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Monday, April 20, 2009

Key US study on youth videogame addiction

In what's being described as the US's first nationally representative study on videogame addiction, an Iowa State University researcher found that 88% of the US's 45 million 8-to-18-year-olds play videogames, and 8.5% of them show "multiple signs of behavioral addiction," the Washington Post reports. That means that 3 million young people are either addicted or "'at least have problems of the magnitude' that call for help," the researcher, Douglas Gentile, said. Symptoms include "spending increasing amounts of time and money on videogames to feel the same level of excitement; irritability or restlessness when play is scaled back; escaping problems through play; skipping chores or homework to spend more time at the controller; lying about the length of playing time; and stealing games or money to play more," the Post reports. It's important, I think, to note Gentile's remark that the study doesn't show that videogames are bad or even addictive, but that "some kids use them in a way that is out of balance and harms various other areas of their lives." The research is now in the journal Psychological Science.

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Thursday, March 12, 2009

Violent videogames 'forbidden fruit': Study

A study published in the journal Pediatrics found that violent-content warnings and ratings on games have the opposite effect they're intended to have. "While research has found that ratings increase the attraction to raunchy TV shows and movies, the hypothesis had never been tested with video games," the Chicago Tribune cites the researchers at VU University Amsterdam and the University of Michigan as saying. They tested "310 Dutch children ranging in age from 7 to 17. Participants read fictitious game descriptions and rated how much or how little they wanted to play each game." Their conclusion in the February issue of Pediatrics was that," although the PEGI system was developed to protect youth from objectionable content, this system actually makes such games forbidden fruits." [The Trib incorrectly states that the article is in the March issue of Pediatrics, but it wisely concludes with the idea of putting "M" ratings on algebra books.]

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Tuesday, August 19, 2008

Psychologists on videogame impacts

A series of studies about videogames presented at the just-ended American Psychological Association convention pointed to more positive than negatives. According to an article in the Hartford Courant, researchers suggested that "video games can be powerful learning tools - from increasing the problem solving potential of younger students to improving the suturing skills of laparoscopic surgeons. One study even looked at whether playing "World of Warcraft," the world's biggest multiplayer online game, can improve scientific thinking." A Wired blog on the findings cited one presenter as saying, "The single-best predictor of [a surgeon's] skills is how much they had played video games in the past and how much they played now." It also said gamers of different ages approach videogames differently. For example, younger gamers focus more on planning and problem-solving, while teens focus more on the "here and now." Here's more in-depth coverage from the psychologists at PsychCentral.com. Meanwhile, the Nintendo Wii is still the top-selling game console. Nintendo sold 555,000 Wii systems last month, compared to PlayStation 3's 224,900 units and Microsoft Xbox 360's 204,800, USATODAY reports. Here's the ESRB on "what parents need to know about videogames," courtesy of the Lynchburg (Va.) News & Advance.

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Thursday, August 14, 2008

Parents' videogame concerns

"Parents are more concerned about their children’s exposure to video games than alcohol, violence and pornography," according to in-site polls at WhatTheyPlay.com. The site gathered responses from "nearly 3,000 respondents in two separate polls," its press release said. One of the polls asked parents "what they’d be most concerned about their 17-year-old child indulging in while at a sleepover." They said they'd be more concerned about "their child smoking marijuana (49%) and playing the video game Grand Theft Auto (19%) than [about] watching pornography (16%) and drinking beer (14%). In this case unfamiliarity breeds contempt: The site's press release offers some perspective on this from Cheryl Olsson, author of Grand Theft Childhood, as saying that "To some parents, video games are full of unknowable dangers. While researching for Grand Theft Childhood, parents we spoke with in focus groups often bemoaned the fact that they didn’t know how to use game controls - and felt unequipped to supervise or limit video game play. Of course, parents don’t want their children drinking alcohol, but that’s a more familiar risk." Here's coverage in the Los Angeles Times and a commentary on the study in Red Herring.

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Wednesday, July 16, 2008

'Soon we'll all be gamers'

It's not an exaggeration. I'll start with sales figures, but they're not the only indicator: In the first five months of this year retail sales of videogame software alone (not consoles) "grew 45% over the same period last year to $3.42 billion." Overall videogame industry growth was 32%," the San Jose Mercury News reports. In the UK, sales were up 28% the first half of this year to 33 million+ pounds (about $66 million), the Times of London reports. Other interesting indicators from the Times that this is not merely a phase. "Nintendo is now Japan's second most valuable company - trailing the car maker Toyota but ahead of giants such as Canon and Panasonic." High valuation of game makers in general is "an expression of the market's belief that this industry still has an enormous amount of room to grow," according to the Times, pointing to the explosive growth "that comes when everyone is converted to playing videogames" (with the first generation of child gamers becoming parents themselves and "whole families now gathering around a game console"). Female gamers are certainly in there, representing 38-40% of all gamers, CNET reports, citing two organizations' figures, and "the average female gamer plays games 7.4 hours per week," according to the Entertainment Software Association's figures. Meanwhile, the premier gaming industry conference "E3" is in process in L.A. this week (see the New York Times's scenesetter), thus all the videogame news.

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Tuesday, June 17, 2008

Videogame sales growth

Sales of videogame software and hardware reached $1.12 billion last month, up 37% from a year earlier, Reuters reports. Grand Theft Auto 4 was the best-selling title for the month, according to market researcher NPD, and is the year's top-selling game so far. Meanwhile, an Australian research found that "playing videogames for hours on end may be bad for your health, but ... it doesn't mean you are a lonely nerd and won't damage your social skills," Reuters reports. In his coverage of the study, CNET blogger Don Reisinger reports that 15% of gamers surveyed "were identified as 'problem gamers' who spend more than 50 hours a week playing games ... but only 1% of those respondents had poor social skills and shyness." [See also "Grand Theft Auto 4's realism all bad?" and "Grand Theft Childhood?".]

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Wednesday, April 30, 2008

'Grand Theft Childhood'?

The release this week of the latest version of Grand Theft Auto (IV) sparks a new flood of headlines about 1) how the hot videogame industry is headed for the stratosphere (USATODAY) and 2) videogame violence. Interestingly, a $1.5 million study by two Harvard Medical School professors funded by the US Justice Department found that the connection between violent videogame play and violent videogame players "may be more tenuous than previously thought," the Harvard Crimson reports. The study resulted in a new book by Profs. Cheryl Olson and Lawrence Kutner, Grand Theft Childhood, which says "videogames do not affect all children equally." The Crimson adds that "Olson said that gaming - including playing 'M'-rated games - is such a widespread teenage phenomenon that it should not be considered abnormal." What is abnormal, the authors suggest, is excessive videogame play. They advise a balance of gaming and other activities. A thoughtful post about Kutner and Olson's research in the OpenEducation.net blog suggests that parents play with their kids as "a great way to keep the conversation going and help you navigate the game. Parents may initially find the skills and dexterity very challenging but abandonment is not the answer." Why? Well, for one thing, the study cites the view of Michael Jellinek, M.D., professor of pediatrics and psychiatry at Harvard Medical School and chief of child and adolescent psychiatry at Massachusetts General Hospital, "that a parent’s awkwardness 'can be used to your advantage when it comes to strengthening relationships with your children'.” Here's the Chicago Tribune's meaty coverage of the swirl around GTA IV's release, Chicago-style.

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Thursday, January 03, 2008

Videogame misconceptions

This news story about Wisconsin legislation to put a tax on videogames reflects the widespread misconception in the US that videogames are a "kids thing." That's how the bill's author, state Sen. Jon Erpenbach, described them to WISC-TV. The motivation is good - to raise money to have youth "who commit non-violent crimes" tried in the juvenile system. "Currently, 17-year-olds are treated as adults," according to WISC-TV. The only problem is, videogames aren't a kid thing, actually. "The average videogame player is 33 years old," according to Entertainment Software Association research, and PC World blogger Matt Peckham points to the same data in asking, "Is there any way we could put an age cap on the tax? You know, since you say it's a 'kids-kids' thing, which pretty obviously means you're not talking about the ESA's '67% of American heads of households play computer and video games' statistic. I assume 'heads of households' means adults (not kids), but maybe I'm out on a limb there." Tongue firmly planted in cheek, Peckham likens a videogame tax to a cigarette one, putting a stigma on a product that probably doesn't deserve it. But taxing videogames is also about as effective as fining retailers for selling age-inappropriate games to minors, since "the average age of the most frequent game buyer is 38 years old," again according to ESA research. "In 2007, 92 percent of computer game buyers and 80 percent of console game buyers were over the age of 18." Here's one more notable statistic for anyone overly influenced by all the news media coverage about violent videogames: "85% of all games sold in 2006 were rated 'E' for Everyone, 'T' for Teen, or 'E10+' for Everyone 10+." [Here's the ESA's page on third-party research.] The really violent games are rated "M" for Mature or "AO" for Adult Only. Before anyone buys a game, it always helps to check a game's rating either on its packaging or at the ESA's game ratings site, ESRB.org.

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Thursday, November 15, 2007

Videogames: Great teachers for good & bad

They are very effective teaching tools, a new study found, including for teaching aggression. "Students who played multiple violent video games actually learned through those games to produce greater hostile actions and aggressive behaviors over a span of six months," reports Science Daily, citing a study of almost 2,500 young people - "Violent Video Games as Exemplary Teachers: A Conceptual Analysis" - to be published soon in the Journal of Youth and Adolescence. It worked with 430 kids in grades 3-5, 607 in grades 8 and 9, and 1,441 students with an average age of 19, assessing "aggressive thoughts and self-reported fights, and their media habits - including violent video game exposure. Teachers and peers were also asked to rate the participants' aggressive behavior." With the grade-school students, "playing multiple violent videogames increased their risk of being highly aggressive … by 73%, when compared to those who played a mix of violent and non-violent games, and by 263% compared to those who played only non-violent games." The study's authors are father and son J. Ronald Gentile, distinguished teaching professor emeritus of educational psychology at the University of Buffalo, State University of New York, and Douglas Gentile, assistant professor of psychology at Iowa State University. At the University of Victoria in Canada, researchers Kathy Sanford and Leanna Madill have some comments on the kinds of literacy videogames can teach.

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