danny O’Dwyer recently made an important program about depression and mental health, and how video games can be a part of the coping and recovery process. It’s wonderful and thoughtful. Check it out here.

Leaders: don’t waste money on violent-game studies

Dear President Obama,

This month, you said two things: First, that you asked Congress to allocate $10 million to the Centers for Disease Control to study the “the relationship between video games, media images and violence.” Second, that “We won’t be able to stop every violent act, but if there is even one thing that we can do to prevent any of these events, we have a deep obligation, all of us, to try.”

That’s why I’m writing to you today. I’m not an avid player of video games. I don’t work in the game industry. I’m a journalist, writer and mom who has spent the past several years reading and writing about the relationship between kids, violent video games, and real-life violence. So far, what I’ve learned is that there isn’t one.

Yes, there are hundreds of studies, particularly from researchers Craig Anderson, Brad Bushman, and Doug Gentile, suggesting there may be a link between playing violent video games and short-term aggressive behavior immediately after switching off the game. But they haven’t been able to show that video games _cause_ that behavior, or that post-game aggression translates into violent acts later on. Some people are amped up after playing a particularly intense game of football, too, but we haven’t spent millions of dollars researching whether it makes kids bring guns to school.

If you dig deep into each of these researchers’ studies, they say as much.

There are other studies that reveal the positive influences of these games. For example, two studies from Ohio State University researchers David Ewoldsen and John Velez showed that when kids play violent games cooperatively – as many do – they come out of the games feeling pretty good. Canadian researcher Jayne Gackenbach has shown that playing violent video games can help soldiers overcome nightmares induced by the traumas of war, an outcome that seems like it could apply to other gamers trying to make sense of our violent world overall.

In Somalia, video-game-play is on the rise, and many parents are glad, because it’s keeping their kids off the dangerous streets. That’s also true at home: University of Texas at Arlington researcher Michael Ward found that in towns with more video-game retailers, juveniles commit fewer violent crimes – because they’re too busy playing to get into trouble.

By far the best text on the benefits of violent games and aggressive play for kids is Gerard Jones’ book “Killing Monsters.” I interviewed Jones in 2011 for a Wired.com article on why violent video games are good for teens, written at the time the Supreme Court voted against a ban on the sale of these games to minors. He said:

“For the world of adolescents, [reality has] mostly gotten more stressful and bleaker,” he said, citing the dire economy, stressed-out parents, the increasing demands of public education and two lengthy wars in the Middle East. “This is not a cheerful time to be coming of age in America. The need for escape, the need for fantasies of potency, and the need for a community of peers is greater than it’s been in a long time.” He has said, in other moments, that we cannot expect teens to accept forms of entertainment that have been sanitized of the violence they know exists around them every day.

However, one of the most important sources of information on the relationship between violent video games and young players is the players themselves. As a nation we have spent far too much time studying the supposed affects of games on gamers, and almost no time asking gamers questions about why they enjoy them. If you ask, they will tell you that they love the escape, the chance to explore violent ideas safely and without hurting anybody, the opportunity to play the hero, and much more. I interviewed and surveyed dozens of young gamers for a book I wrote for parents – a book that, given our current cultural climate, I believe parents need more than ever, but unfortunately has found almost no support in the publishing world.

So far, Congress has been smart, vetoing just about every bill that proposes a study of violent video games and young players. To start spending money now on such studies would be a tremendous waste of money that could be put to more productive use, such as providing more mental-health support for violent teens and their struggling families. If Congress does wind up putting money into video-game studies, however, please make sure those studies look at the potential benefits of violent games, not just our preconceived notions of harm, which hundreds of studies have already failed to support.

Thank you.

Violent video games and a statistics lesson


Common sense? Maybe not.

Last week we looked at a NJ.com poll where the bulk of the respondents said they didn’t think video games had much to do with real-life violence. This week, we saw just about the opposite results, this time in a poll from Common Sense Media. For those who don’t already know about this organization, CSM presents itself as basically the polar opposite of Backward Messages: a resource for parents, but one which tells them why all these forms of media are wrong, harmful, and so on — and enables parents to remove these “dangerous” influences from their lives. CSM is headed by Jim Steyer, whom I’ve interviewed here before.

In the wake of Sandy Hook, CSM polled parents to find out how they feel about the video game/violence connection. The result?

The majority of parents (75%) feel that shielding children from violence is difficult. That same percentage of parents blame “media violence, such as content in TV, movies and video games” for adding to “America’s culture of violence.”

I’m not entirely sure what “America’s culture of violence” means; I take it to mean the fact that human beings are, in real life, sometimes violent. Unfortunately, you can’t take away everyday violence by taking away games. It isn’t that simple. Humans were violent long before video games. What causes our violence is still not well understood, and there’s new science all the time; most recently, it looks like recent spikes in violence mirrored environmental lead levels. It’s probably not any one thing. It’s also probably not video games, which describe a society (and a subconscious interpretation of it, with survival-horror games) we already live in.

When you take away video games, you take away a valid and safe way for gamers to explore their own feelings about living in a violent society.

Without seeing the questions CSM asked in its poll, it’s tough to say for sure, but I’d wager a fair amount of money that these responses were highly influenced by the questions asked (to be fair, the same could be said of the NJ.com poll). This is one of the things you learn in statistics and social-sciences classes: when you’re running a survey or a poll, the questions you ask will make all the difference in the responses you get. It’s the classic “Have you stopped beating your wife?” scenario.

There’s also the matter that, although CSM apparently polled random parents, I wonder if they were parents who have been in contact with the organization’s website at one time or another. That would tend to skew the results as well. Or they may be legitimately random respondents; there are still many who blame games for society’s problems. But the fact that a poll from group opposing violent media yielded results that also oppose violent media seems like more than a coincidence to me.

At any rate, legislative and policy efforts to link video games with real-life violence — now or ever — are pretty much moot, particularly when they’re bracketed by the efforts of politicians or “community leaders” who want to make it look like they’re taking action against something society can’t abide. To explain more fully, I turn to Atlantic writer Ian Bogost, and his recent article “How the Video-Game Industry Already Lost Out in the Gun-Control Debate.”

He writes:

Once more, public opinion has been infected with the idea that video games have some predominant and necessary relationship to gun violence, rather than being a diverse and robust mass medium that is used for many different purposes, from leisure to exercise to business to education.

If the White House is really interested in games, they could start using them as sophisticated communication tools to help break out of politics as usual, instead of using games as convenient rhetorical levers when the need arises.

In other words, the debate about ending violence isn’t about video games at all. That’s just a convenient distraction. Don’t buy it.

Burning books and banning games: lessons we can learn from Germany’s example

What do Connecticut and Germany have in common?

Destroying media deemed “dangerous,” for one. Much like the German book-burnings, a town near Newtown is collecting and destroying violent video games on Saturday. But Germany has other lessons to offer: a decades-long ban on Doom games did nothing to prevent two major mass shootings in the country.

Read my full thoughts on Saturday’s events at the SF Weekly.

28 percent blame games for Sandy Hook. Sort of.


A memorial to Sandy Hook. Photo by Flickr user NorthEndWaterfront.com.

With all this talk of violent video games, it’s about time someone asked the real experts — random newspaper readers — whether games cause mass shootings like Sandy Hook. Thank goodness NJ.com did.

The poll headline asks, “Do you blame video games, movies for tragedies like Newtown shooting?” But the actual poll asked something different: “Will you limit violent content for your kids?”

28.4 percent said: “Yes. I returned video games on my kids’ holiday gift list and talked to them about violence.”

A sensible 57.7 percent said: “No. There is no link between entertainment and kids behavior.”

And another 14 percent said: “I don’t think movies are to blame, but I will try anything to end violence,” which is about like saying “yes,” considering that the end result is the same: people getting rid of video games because of the shooting, even though there’s no link between the two.

People are entitled to get rid of things in their own homes they think are harmful if they want to, but it’s too bad they’re going on misguided science and gut instincts, rather than actual facts.

Don’t even get me started on the drive to destroy violent games in Connecticut. Actually, do; I’ll have more on that plan later this week.

It’s time to listen to the moms of violent young men


Suspected Sandy Hook Elementary School shooter Adam Lanza.

Thirteen and a half years ago, Eric Harris and Dylan Klebold brought guns to school, killing 13 classmates and faculty before turning their guns on themselves. When President Bill Clinton solemnly addressed the nation after the shootings at Columbine High School, he said, “Amidst all the turmoil and grief … perhaps now America would wake up to the dimensions of this challenge, if it could happen in a place like Littleton, and we could prevent anything like this from happening again.”

Did we wake up?

Since then, frankly, as a nation we’ve done fuck-all to stop another one from happening. And they’ve kept happening.

While we’ve been listening to the “researchers” like Craig Anderson, Doug Gentile and Brad Bushman, whose hundreds of studies have permanently embedded in our brains a correlation between video-game violence and real-life aggression, young men have kept shooting. While we’ve been listening to the nightly news blame the occult, heavy metal, and goths, young men have kept shooting.

Within hours of the shootings in Newtown, Connecticut on Friday, one of Fox News’ talking heads was already laying it on about video games — without knowing whether suspected shooter Adam Lanza played them. CNN and Sen. Joe Lieberman — also on Fox News — were not far behind.

In the past two days, the Daily Mail has run at least two articles linking Lanza with goth kids, as though that simple fact would have made him a killer. If anything, goth kids — who are about as non-aggressive as kids get — would have taken him in because he was different, he didn’t know how to get along, and they were able to make space in their social group for someone like him.

We don’t know, precisely, what Adam was like. The two people who probably knew him best — himself and his mother — are dead. His mother, who apparently quit her job at Sandy Hook Elementary a few years ago so she could take care of him, even though he was almost an adult. What was going on with Adam? In the coming days and weeks, we may know more. For now, all we know now is that, for whatever reason, his mother felt he needed full-time care at an age when most young men are getting ready to leave the nest.

The thing is, I think a lot of moms know — parents know — when their kids are teetering on the brink of violence. Or when they’ve gone way over the brink. One of the pieces circulating today is by mom/blogger Liza Long, who wrote a post Friday that’s now being called, “I am Adam Lanza’s Mother.” She isn’t — but she is the mom of a violent 13-year-old whom she fears:

On the intake form, under the question, “What are your expectations for treatment?” I wrote, “I need help.”

And I do. This problem is too big for me to handle on my own. Sometimes there are no good options. So you just pray for grace and trust that in hindsight, it will all make sense.

I am sharing this story because I am Adam Lanza’s mother. I am Dylan Klebold’s and Eric Harris’s mother. I am Jason Holmes’s mother. I am Jared Loughner’s mother. I am Seung-Hui Cho’s mother. And these boys—and their mothers—need help. In the wake of another horrific national tragedy, it’s easy to talk about guns. But it’s time to talk about mental illness.

According to Mother Jones, since 1982, 61 mass murders involving firearms have occurred throughout the country. (http://www.motherjones.com/politics/2012/07/mass-shootings-map). Of these, 43 of the killers were white males, and only one was a woman. Mother Jones focused on whether the killers obtained their guns legally (most did). But this highly visible sign of mental illness should lead us to consider how many people in the U.S. live in fear, like I do.

After James Holmes shot a dozen people in a Colorado movie theater this summer, didn’t his mother say she knew he’d done it? How many other moms have had that conversation with police — they felt helpless to protect their sons from those violent feelings, and they knew it was only a matter of time before their sons hurt someone else?

I know it’s tough to talk about mental health here without stigmatizing huge swaths of people who battle mental illness but aren’t dangerous to themselves or others. But we need to try. Note that most of the perpetrators in mass shootings wind up killing themselves at the end of the event. I’ve heard such massacres called elaborate forms of suicide. Something, temporarily or permanently, has gone very wrong in their minds. And in most cases, there seems to have been adequate evidence that they were capable of such violence. There were signs and plans leading up to the event. There were caring people who tried to intervene, but for whatever reason, these boys and men slipped through the cracks.

Their moms: are they asking for an end to violent video games? To goth culture? To paganism? To heavy-metal music? No, they aren’t. They’re asking for something American society is loath to provide: adequate mental-health care. Treatment. Protection, for their boys and for themselves. And for society. Caring for others, especially potentially dangerous others, is contrary to our “everyone has the freedom to make his own choices”/”everyone can pull himself up by his own bootstraps” philosophies. But at what cost?

So while the debate rages on about gun control, video games, and goths, what are we doing for moms like Liza? What are we doing to actually prevent this from happening again?

So far, nothing.

Can’t we make up our minds about video games?


Video games are bad for kids. No, wait, they’re not. Who’s right? Photo by Flickr user sean dreilinger.

It’s 2012, and video games have been with us for almost 40 years. Kids of all ages have been playing them for that entire time. If video games were going to cause massive changes in the behavior or psychology of young gamers, we’d know about it by now.

And yet there are large chunks of society that cling tightly to the idea that video games — violent video games in particular — are bad for kids. Take, for example, a recent article on Wired.com that asks, “Do Violent Video Games Make Kids More Violent?” In it, GeekMom writer Andrea Schwalm writes about appearing on Al Jazeera’s The Stream on the topic of kids and gaming. The show focused, specifically, on Call of Duty: Black Ops II, of which she writes:

While my teenaged sons do play some M-rated games (currently, Halo 4 and Dishonored are in heavy weekend rotation), I wasn’t familiar with the Call of Duty franchise. After watching some YouTube clips of the game online, I wondered, “Is this how foreign countries think American children spend all of their free time?”

And yet, as the host of The Stream pointed out, the truth is, the game sold $500 million in its’ first 24 hours, was a trending topic on Twitter, and is played by children. If you look at the incarceration rates in America, it seems a legitimate question: does the ubiquity of video game violence beget real-life violence?

This is the kind of ridiculous logic that sends so many people down the wrong rabbit hole. The main problem here is, she doesn’t explain who is being incarcerated — if she took a look, she would realize it isn’t kids. America’s hefty incarceration rate, in large part, is due to the massive “War on Drugs” as well as the disproportionate number of minorities being jailed; it isn’t gamer teens winding up behind bars.

Fortunately, she turns to Doug Gentile. Now, I haven’t agreed with Gentile much on this site, but there are moments where I think he’s on the right track, moments where he puts his findings in broader context, and I’m glad to see at least one mom listening:

The only way that anyone does something seriously violent is if they have multiple risk factors and limited protective factors for violent behavior, and thankfully most of our children have a great many protective factors, can consume a lot of violent video games, and still never do anything violent.

Slightly more logical is a recent Kotaku piece from Phil Owen, which asks, “Do Video Games Make Depression Worse?” Owen also turns to Gentile who, after conducting a study on just that topic — and finding evidence that video games were indeed somehow making his test subjects’ depression worse — actually argued that it’s more complex than his results would suggest:

“I don’t really think [the depression] is following. I think it’s truly comorbid. … As you get more depressed you retreat more into games, which doesn’t help, because it doesn’t actually solve the problem. It doesn’t help your depression, so your depression gets worse, so you play more games, so your depression gets worse, etc. It becomes a negative spiral.”

Still, we can’t listen to the All-Doug-Gentile-All-The-Time Channel, can we? Thankfully, we also have the International Society for Research on Aggression releasing studies that show exposure to violent media increases the risk of aggressive behavior. (Oh, wait, Gentile is on the commission.)

This is one of those times when researchers look at the existing research and cobble it together to come up with some kind of meta-finding. The problem is, most of the research to date has been slanted in the negative direction — that is, it finds some relationship between violent video games and youth aggression, but that’s because it’s what society and researchers wanted to find, and because the research showing no such links — or showing violent games’ upsides — is just beginning to catch up.

IRSA chair Craig Anderson said, “Having such a clear statement by an unbiased, international scientific group should be very helpful to a number of child advocacy groups.” But any group that includes Anderson and Gentile — whose work overwhelmingly supports the violent-game/aggression theory — can’t be called “unbiased.” Sorry, guys.

So why is all this attention focused on video games? Has the sexuality and violence vanished from blockbuster movies, television shows, or young-adult fiction? Hardly. But for some reason, there’s little to no research — or public furor — focused on those old-hat forms of entertainment. Dan Houser, cofounder of Rockstar Games (home of the Grand Theft Auto franchise, among others), recently took note of video games’ pariah status in a recent Guardian interview highlighted on Kotaku:

“We never felt that we were being attacked for the content, we were being attacked for the medium, which felt a little unfair. If all of this stuff had been put into a book or a movie, people wouldn’t have blinked an eye.”

But it isn’t all doom and gloom. Plenty of people see the good in violent video games, or at least the harmlessness.

If violent video games — first-person shooters, say — are such lousy influences, then how are they capable of engendering sympathy? Jens Stober, a game designer and PhD student in Germany, is developing a video game in which players can assume the roles of Australian border guards or foreign refugees. Stober has written other border-centered games, such as “1378,” in which players can assume the roles of border guards or refugees fleeing East German communists. In that game, the guards can shoot fugitives, which earned Stober death threats.

But, as with many games, it’s all in the eye of the beholder:

[Stober] claims [the games] actually penalise players for shooting, and that the main aim is to educate people about political issues using game mechanics.

“You can have a gun, you can use it, but if you use it you will lose points and lose the game,” he says.

The players who are refugees must cooperate to evade the border guards while the guards try to arrest them. Along the way, the game dishes out educational factoids designed to provoke deeper thought about the issues.

Another recent article, by Brian Hampel for Kansas State University’s The Collegian, makes quite a different case for violent video games and society as a whole: he argues that our media is so violent because, well, we just like violence: “Popular culture isn’t a thermostat that dictates our tastes and trends; it’s a thermometer that shows us tastes and trends that already exist in the cultural zeitgeist,” he writes.

But his conclusions come quite close to things I’ve said at Backward Messages before, so I’d like to close with them:

It turns out that the real [culprits] behind youth violence are depression, delinquent peer association and negative relationships with adults. Who would have guessed?

You wouldn’t know it from watching news networks’ coverage of school shootings, but it’s true. Not only is violence not caused by the media, but it’s also in decline. I guess it’s easy to get the impression that we’re violent by watching the news, which could very well be the most violent medium of all.

Maine WoW gamer wins seat on state senate

Some of you may recall that I posted about Colleen Lachowicz last month, because the social worker’s history of playing World of Warcraft — and saying some very WoW-appropriate but violent-when-taken-out-of-context things — came up during her campaign for Maine’s state senate.

Well, she overcame that, along with ethics-violation claims, and trounced opponent (and incumbent) Tom Martin in last night’s election.

Hopefully this is a sign that the media-reading public knows better than to buy the idea that a candidate’s gaming passion could be a detriment to her leadership abilities.

Do video games make teens aggressive, or do aggressive teens like aggressive games?


A new study finds that teens who play violent video games are more aggressive than those who don’t. Or does it? Photo by Flickr User soleface23.

A new longitudinal study of 1,492 teens at eight high schools in Canada looks at those who play violent video games regularly, and those who don’t, and asks them questions about their behavior. Here’s what Brock University researchers Teena Willoughby, Paul Adachi, and Marie Good say they found:

Sustained violent video game play was significantly related to steeper increases in adolescents’ trajectory of aggressive behavior over time. Moreover, greater violent video game play predicted higher levels of aggression over time, after controlling for previous levels of aggression, supporting the socialization hypothesis. In contrast, no support was found for the selection hypothesis. Nonviolent video game play also did not predict higher levels of aggressive behavior over time.

Right now, there’s no way to access the full study without paying for it, and the writeups in the Telegraph and Kotaku don’t shed a lot of light on the study’s details. Importantly, though, Kotaku did ask:

However, the study leaves open the distinction between correlation and causation. Publicly available materials leave unclear in which direction the link might actually go: do the games cause teenagers to act aggressively, or are teenagers with aggressive dispositions more likely also to play violent games?

(In that light, it’s important to note that the Telegraph’s headline, “Violent video games make teenagers more aggressive, study finds/Teenagers who play violent video games over a number of years become more aggressive towards other people as a result, a new study has found” is misleading.)

At any rate, I do wonder how this study went down, and that’s partly because I’m familiar with the work of Jonathan Freeman. In his book Media Violence and Its Effect on Aggression: Assessing the Scientific Evidence, he points out that when study subjects are given permission to be more aggressive, they are more likely to be. (If you click through to that link, you can see some examples of what he’s talking about.)

Now, not all the kids in the Brock study were aggressive. The researchers found that only the teens playing violent video games became more aggressive; the ones playing nonviolent games weren’t aggressive. But here’s the thing: did the kids know what was being studied? Do they know, by now, that many people think violent video games make you violent? If so, wouldn’t that seem like a kind of permission, at least to a teenager? At the very least, maybe they are unconsciously living up to some kind of expectation.

It’s also a concern that kids are self-reporting their actions, without any objective measure to back up what they’re saying. Maybe those who play violent games are more comfortable with aggressive behavior, and with reporting it. Or maybe they think it’s cool, so they brag about little incidents, or exaggerate and say they were aggressive when they weren’t. Teens are trustworthy plenty of the time, but there could be enough in a study like this, who may not take it seriously, to skew the results.

Or, as Kotaku points out, it may simply be that kids who are more aggressive in general are also drawn to video games where aggression is okay. Which brings us to another question: How much more aggressive are aggressive kids who don’t play violent video games? That’s worth studying, too.

By the way, Backward Messages may be taking a little vacation over the next couple of weeks. I’ll post if I can, but things may not be back to normal until early November.

Is World of Warcraft good training for politics?


Maine candidate Colleen Lachowicz, left, and her WoW alter-ego, Santiaga.

Politics is dirty business; everyone knows that. It doesn’t have to be, but that’s how it is. As an elections draw near, rivals have the choice to debate each other on the issues, and set themselves apart from their opponents based on stance, or they can begin attacking every angle they can think of.

In Maine, social worker Colleen Lachowicz is running for a seat on the state senate this November. Her opponent is the incumbent, Republican Tom Martin. Over the past week, the Maine GOP sent out a mailer attacking Lachowicz for playing World of Warcraft. In it, the party questioned the candidate’s “disturbing alter-ego” and “bizarre double life.” The mailer quoted her saying in an online forum that she “likes to stab things”; a CBC report called her gameplay “violent.”

The GOP also paid for and is maintaining a blog related to her WoW gaming at colleensworld.com.

Here was Lachowicz’s response:

“I think it’s weird that I’m being targeted for playing online games. Apparently I’m in good company since there are 183 million other Americans who also enjoy online games. What’s next? Will I be ostracized for playing Angry Birds or Words with Friends?”

Oddly, while some of the comments the GOP quotes over at colleensworld.com focus on her (obviously joking) violent retorts, others focus on her politics. In one comment, she says she is “slacking at work” in order to call her Congressperson everyday (which proves what? That she’s a politically involved constituent?), that she considers her guild progressive or even socialist, that she calls conservatives “teabaggers.” She criticizes other politicians’ campaign tactics. She talks about protesting fundamentalist churches. Sure, she’s not the most tactful, but it’s not like she said she didn’t care about half of her electorate. In fact, many of these comments are from several years ago — likely well before she knew she’d run for public office.

It would be a grave mistake to think that someone who enjoys roleplaying in a video game would somehow bring any violent aspects of her gameplay into her daily life. It would also be a mistake to take someone seriously who thought this would actually happen.

It’s been a long time since role-playing has been shamed in such a public way. Long enough that it seemed like we were past this kind of misrepresentation of people’s hobbies. Back when people thought games were causing kids to commit suicide, it was understandable, even if it was false hysteria. This, however, is simply a smear campaign — and it says a great deal about the incumbent. Is he so insecure in his ability to win re-election that he has to drag his opponent through the mud on such irrelevancies? Are there no legitimate issues on the table in Maine this year? Like, say, same-sex marriage?

Meanwhile, Lachowicz has worked to the very top of World of Warcraft, and has done so as part of a team; arguably, this proves her ability to work alongside others to get things done. At least one commenter on a WoW forum thought so, too:

“I actually think being an Orc Assassination Rogue is great preparation for diving into American politics.”