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Violence Under the Christmas Tree
'Tis the Season When Most Objectionable Video Games Are Sold
BY TIM DRAKE REGISTER SENIOR WRITER December 16-22, 2007 Issue |
Posted 12/11/07 at 11:54 AM
DRYDEN, Mich. — Aside from birthdays, Christmas is the time
when teenagers Paul and Mike Brestovansky ask for video games as gifts.
“As far as luxury items, that’s all they want,” said their
mother, Laura.
Still, she limits the games they own.
“I only let them play E-rated [Everyone] games. I don’t let
them play the T-rated [Teen] games because I have a 6-year-old daughter who is
often in the same room with them,” said Brestovansky. Neither my husband nor I
will allow M-rated [Mature, 17 and above] or ‘first-person shooter’ games in
our home.”
The Brestovansky children aren’t alone. According to a
recent Game Crazy poll, 80% of children age eight to 17 plan to ask for video
games as a Christmas present. Other reports suggest that upwards of 80% of
violent video games are sold at this time of the year. The increasing
prevalence of such games is causing concern among many experts.
Detroit prosecutor Kym Worthy and the neighborhood community
group Hood Research annually release a list of the 10 most violent video games,
urging parents not to purchase them for their children because of the violence
and drug-related content. The titles from this year’s list include games with
names such as “Killer-7,” “Manhunt” and “God of War.”
Lenoir-Rhyne College associate professor of psychology Karen
Dill is an expert on the topic. She has studied violence in video games since
graduate school in the mid-1990s. According to Dill, hundreds of research
studies have paralleled those conducted on television and movie violence over
the past 40 years.
“Exposure to violent images leads to more aggression,
violent thoughts and violent emotions,” said Dill.
The key struggle, said Dill, is trying to convince people
that the media can have a negative effect.
“All our free time is spent with media,” said Dill.
“American children spend about 45 hours a week looking at screens. Yet, people
don’t accept the notion that they are affected by the media.”
“Media violence isn’t going to have an immediate and extreme
impact,” added Dill. “Its effects are more subtle and long-term.”
As one example of the media’s impact, Dill has a study under
review by the Journal of Experimental Social Psychology. In it, she
demonstrated that when men were exposed to sexist images of men and women, they
were more likely to show a crass attitude toward sexual harassment.
While the Entertainment Software Rating Board (ESRB)
provides ratings for video games, ratings alone do not keep children from
playing inappropriate games. Recent studies show that parents don’t understand
the ratings system.
A MediaWise-Harris Interactive poll claimed that 72% of
parents surveyed had little to no knowledge of the ESRB rating system. Up to
38% of parents reported not playing or monitoring what games their children are
playing. 50% of gamers age eight to 12 admitted playing M-rated games.
Dill pointed out that while the ratings system is helpful,
it has its problems.
“All media ratings systems in this country are funded by
their own industry,” said Dill. “The ESRB are all employees of the industry.”
Overall, the MediaWise-Harris poll found that parental
involvement is much lower than it should be in supervising the role of video
games in children’s lives.
That has led others to be concerned about the habits
developed by frequent gaming.
“There certainly can be a link between video gaming and
Internet addiction,” said Bernardine Sister Patrice Klausing, a licensed
professional counselor and author of Breaking Free of the Web: Catholics and
Internet Addiction (St. Anthony Messenger, 2007). “People who begin to play
video games excessively may have started out with legitimate needs to reduce
stress, but when it becomes their primary relationship, real relationships
cease to matter. Very often the ones doing frequent game playing may develop an
addictive personality.”
Even the Brestovanskys, who control the games played and the
amount of time they are played, said they could see how that could become a
problem.
“We have the television in the living room where everyone
can see it and where media consumption can be controlled. During the school
year, they can use it, at most, an hour a day. During the summer we let them
play it just on weekends,” said Brestovansky. “If it was left up to them, they
would abuse it.”
Sister Patrice said that she would like to see the Church
directly address the topic of addiction. In doing research for her book, she
was surprised to see that addiction isn’t mentioned in any of the Church’s
documents or encyclicals.
“The word ‘addiction’ doesn’t appear in the Catechism of the
Catholic Church,” said Sister Patrice. “Perhaps the U.S. bishops need to
consider writing a pastoral on the topic. It’s certainly an area that is ripe
with material and timeliness.”
Also, computer addictions can impact anyone, at any stage of
life.
“Gender isn’t a safeguard,” said Sister Patrice. She said
that while boys may become addicted to action-adventure games, girls can become
addicted to shopping online or virtual communities.
“To get sanity back into the use there needs to be a process
or agreement of sane use that is boundaried and limited with accountability to
a spouse, parent or boss,” said the nun.
Sister Patrice added that there’s a generation gap that
contributes to the crisis.
“Younger people are very in touch with this, but there’s a
whole generation, including pastors, that doesn’t know what’s going on” in
terms of gaming and Internet addiction.
The news isn’t all bad.
The Christian Science Monitor reported that senior citizens
are finding video games such as the Nintendo’s Wii useful for boosting hand-eye
coordination and providing activity to those who might live sedentary lives.
One chain of retirement communities in Illinois has provided a Wii in each of
its facilities.
Others stress that there are both negative and positive
games out there, including many that can help teach valuable skills.
Dill admitted that she has played “Guitar Hero” with friends.
She believes the popular music video game can help improve a person’s musical
rhythm.
While Brestovansky’s sons are the major video game players,
6-year-old Mary Beth has her favorites as well.
“She plays ‘Nintendogs,’ a game where you raise puppies and
learn money management,” said Brestovansky. “My cousin’s kids have ‘Cooking
Mama,’ where you chop vegetables and learn about cooking. There are studies
that show that it helps with hand-eye coordination and that video gamers in
general have a potential to be good surgeons because of the dexterity required
by some of the games.”
Tim Drake is based in
St. Joseph, Minnesota.
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