10
Apr
09

Annotated Bibliography

Benedetti, Winda. “Playing the Blame Game” Feb. 18, 2008.  MSNBC. http://www.msnbc.msn.com/id/23204875/

This article informs those who are not aware of Jack Thompson’s career, or who wish to learn more. It’s purpose is to retort Thompson’s claim that video games are responsible for causing mass shootings. It demonstrates that many of his statements were proven false by official investigations, many shooters were not even interested in violent video games.

Freedman, Jonathan L. “Evaluating the Research on Violent Video Games.”  University of Toronto. 2001. http://culturalpolicy.uchicago.edu/conf2001/papers/freedman.html

This research paper is for those seeking information about the methodology of video game research. The purpose is to challenge the validity of past research. Freedman’s findings indicate that past studies have been flawed in several ways, mostly due to past researchers’ misunderstanding of video games.

Lawrence Kutner and Cheryl Olson. Grand Theft Childhood. Simon and Schuster, 2008.

This book’s intended audience is parents, teachers, and policymakers. The purpose is to take a more nuanced view of video games influence young teens. They conducted a school-based survey of 1,200 students in 7th and 8th grade, as well as 500 of their parents. They compare concerns over video game violence to panics regarding earlier forms of media.

Swaim, Michael. “10 Video Games That Should be Considered Modern Art.” 2009. Cracked.com. http://www.cracked.com/blog/defending-the-habit-10-video-games-as-modern-art/

In this article, Michael Swaim examines 10 video games that he believes should be considered artwork along with paintings, film, etc. He describes how they not only display properties of other artforms, but add onto them in unique ways.

05
Apr
09

Video Game Addiction

Another concern aside from the effects of violence is that games detract from other areas of a persons’ life by being addictive in the same way as gambling.

Researchers at the University of Rochester investigated what motivates gamers to continue playing video games. According to lead investigator Richard Ryan, they believe that players play for more reasons than fun alone. Ryan says that many video games satisfy basic psychological needs, and players often continue to play because of rewards, freedom, and a connection with other players.

Michael Brody, M.D., head of the TV and Media Committee of the American Academy of Child and Adolescent Psychiatry, stated in a 2007 press release that “… there is not enough research on whether or not video games are addictive.” However, Dr. Brody also cautioned that for some children and adolescents “… it displaces physical activity and time spent on studies, with friends, and even with family.”

There also cases like a Korean man who played a video game until he died of exhaustion.

My position is that some games can be designed to become an addiction, but it is not an inherent property of the media.

05
Apr
09

Educational Value of Games

Due to the interactive aspects of video games, there are interesting educational possibilities available.  The group Teachers Evaluating Educational Multimedia (TEEM) found that simulation games such as SimCity and Roller Coaster Tycoon helped to develop money management, planning and strategic thinking skills through designing cities and theme parks.  They also believe that games could be used to teach about historic events such as the Battle of Hastings, by putting the student in the place of a soldier or general.  Most children involved in the study stated that they preferred to play in groups or pairs, contrary to the stereotype of playing on one’s own.  The children also responded that working together as a team was the most important aspect of playing video games for them.
 

A study of surgeons found that those who were current video game players were 30% less likely to make mistakes in a practice exercise.  An experiment performed by Alan Castel found that video game players had a faster reaction time by about 100 milliseconds.  He stated that video game players used the same search method but were faster, and more efficient.

My position is that the technology used for video games can also be used to make educational software.

05
Apr
09

Regulation of Video Games

There have been several attempts by lawmakers to regulate the sales of video games, such as the Family Entertainment Protection Act introduced by Senator Hillary Clinton, and the California Assembly Bills 1792 and 1793.  These attempts have failed to take effect, but the video game industry already regulates itself effectively.

The Entertainment Software Ratings Board (ESRB) serves a function similar to that of the Motion Picture Association of America (MPAA).  They review the content of a game, decide what age group it is appropriate for, and display this on the packaging of the game, along with descriptions of what kind of content it contains.  Some have argued the system is not strict enough, because children are still playing “Mature, 17+” rated games.  Here, I believe there is actually nothing more the ESRB or the games industry can do.  Game retailers refuse to sell these games to minors, requiring identification the same way stores do for cigarettes and alcohol.  So how are the games getting into the hands of children?  From my observations, I have seen that parents are neglecting their responsibilities.  Deciding if a game is appropriate is as simple as looking at the letter in the corner of the front cover, yet I have seen parents at GameStop and other stores purchasing heavily violent games for their children.  Parents need to have more involvement in their child’s play, not only to protect them from harmful content, but to help them gain something positive from the experience, as well.

My position is that the video game industry should continue to be self regulated, and that no laws should be passed censoring or restricting their production.

05
Apr
09

Videogames and Violence

Perhaps the biggest topic regarding video games is the matter of whether they encourage violence, especially in children.  There are many studies with conflicting results.

One of the most vocal opponents of the video game industry, former attorney Jack Thompson, has attempted to pin school shootings as the result of playing violent video games.  After the shooting at Northern Illinois University, Thompson was interviewed on Fox News and made sure to emphasize the fact that the shooter had played the violent game Counter-Strike.  However, the Northwest Herald reported that playing Counter-Strike was a common activity for many of the boys in the dorm, and none of them have opened fire on their classmates.  Investigators agreed that a more likely reason for the shooting was Kazmierczak’s history of mental illness, and that he had recently stopped taking anti-depressant medication.  He also claimed that the shooter of the Virginia Tech shootings had a “passion for violent video games.”  A review of that incident found no evidence of this.

03
Apr
09

Audience

My audience is anyone who has an interest in the video game industry, for economic, ethical, or artistic reasons.

03
Apr
09

Research Question

I am studying the effects of video games because I want to find out whether or not they are a positive influence, in order to help my reader understand how they should be treated.




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