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MEDIAWISE® VIDEO AND COMPUTER GAME
REPORT CARD
A TEN YEAR OVERVIEW
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The National Institute on Media and the Family
The National Institute on Media and the Family, an independent,
non-partisan, non-sectarian, non-profit organization, is
the world's leading and most respected research-based organization
focused on the impact of media on children and youth. Founded
in 1996 by Dr. David Walsh, Ph.D., its mission is to maximize
the benefits and minimize the harm of media on children
and families through research, education, and advocacy.
For the past decade, the Institute has worked tirelessly
to improve the lives of children and families, in part by
conducting groundbreaking studies, pioneering innovative
and effective educational programs, and providing expert
advice and testimony at all levels, from local PTAs to the
World Health Organization. Publications by members of the
Institute are among the most popular and influential in
their fields. And, due to the Institute's diligent efforts
and inspiring message of family empowerment, the MediaWise®
Movement has begun to spread across the nation, helping
parents everywhere to "Watch What Your Kids Watch."
THE VIDEO AND COMPUTER GAME REPORT CARD: PAST, PRESENT,
AND FUTURE
Each year, the Institute describes the Video and Computer
Game Report Card as a "snapshot of the interactive
gaming industry with a focus on issues related to the welfare
of children and teens. The tenth anniversary of our first
Report Card provides the opportunity to create a montage
of the past decade's revolutionary changes.
Ten years ago, when the National Institute on Media and
the Family was founded, we recognized two important facts:
1) video and computer games were the fastest growing form
of media among young people; 2) the general public had not
yet realized the importance of this phenomenon. As with
any popular new technology, and very much as TV and radio
had in the past, video games began to transform the world,
but in the early days the effects were slow and subtle.
The Institute's research-based approach offered a perspective
that many others did not have.
Among our elected leaders, Senators Joe Lieberman and Herb
Kohl took the lead in shining the public spotlight on the
growing popularity - and power - of video games in the mid-nineties.
In 1996, they called on the Institute to provide solid scientific
information to accompany their public appeal to consider
the impact of electronic games on children's health and
welfare. The result of our partnership that year was our
first annual report card, in which the Institute was the
first group to ever compile relevant data and call for specific
industry reforms.
In the decade that has followed, the National Institute
on Media and the Family used the Video and Computer Game
Report Card as a powerful tool to educate the public and
shape industry practices. The Institute is proud to say
that in our decade of scrutiny we have always remained committed
to the principles of the First Amendment; rather than calling
for censorship, we have disseminated little-known information
to the general public. This approach is rooted in our firm
belief that, provided with access to accurate information
and appropriate tools, parents will do what is right for
their children. After a decade of effort, the Institute
is proud to have been a part of creating a much savvier,
more knowledgeable public.
While the Report Card is primarily a tool for families,
it has played an important role in specific reforms within
the video game industry. For instance, a decade ago, video
games did not have one standard rating system. The Institute
called for easy-to-use, accurate ratings, and today, every
video and computer game is emblazoned with a symbol designating
its age-appropriateness as well as content indicators describing
levels of violence and sexual content.
We have seen other positive change over the years. A decade
ago, the Institute noticed that games with content appropriate
for adults were being marketed to children. Since we alerted
the public to this industry practice, the industry has developed
a volunteer code of advertising and marketing conduct. Similarly,
few retailers had a policy, let alone proper enforcement,
of attempting to keep games with mature content out of the
hands of kids. For years, the Institute helped publicize
this failing, and today all the major retailers are working
toward selling only age-appropriate games to young people.
And yet, the past decade has brought a host of alarming
revelations as well, including a disturbing trend of sexualized
violence toward women, a tendency toward bafflingly inaccurate
ratings, and an unfortunate prevalence of ultra-violent
games listed among children's most popular games. The Institute
has highlighted these trends in past years' Report Cards,
and will continue to alert the public to these and other
notable obstacles to the health and welfare of young people.
VIDEO GAMES AND KIDS: AN EXPERIMENT IN PROGRESS
From the beginning, the Institute has made people aware
that video and computer games have an incredibly powerful
influence on kids. Now, we see that video games are part
of a larger cultural shift. On the one hand, our society
benefits undeniably from access to information and innovative
entertainment. On the other hand, we cannot help but notice
that cultural norms are being pushed toward what we used
to think of as the frontiers of the extremes; increasing
exposure to high levels and amounts of violence, and a growing
prevalence of outright disrespect are two of the most visible
aspects of this cultural shift.
One of the most important areas of discovery in the last
decade has been the revolution in brain science, especially
in its implications for the development of children and
youth. Contrary to the assumptions of past decades, we now
know that children's experiences during their brain's growth
spurts have a greater impact on their brain's wiring than
at any other time of their lives. The groundbreaking discoveries
about the teenage brain reveal that the growth spurts continue
throughout adolescence, making teens more impressionable
than we thought. Teenagers are wiring the circuits for self
control, responsibility and relationships they will carry
with them into adulthood. The latest brain research shows
that violent games activate the anger center of the teenage
brain while dampening the brain's "conscience."
Therefore, every child who plays video games is undergoing
a powerful developmental experiment, the results of which
we do not yet fully comprehend.
THE VIDEO GAME INDUSTRY TODAY
The industry's power is most evident in its influence over
culture. Each year, for instance, more and more video games
are the basis for motion pictures, as well as the
other way around. Video game characters and terms continue
to enter, and remain in, the American lexicon. Unveilings
of new video game consoles bring the excitement and speculation
reserved for new automobiles in past decades.
Perhaps even more important is the industry's power in
terms of numbers. Since 1995, nearly three billion video
games have been sold globally. The worldwide video game
market racked up twenty-five and a half billion dollars
last year. Projections foresee that number growing past
54 billion in the next four years. The U.S. market alone
represented 8.2 billion dollars of the worldwide total in
2004, and it is expected to bring in more than 15 billion
by 2009. It's important to note that those numbers only
account for the games themselves and online access fees
- they don't include the hefty prices parents shell out
each year for the consoles on which the games are played.
When you factor in those numbers, the U.S. market alone
spent just shy of ten billion dollars on video games last
year. Online gaming, currently bringing in under 300 million
per year, is expected to account for over 2 billion just
four years from now.
While the industry is right to congratulate itself for such
explosive growth, it's important to note exactly which games
are fueling its growing power. For the past several years,
the most popular games have been ultra-violent first-person
shooters, exactly the games that seem to be the most harmful
to young players. Disturbingly, these games, including several
in the widely known Grand Theft Auto series, are the very
same games that our research has found are most popular
with kids. In other words, the industry's power and profits
have come at the expense of children's welfare.
RAPID TRANSFORMATION
If you blink, it will change: this is the lesson of the
media revolution. The video game industry's massive and
increasing power relies on rapid change, especially in the
area of technological innovation. In the past ten years,
we've seen an unforeseeable revolution in video game technology.
In one decade, we've gone from clunky gray cartridges to
sleek CD-ROMs, to entirely ethereal high-speed Wi-Fi Internet
streams. Every year - seemingly overnight - the games become
more complex, more sophisticated, and more realistic, meaning
that this form of interactive entertainment becomes more
engrossing, more seductive and more consuming than ever
before.
The future of video games will, if current trends continue,
be characterized by increased immersion and technological
convergences. Ten years ago, the average kid played video
games, at home in front of the TV, for three hours a week.
Today, the lines between technologies have already begun
to blur as, for instance, increasingly sophisticated games
are available on increasingly sophisticated mobile phones,
some of which serve as PDAs, Internet devices, and cameras.
Digital technology, and thus video games, has become a substantial
part of nearly all our daily lives. Babies born today will
never know a world that doesn't put information, videos,
games and communication at their fingertips. The industry
had already set its sights on a convergence of the Internet,
TV, movies, music, sports, and, of course, advertising.
As the technology advances and the lines blur, it becomes
more and more difficult for parents to determine what is
and isn't good for their kids. At the same time, convergent
technologies will become increasingly attractive as they
reduce the clutter of digital devices now available. It
is therefore essential that we pay attention now
to the role video games, among other media, play in our
lives. We cannot afford to let technological advances outrun
our understanding of the impact of media on child and family
development.
The current upswing in video games with adult themes is
among the most important new trend to watch. The video gamers
who were 15 upon the release of the first report card are
now in their mid-twenties, and many of them still play games.
As a result, we have seen games with more mature themes:
intricate plotlines; more prominent sexual themes; graphic
violence; violence against authority figures, particularly
police; and even sexualized violence toward women, an unfortunate
trend highlighted in our 2002 report card. These games are
clearly intended for adults only. The problem, as is demonstrated
by the popularity of Grand Theft Auto: San Andreas
in this year's student survey, is that these games continue
to be accessible to and popular with kids.
Another significant trend that will only increase in importance
is the explosion in the popularity of online role-playing
games. Over the past ten years, broadband connections have
become the norm, which has made possible the rise of MMORPG
- Massively Multiplayer Online Role Playing Games. These
games are literally played by millions of people, in cooperation
and competition with each other. The most popular of these
games is World of Warcraft. Four million players
worldwide pay fifteen dollars a month to play Warcraft.
Seven hundred twenty million dollars per year may seem like
a big number, but it's not nearly as inflated as the number
of hours some MMORPG players spend online in their games.
EMERGING TRENDS
- WHO'S PLAYING VIDEO GAMES NOW?
- GAMING AND THE OBESITY EPIDEMIC
- VIDEO AND COMPUTER GAME ADDICTION
- THE TEACHING POWER OF VIDEO GAMES
- FAMILY SETTINGS
WHO'S PLAYING VIDEO GAMES NOW?
Each year more kids play more video games for more
hours. This is the most important trend in video games,
one that has remained consistent with every new Report
Card. Over the last ten years, video games have become
one of the most prevalent and popular forms of entertainment.
In the mid-nineties, fourth-grade girls were playing
video games at home for 4.5 hours per week and boys
for 7.1 hours per week. Our most recent data from third-
to fifth-graders shows that boys now play 13.5 and girls
play them for nearly 6 hours each week. In other words,
in the past decade, the average child has significantly
increased the amount of time he or she spends playing
video games. And the extreme cases, according to anecdotal
reports, far exceed these already large numbers.
The latest research shows the percentage of homes with
children that have video game systems has risen to 83%.
The percentage of homes with at least three video game
systems now stands at 31%. Overall, 92% of 2- to 17-year-olds
play video games.
While it is clear that boys play more video games than
girls, it is important to note that the industry sees
the female market as one of its main areas for potential
growth. Mobile phone games, particularly popular with
girls and women already, will be one of a number of
strategies used to lure them into the larger world of
video games. At the same time, it is important to note
that boys, who consume more media, including video games,
than girls, are part of an increasing trend of low academic
performance. Considering the growing body of research
linking high media use to decreased school performance,
it is difficult to resist imagining a possible link
between the growing academic crisis for boys and the
ever-growing male video game appetite.
GAMING AND THE OBESITY EPIDEMIC
Increasingly, it seems that the average gamer is getting
heavier. That's because the amount of time kids spend
playing games, even non-violent and educational games,
is contributing to the obesity epidemic among American
youth. For too many kids, the only parts of their body
that get consistent exercise are their thumbs. This
isn't surprising given that every year kids are spending
more and more time in front of electronic screens. Kids
today spend almost 44.5 hours a week with media. In
fact, 20% of 2- to 7-year-olds, 46% of 8- to 12-year-olds,
and 56% of 13- to 17-year-olds have electronic screens
in their bedrooms. This is alarming given that a growing
body of research shows that "screen time"
is the leading risk factor for obesity.
Every, year video games take up a larger share of young
people's total screen time. These games are so engaging
it's easy to burn hours on end in virtual activity.
The immediate pay-off of video games-the hyper-real
spectacle and multi-sensory barrage of excitement-can
be too seductive to turn down. Unfortunately, the long
term health consequences don't make it worth it. It's
not that kids don't like playing out in the backyard
anymore but once they start in on their video games,
they're hooked. Before they know it, a whole Saturday
is gone. As obesity becomes more of a health problem
for our children, it is increasingly important to encourage
children to balance virtual action with real-life activity.
Limiting screen time and removing televisions from bedrooms
are important first steps to encouraging children into
a more physically active lifestyle.
VIDEO AND COMPUTER GAME ADDICTION
Although the Institute was initially very skeptical
about whether computers and video games were "addicting"
to some individuals, there is now scientific evidence
that the concept has validity. While the majority of
kids play their video games, do their homework, keep
up their responsibilities, and have other interests,
some kids get hooked. Initial reports suggest anywhere
from 5 to 20 percent of gamers are addicted. This is
a gigantic number considering the millions of child
and adult gamers. More research needs to be done in
order to identify who is most likely to become "addicted"
and how best to diagnose and treat it.
The symptoms of addiction can be just as devastating
as in other cases of dependence, with players literally
giving up their families, jobs, even sleep for their
beloved games. In one report, a 28-year-old South Korean
man died in August 2005 after playing an online computer
game for 50 hours. As games become better and more sophisticated,
more and more kids will become addicted to them. We
must take these games and such cases very seriously
going forward.
THE TEACHING POWER OF VIDEO GAMES
The media revolution that laid the technological foundation
for graphic first-person shooter games and addictive
online games has also been a wellspring for games that
teach learning skills, make exercising fun, train professionals,
and offer fun, safe and engaging entertainment. Electronic
screens play an influential role in the life of every
child in this country, for good or for bad, because
kids are always learning. In addition, all of
the recent studies and latest research point to the
same fact: video games are excellent teachers.
The Institute has always said that video games are
not inherently good or bad. Instead, they are
powerful; the good or bad depends upon how we use them.
In the last decade, we have seen video games that engage
kids in physical activity, teach new languages, help
children recover from painful procedures, get kids interested
in complicated plot lines and problem solving, and offer
fun for the whole family. It is for this reason that
it is absolutely critical that we encourage the gaming
industry to continue to develop games that teach kids
more than just violence and disrespect.
Imagine a world where a child can walk through a virtual
independence hall at school and witness the signing
of the declaration of independence. Now imagine a world
where young boys can surround themselves with virtual
sex and violence, a world increasingly difficult to
differentiate from reality. We are at an important crossroads.
For the last ten years, the Institute has alerted the
public to the negative consequences associated with
video games, called for industry reform and corporate
responsibility, and encouraged parents to seek out positive
games and play them with their kids. Unfortunately,
while there have been some examples of progress within
the industry, violent and sexually explicit games continue
to end up in the hands of children. Ten years from now
we would like to say that we have been able to harness
the incredible power of the gaming industry to benefit
our children, not harm them.
FAMILY SETTINGS
One encouraging trend is the incorporation of electronic
tools to help parents manage the video game play of
their kids. Microsoft, for example, has built a set
of easy to use and effective "family settings"
into their new Xbox 360. This is an example of an industry
leader that realizes that giving parents tools to manage
game play and Internet activity is both good policy
and good business. The present generation of tools can
protect children and youth from harmful content and
limit online activity. Hopefully, further developments
will assist parents in managing time, blocking inappropriate
DVDs, and using family setting with other integrated
digital appliances like the television and computer.
Two things have to happen for these tools to be effective.
The first is that parents have to use them. We call
upon the industry to join our efforts in educating parents
about the importance of "watching what their kids
watch" and taking full advantage of family media
management tools.
Second, media producers need to digitize the ratings
information on the disks in order to activate family
settings. The video game industry already does this,
but the motion picture industry only rarely encodes
ratings onto DVDs. We are calling upon the motion picture
industry to provide the digital information so that
parents can use family settings for DVDs as well as
video games.
RATING THE RATINGS
Ten years ago, two competing, and confusing, rating
systems evaluated video and computer games. Worse yet,
many games did not have a rating at all. The Institute
and others called for a clear universal raging system
for video and computer games, and eventually the Entertainment
Software Rating Board (ESRB) was formed by the major
companies in the video game industry. Today, every game
sold bears an ESRB rating. Over the years, the ESRB
system has undergone some modifications, including the
addition of content descriptors to accompany the overall
rating. Two years ago, the system underwent a major
revision, and this year they added a new category: E
10+.
Unfortunately, the ESRB rating system is deeply flawed.
As an arm of the industry itself, the ESRB has routinely
shown itself to be under the influence of major game
producers. Representatives of the game makers who have
commercial interest in particular ratings fund the operation
and sit on the board of the parent organization, The
Entertainment Software Association.
We see the flaws in the ESRB ratings in the following
ways:
- Ratings Accuracy. Over the years, the amount
of violence in T (for Teen) rated games has increased,
and M-rated games continue to push the envelope each
year in graphic depictions and adult situations.
- No AO. The ESRB has a rating for games that
are only appropriate for adults. Unfortunately, almost
no video games ever receive that rating. Of the 10,000
games the ESRB has rated, fewer than 20 have ever
received an AO rating. Independent evaluations of
many M-rated games find that they fit the criteria
for the AO rating.
- Meaningless age distinctions. There is only
a 12 month difference between the recommended 17-years-old
for M-rated games and 18 and older for AO.
The Institute's discovery of hidden sexually explicit
content in the world's most popular, and M-rated, game,
Grand Theft Auto: San Andreas (GTA), is the clearest
evidence of the degree to which the ESRB system is irreparably
flawed. It took the ESRB almost one month from the time
the pornography sequences were reported to the official
announcement that they had determined that the graphic
scenes were indeed part of the original code on the
disk. GTA's producer, Take Two Entertainment, repeatedly
lied to the public, and yet the ESRB leveled no fine
and no punishment on Take Two Entertainment, even though
a basic premise underlying the integrity of the ratings
was violated. Most egregious of all was the M rating
GTA received in the first place. The GTA series of games
contains content that far exceeds the appropriate levels
for an M-rated game, as we announced in last year's
Report Card.
Next year, the National Institute on Media and the
Family will convene a summit on video game ratings with
the leading national organizations dedicated to children's
health and welfare. We plan to issue and endorse a set
of ratings recommendations.
A DECADE OF SCRUTINY
10 Year Grade
..D+
There have been industry reforms and progress in response
to the Institute's criticism and pressure. However,
violent and sadistic games are still ending up in the
hands of children, and parents continue to lack adequate
information and tools from the industry to make informed
choices. The industry continues to ignore the emerging
health, behavioral and cultural negative consequences
for our kids, our communities and our nation.
PLANNING FOR THE DECADE TO COME
In the next ten years, the video game industry is sure
to transform technologically, grow even more powerful
and profitable, and increase its influence on children's
lives. In the coming decade, the National Institute
on Media and the Family is committed to protecting our
children's health and welfare. We will continue to provide
parents, public officials, business leaders and communities
with cutting-edge research, resources, and industry
recommendations that help the public understand the
impact of video games on our children's development.
The Institute's most important goals for the next decade
are:
- A greater body of research on the impact of video
games. We know video games are powerful, but we
have only begun to understand exactly how they affect
young people. Increased funding for research, especially
long-term studies, is essential to keeping pace with
the advance of technology.
- An independent universal ratings system. The
time has come for easy-to-use, consistent ratings
determined by a body not beholden to the special interests
of the industry. As media converge, a universal system
that applies to movies, games, TV, music and more
will be the best way to give parents the information
they need to protect their children.
- Bedrooms as "media-free" zones.
A substantial body of research shows that TVs, games,
and other media in the bedroom do much more harm to
kids than is obvious. Low school performance, less
sensible behavior, and deterioration of parent-child
relationship have been linked to these high-tech bedrooms.
In the next ten years, parents would no sooner put
video games in their kids' bedrooms than they would
put their kids in a car without seatbelts.
- Building MediaWise communities and organizations.
We're already calling on parents to "Watch What
Your Kids Watch." In the coming decade, as media
become more accessible and more omnipresent, it will
be even more important for families to have a healthy
approach to video games and other media. We will continue
to bring evidence-based information to early child
professionals, youth development agencies, schools,
businesses, and health care providers so that MediaWise
information becomes integrated into programs and communities
across the country.
- Educating parents. We call upon the video
game industry to join us in educating parents about
the need to supervise their children's game play.
The industry's efforts so far have educated parents
about how to use the ratings but not why
the ratings and the new electronic tools built into
game consoles are important for children's health.
A DECADE OF VIDEO GAME RESEARCH
Research on the multiple effects of video games has
come a long way in the past 10 years. Recently, many
more studies have been conducted than in the past, and
most of them have been of higher scientific quality
than the earlier studies. Although there are still some
conflicting ideas in the research literature, the broad
picture is becoming clear - video games are excellent
teachers.
Most of the research on the effects of video games
has focused on whether violent video games increase
aggression. There are three major types of studies:
experimental studies, cross-sectional studies, and longitudinal
studies. Each of these types can inform us of different
aspects of video game effects. Dozens of studies have
been conducted to date, and readers who desire more
detailed information can view a longer review here.
Experimental studies allow us to answer the question
of whether video games can cause increases in aggression
(usually short-term). Psychological theory suggests
that violent games could increase physiological arousal,
aggressive thoughts, aggressive feelings, or aggressive
behavior. Different studies have measured each of these,
and overall, the research suggests that violent games
can cause increase each of them, at least immediately
after playing the games.
Cross-sectional studies allow us to look at long-term
associations between video game play and aggressive
behavior, school performance, and other variables. Again,
overall, the research suggests that people who play
a lot of violent video games are more likely to have
aggressive thoughts, feelings, and behaviors, even after
controlling for other aggression-related factors (such
as sex and aggressive personality, etc.).
For various reasons, both due to budgetary constraints
and the relative infancy of the field, most of the last
decade's studies concerned with the impact of video
games have measured the short-term effects of games.
But in recent years, data from long-term, or longitudinal,
studies have begun to give us a sense of how video games
affect players beyond the moments the play them. All
but one of the five known longitudinal studies document
increases in aggressive thoughts and behaviors in connection
with violence exposure.
Researchers rarely put much weight on any single study,
because each type of study has distinct strengths and
weaknesses. Ultimately, what researchers look for is
converging results of multiple studies using different
methods and varied measures. Another tool is meta-analysis,
which combines the results of all the studies. The results
of these studies follow.
- All of the meta-analysis studies have concluded
that there is a significant relation between violent
video game play and aggression.
- Across studies, violent video games have significant
effects on aggressive affect, physiological arousal,
aggressive thoughts, and aggressive behaviors.
- Video games are also significantly negatively related
to prosocial behaviors.
- These conclusions hold for studies with children
and adults and we see larger effects in more recent
studies as video games become more violent.
Unfortunately, although warranted, the popular attention
paid to the effects of violent video games has distracted
from the broader issues about the effects of video games.
We argue that the question should not be "are video
games good or bad," but should be "on what
dimensions might games have what types of effects?"
There are at least four dimensions on which games can
have effects: Amount, Content, Form, and Mechanics.
Amount
The amount of time one spends with video games seems
to be related to several effects, such as obesity, muscular
and skeletal disorders, and school performance.
- There is evidence that amount alone has distinct
effects independent of other types of effects.
- In path analyses with 607 8th and 9th grade students,
total amount of time playing video games directly
predicted poorer grades, but was not directly related
to antisocial or aggressive behaviors. However, playing
violent games directly predicted aggressive
behaviors, but did not predict poorer school performance.
Content
Most of the research on video games has documented what
are likely to be effects of the content of games.
- Research on violent video games, educational video
games teaching reading or math skills, virtual reality
programs helping to reduce phobias, and the asthma
and diabetes health promotion video games all document
effects of game content.
- In the case of educational games, these are intentional
content effects; in the case of violent games, these
are unintentional content effects.
Form
Several of the studies on video games suggest patterns
of effects that are not due to the content per se, but
to the form in which it is presented.
- Skill in a game requiring 3D navigation is related
to 3D mental visualization skills.
- One study showed that demonstrated skill on video
games and past experience with video games were the
best predictors of surgeons' advanced laparoscopic
surgical skills.
- Playing games that require the player to constantly
scan the screen for information improves visual attention
skills to computer screens.
Mechanics
The types of mechanical input/output devices used to
play the games could also show effects.
- For example, playing a driving simulation game with
a wheel and pedals should improve driving skill more
than playing the same game with a mouse and a keyboard.
- To date, no studies have been conducted to test
this hypothesis. This issue is further complicated
because mechanics are not entirely independent from
form.
When attempting to understand all of the effects of
video games, conceptualizing the effects along the four
dimensions of amount, content, form, and mechanics is
useful. There are at least two clear benefits to this
dimensional approach to understanding video game effects.
First, it allows researchers and the public to move
beyond the discussion of whether video games are simply
good or bad. This is too simplistic a question. The
same video game could have both positive and negative
effects, depending on what dimension one considers.
For example, playing the Grand Theft Auto series
of games (in which one plays a criminal sociopath) a
lot each day could hamper school performance (amount
effect), increase aggressive thoughts and behaviors
(content effect), improve visual attention skills
(form effect), and improve driving skills if
one plays with a driver's wheel and pedals or shooting
skills if one plays using a gun input/output device
(mechanics effects).
Report Sources
Research Update
- Anderson, C.A. (2004). An update on the effects
of playing violent video games. Journal of Adolescence,
27, 113-122.
- Anderson, C. A., & Bushman, B. J. (2001). Effects
of violent video games on aggressive behavior, aggressive
cognition, aggressive affect, physiological arousal,
and prosocial behavior: A meta-analytic review of
the scientific literature. Psychological Science,
12, 353-359.
- Anderson, C.A., Carnagey, N.L., Flanagan, M., Benjamin,
A.J., Eubanks, J., & Valentine, J.C. (2004). Violent
video games: specific effects of violent content on
aggressive thoughts and behavior. Advances in Experimental
Social Psychology, 36, 199-249.
- Anderson, C. A., Gentile, D. A., & Buckley,
K. E. (under contract). Violent video game effects
on children and adolescents. New York: Oxford
University Press.
- Ballard, M. E., Panee, C. D., & Engold, E. D.,
& Hamby, R. H. (2001). Society for Research in
Child Development Conference.
- Gentile, D. A. (2005). Examining the effects of
video games from a psychological perspective: Focus
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