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.