Wednesday, November 22, 2006
Game consoles and their effect on youth
Game Consoles and Their Effect on Youth
Video games as we known them first appeared in the early 70's, with the infamous Pong. Though nothing more than a ball bouncing back and forth across the screen, it would eventually lead to entire worlds within worlds, epic battles between good and evil, and scenery that looks like it came off a postcard. (Herman, Horwitz, Kent, and Miller, 1995-2003)
In recent years, video games have become a staple for many young children. Statistics report that kids that play these games spend an average of 90 minutes a day on them. (Farrales, 2002) The videogame market is a popular, profitable one. (Herman, Horwitz, Kent, and Miller, 1995-2003)
Violence in Video Games
In the beginning days of video games,. Violence was nothing resembling realistic. Villains would puff off in a cloud of smoke, or just blink off inexplicably. There was little that could connect this with real life violence. (Hatcher, 1998)
However, as videogames and their technology matured, so did the realism. Now, instead of disappearing in a cartoonish fashion, characters would be gunned down with authentic looking machinery, then lay in a rather Gothic fashion while the player continued their mission. The base goal of the game would remain: shoot until the bad guy is dead. (Farrales, 2002)
Effects on Fans
But in the youngest fans, if their minds start to connect violence to problem solving, then where does that leave the accepted methods of getting your point across? Their mentality may begin to operate on a "you did that, I didn't like that, so now you pay" basis. Videogames do, admittedly, promote a skewed vision of society, where if someone gets in your way, you simply exterminate them. In other words, violence is not a bad thing. Rather, it's a solution. (Farrales, 2002)
Worse still, violent games can lead to desensitization to brutality. (Farrales, 2002)The scenes onscreen look real, but they aren't realistic; meaning, of course, that the situation would be unacceptable in the real world. But if they blur the lines against fact and fiction, then clarity is gone. It can cause aggression in children, unresolved anger that has no outlet. (Hatcher, 1998)
Lt. Col. David Grossman stated, "Children don't naturally kill; they learn it…from violence as entertainment in television, movies, and interactive video games. We are teaching children to associate pleasure with human death and suffering. We are rewarding them for killing people. And we are teaching them to like it." (Farrales, 2002) Certainly, all violent video games have a common thread; among them is the encouragement of killing (in fact, it often is an objective in the game) and the lack of punishment for said killing.
You would think that the older fans of these games would be relatively immune to the effects. But while a child can take this newfound aggression out on other kids, through bully-like behavior and rough play, an older person can through increased hostility on a test or heart rate. (Farrales, 2002)
A study at Stanford University investigated the connection between videogames, violent behavior, and children:
The study found that when third and fourth graders television and video game consumption were reduced to under seven hours per week for 20 weeks, their verbal aggression decreased by 50% and their physical aggression decreased by 40%. There are many cases that show how players of violent video games exhibit increases in aggression, especially in younger audiences. In spite of this, there are very few cases showing how playing violent video games leads or was the cause of violent behavior.
It's a complex issue: there are some children whose aggression is provoked by these games, while others still show no particularly violent tendencies. (Hatcher, 1998) Certainly, children were violent before the advent of videogames, so it would be unrealistic to say that they're the modern cause of aggression in our children.
Not Just Psychological Aside from the psychological effects, there are numerous health issues that are being investigated. Most controllers that come with the console, for example, that repeated and constant use could cause carpal tunnel syndrome. The most common cause of Carpal Tunnel Syndrome is inflammation of the tendons in the tunnel which can normally be attributed to repetitive use of the hand and/or wrist. (Biomax, '98-'02)
Repetitive Strain Injuries (the cause of carpal tunnel syndrome) can happen to anyone whose work calls for long periods of steady hand movement, such as the operation of a game controller. RSIs tend to come with work that demands repeated grasping, turning and twisting. Also, it is not limited to any age group. Young people can contract as easily as an older person. (Biomax, '98-'02)
Frequent game use can also lead to high adrenaline rates, which can translate into hyper-aggressiveness as well as symptoms of Attention Deficit Disorder (ADD). (Farrales, 2000) ADD is diagnosed by the following symptoms: distractibility (poor sustained attention to tasks); impulsivity (impaired impulse control and delay of gratification); hyperactivity (excessive activity and physical restlessness). While this doesn't mean the child will develop ADD, since it's is most likely caused by biological factors, it means he/she could acquire the symptoms. (ADDA, '96-'03)
There is even a chance of stimulus addiction, a typical response to a child immersed in violent yet realistic games. This could lead them to seek more powerful stimulus as the addiction grows, in an attempt to revive that emotional high. (Farrales, 2000)
Passionate Opposition
Organizations advocating the abolishment of such entertainment have grown in numbers. One such organization, MAVAV has a website, which posts articles pertained to the so-called "addiction" that gamers suffer. Extremist anti-video violence groups would have you believe that all these games corrupt our children. One such excerpt reflects this attitude:
"…Videogames have been proven to prevent the development of the proper social skills and interaction needed for a long happy and enjoyable life. Young gamers are prone to being burdened with depression and sadness all throughout their life."
However overblown these views seem, is there merit to their fears? Do videopgames promote anti-social behavior? No concrete evidence, aside from sketchy testimonials, have been released to back this up. The most vocal of videogame supporters are those who play them, naturally. Usually dismissed as "feral young children and pre-teenage gamers", many find it frustrating to be written off despite having a valid point. It's a case of stalemate for both sides.
Conclusion
While it's doubtful these two groups will ever see eye to eye, there remains a looming question mark over the danger of videogames to developing minds. Does it really teach violence? Or simply bring existing aggression to the forefront? The media has often been used as a scapegoat for whatever was wrong with society. It's a tradition that dates back to Elizabethan days, when theaters were blamed for spreading the plague. But despite numerous scientific studies for each side, public opinion remains firmly divided.
ReferencesAttention Deficient Disorder Association, 1996-2003
Violence and Electronic Games: Colin Gabriel Hatcher, 1998
The History of Video Games: Leonard Herman, Jer Horwitz, Steve Kent, and Skyler Miller, 1995-2003
Mothers Against Videogame Addiction and Violence
Violence in Video Games: Bernard Farrales, 2002
Carpal Tunnel Syndrome: Biomax Health Products, Inc., 1998-2002
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