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Dr. David Walsh
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MediaWise® With Dr. Dave   Print this page

Teens Like M-rated Video Games…Duh?

Recently, I have seen several reports suggesting, as if this should come as a surprise, that kids love playing M-rated video games. Of course kids love M-rated games. There isn't a parent living outside a cave who doesn't know that. The games are exciting, fast, flashy and realistic.

And thanks to these games, a lot of kids, mostly boys, think it's a harmless rush to decapitate the other guy, set cops on fire, and kick prostitutes to death after having sex. In one of the stories I read, Gaming magazine publisher Andy McNamara insinuates that anyone worrying about kids playing games that mock tragedy is an alarmist whacko who sees the games as the work of the devil. Simply put: he's wrong.

As last year came to an end, the National Institute on Media and the Family released the Ninth Annual Video and Computer Game Report Card in Washington. This year, as in years past, we called on the industry to step up its efforts to keep M-rated games out of kids' hands.

For years we have decried kids' access to adult games. In response, some conscientious corporations like Best Buy and Target have instituted responsible policies protecting young buyers. The reason the industry has made reforms is because a growing body of research suggests violent games are harmful to kids.

Research, literally hundreds of studies, on the connection between screen violence and youth aggression has been conducted since the 1950s. Organizations like the American Medical Association and the American Academy of Pediatrics have gone on record stating that the scientific evidence clearly shows a cause-effect relationship between virtual violence and real-life aggression. An article in the prestigious journal Science showed that the strength of the evidence linking media violence to youth aggression is stronger than the evidence linking lead poisoning with mental retardation and more definitive than the case linking secondhand smoke with cancer. Scientifically speaking, the notion that media violence harms kids is an open and shut case.

As I have written in these pages before, the teen brain is not the finished product we thought it was. It is still a work in progress, a major construction zone. The latest brain research shows that violent video games activate the anger center of the teenage brain while dampening the brain's "conscience."

It's not that every teen who plays Grand Theft Auto: San Andreas is going to go out and pick up an Uzi. The real impact is much more subtle. The worst effect of ultra violent, sexually exploitative video games is the culture of disrespect they create. Whoever tells the stories defines the culture. What do we think the effect is when our kids' storytellers are violence simulators that glorify gang culture, celebrate brutality, extol crudeness and trivialize violence toward women?

David Walsh, Ph.D. is the founder of the MediaWise Movement, a program of the National Institute on Media and the Family (www.mediafamily.org). His latest book, Why Do They Act That Way? A Survival Guide to the Adolescent Brain for You and Your Teen is available at all major booksellers.

 
 
 
© National Institute on Media and the Family.