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Friday, March 05, 2010

Fresh debate on effects of violence in videogames

The long debate over whether violent videogames increase violent thinking and behavior in players has heated up as the result of a study published in this month's issue of Psychological Bulletin. A Washington Post blog does a great job of presenting both sides of this latest iteration, represented by the study's authors, led by psychologist Craig Anderson at Iowa State University, and the researchers who are the main objects of the study's criticism: Christopher Ferguson and John Kilburn of the department of behavioral applied science and criminal justice at Texas A&M International University. Anderson's study analyzed previous studies of 130,000 male and female players of various ages in the US, Europe, and Japan. In an accompanying commentary in Psychological Bulletin, Ferguson and Kilburn write that the study shows a bias in the studies it selected for review and "found only a weak connection between violent video gaming and violent thoughts and deeds." Check out the article for some other important views on the subject, including that of Cheryl K. Olson and Lawrence Kutner, co-founders and directors of the Harvard Medical School Center for Mental Health and Media, who "studied real children and families in real situations" and published their results in the 2008 study "Grand Theft Childhood," which I blogged about here. [See also "Play, Part 2: Violence in videogames" last July and "Videogames & aggression: New study" about an early stage of Anderson's research.]

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Monday, February 23, 2009

Court rejects CA's videogame law

California's became the latest state videogame law to be deemed unconstitutional in a federal court. The Ninth US Circuit Court of Appeals ruled last Friday that "a California law restricting the sales and rental of violent video games to minors and imposing labeling requirements is too restrictive and violates free speech guarantees," Reuters reported. According to the San Francisco Chronicle, the court declared the law unconstitutional "because even the most graphic on-screen mayhem is free speech, and there's no convincing evidence it causes psychological damage to young people." Though one of the bill's sponsors, State Sen. Leland Yee, urged officials to appeal the decision to the Supreme Court, Reuters reported that the three-judge panel's unanimous opinion "could have a far-reaching impact on efforts by other states to establish mandatory video game labeling requirements."

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Tuesday, November 04, 2008

Videogames & aggression: New study

A just-published article in Pediatrics looked at three studies - one in the US and two in Japan - which found that "playing violent videogames is a significant risk factor for later physically aggressive behavior and that this violent videogame effect on youth generalizes across very different cultures." The authors added that the research "strongly suggests reducing the exposure of youth to this risk factor." But context is important. The study's lead author Craig Anderson, a psychology professor at Iowa State University, told the Washington Post that the findings "should be understood in the larger context of a child's life." Playing 5-10 hours of a violent videogame isn't going to change a "healthy, normal, nonviolent child" into a violent one, Anderson said, adding that extreme aggression usually results from an array of "risk factors." The Post points out some such risk factors identified by the US surgeon general in 2001: "gang involvement, antisocial parents and peers, substance abuse, poverty and media violence." The study in Pediatrics reported that videogames are played in 90% of US homes with children 8-16 and "US average playing time of four hours a week in the late 1980s is now up to 13 hours a week, with boys averaging 16 to 18 hours a week," according to the Post. Here's coverage at Wired's geekdad blog and Health magazine. See also "US teens' gaming highly social."

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Wednesday, September 10, 2008

Videogames: 'Hotbeds of scientific thinking for kids'

They may be "tuning out of science in the classroom," as a Wired News commentary puts it, but gamers are still learning and (avidly) practicing science, Prof. Constance Steinkuehler at the University of Wisconsin, Madison, found in a soon-to-be-published study, "Scientific Habits of Mind in Virtual Worlds." She and her co-author, Sean Duncan, "downloaded the content of 1,984 posts in 85 threads in a discussion board for players of World of Warcraft. What did they find? Only a minority of the postings were 'banter' or idle chat. In contrast, a majority - 86% - were aimed specifically at analyzing the hidden ruleset of games. More than half the gamers used 'systems-based reasoning - analyzing the game as a complex, dynamic system. And one-tenth actually constructed specific models to explain the behavior of a monster or situation; they would often use their model to generate predictions. Meanwhile, one-quarter of the commentors would build on someone else's previous argument, and another quarter would issue rebuttals of previous arguments and models. These are all hallmarks of scientific thought," according to commentator Clive Thompson. The study will appear in the Journal of Science Education & Technology next spring. Meanwhile, the Associated Press reports that, for the first time in two years, game sales growth has slowed to single-digit.

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