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Eighth Annual MediaWise
Video Game Report Card
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David Walsh, Ph.D.; Douglas Gentile, Ph.D.;
Jeremy Gieske; Monica Walsh; Emily Chasco
National Institute on Media and the Family
December 8, 2003
This MediaWise Video Game Report Card is the eighth issued
by the National Institute on Media and the Family, an independent,
non-partisan, non-sectarian, non-profit organization. The
Report Card provides a snapshot of the interactive gaming
industry with a focus on issues related to child welfare.
Introduction
"The games of a people reveal a
great deal about them."
Marshall McLuhan
Video and computer games continue to grow in popularity
among children and youth. We completed the largest student
survey ever and found that 87% of youth in grades four through
twelve now play video games with 96% of boys playing regularly.
This bodes well for the continued growth of the industry,
and a balanced diet of good games can certainly be a positive
part of children's lives. Nevertheless, as games become
more engaging and popular, concerns about their impact on
youth become more urgent.
The concerns fall into two categories:
- The easy access that boys have to increasingly ultra-violent
M-rated games and the popularity of the most violent
games with that group.
- The growing issue of screen time as it relates to
the obesity epidemic.
Video Game Violence and Youth
For the past eight years, we have consistently expressed
concern about a subset of ultra-violent games. Last year
we focused attention on the top selling Grand Theft Auto:
Vice City, in which gratuitous violence toward women
and police is rewarded and discrimination against the Haitian
community is encouraged. This year a national survey showed
that 70% of American teenage boys have played that game
and that they are more likely to have been in a fight than
those who have not played. This year's example of a "killographic"
game is Manhunt. (If pornographic is the "graphic
depiction of sex," then "killographic" should
enter our vocabulary to describe the "graphic depiction
of brutal violence.) This year's report card shows that
children and youth still have easy access to such "killographic
games."
The Obesity Epidemic
Awareness about the urgency of the obesity epidemic among
American youth has exploded in America's consciousness during
the past year. Public health leaders have named it a public
health emergency. Rates of obesity among children have tripled
over the past thirty years.
What does this have to do with video games?
The answer to that question is the same reason Dr. Walsh
has agreed to serve on the national board of the Coalition
for a Healthy and Active America. It is clear that a major
contributor to the youth obesity epidemic is the increasingly
sedentary lifestyle of American youth due to the dramatic
increase in "screen time." Several statistics
are telling.
- Caloric intake among American youth is only up 1%
since 1990.
- Physical activity is down 13% since 1990.
- Screen time has increased 33% during the same period.
Screen time, of course, is not restricted
to electronic games. At the present time the average American
child spends 25 hours a week watching TV, 9 hours playing
video games and an additional 3.5 in front of the computer
screen. The total of 37.5 hours per week is the equivalent
of a full time job.
It is not the responsibility of the gaming
industry to solve the obesity epidemic but it is clear that
in order to successfully address this public health emergency,
kids need to spend less time in front of screens and more
time exercising. There is a great amount of parent education
needed about the link between screen time and health. In
addition, there is both an opportunity and challenge for
the industry to develop games that involve physical activity
so that young players exercise more than their thumbs.
Areas Covered in the 2002 Report Card
- Student Survey.
- Ratings.
- Retailer survey.
- Retailer enforcement
- Research update.
- List of recommended games and games to avoid.
Student Survey
During this year we conducted the largest
student survey in the history of the report card. 778 students
in grades four through twelve representing public and private
schools in urban, suburban and rural areas throughout the
country took part. The average age was 13.5. Key findings
included:
- 87% of students play games regularly.
- Games are more popular with boys (96% play) than girls
(78% play).
- Only 50% of parents understand the ratings according
to students.
- 87% of boys play M-rated games as do 46% of girls.
- 78% of boys report that M-rated games are among their
top five favorites, and 40% say their favorite game
is rated M.
- 77% of boys own M-rated games with one in five reporting
that they purchased an M-rated game without their parent's
knowledge.
- Only one out of five students report that their parents
have ever prevented them from purchasing a game because
of its rating.
This survey clearly shows that M-rated games
are very popular with boys, that they are easily accessible,
and that many parents don't understand the ratings and are
unaware of the content of the games their children play.
The implications of this large survey show
that retail enforcement and parent education need improvement.
Parent education, however, is not enough if they do not
understand the need to observe the ratings. Parent education
about the ratings need to include the answer to the question
"Why pay attention to ratings?"
Ratings
The Entertainment Software Rating Board (ESRB) kept
the commitment it made last year to review and revise its
ratings system. We recognize and applaud their openness
and the integrity of their work. We believe that the video
game ratings have set the current standard for media ratings.
We will continue to monitor the accuracy of the revised
rating system.
There remains, however, one area of concern.
While we agree with the overwhelming majority of the ratings,
we believe that the non-use of the rating AO (adults only)
is a problem. According to the ESRB the AO rating is used
when games "include graphic depictions of sex and/or
violence." A game like Manhunt would certainly
fit that description and yet it is rated M. In addition,
the distinction between AO as not appropriate for persons
under 18 and M as not appropriate for persons under 17 is
impossible to decipher. This is not a trivial issue because
most major retailers will not sell AO games. Publishers
therefore manipulate the criteria to avoid the dreaded AO
rating. The result is that no games receive a final rating
of AO. We believe that games like Manhunt, Grand Theft
Auto: Vice City, Extreme Beach Volleyball and others
deserve the "Adults Only" rating.
We also applaud the ESRB for the aggressive
plans they have initiated to educate the public about the
ratings system. We believe that an effective education effort
must include information that motivates parents to use the
ratings.
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Grade for ESRB ....................................................
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B
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Ratings Education
We conducted a telephone survey of 47 video game rental
or retail stores in large and small cities throughout 13
states. Of the 47 stores, 22 primarily sell computer and
video games, 20 primarily rent, and 5 sell and rent about
equally. 97% the stores surveyed are part of a chain of
stores. The findings include:
- Only 55% of stores educate the public about ratings.
This is an increase from 42% in 2002 and 33% in 2001.
Interestingly, stores that rent do a much better job
at education than stores that sell. (70% versus 36%)
- Only 49% formally train their personnel in the ratings.
This is up from 27% last year.
- 79% of the stores surveyed report that they have a
policy prohibiting the sale of M-rated games to youth
under seventeen.
The ESRB has announced a major new collaboration
with retailers to educate the public that will go into full
effect in 2004. We anticipate an improvement in these scores
in the ninth report card next year.
| Grade
for ratings education ....................................... |
C |
Retailer Enforcement
Policies about Ratings
Our advocacy for ratings enforcement policies has made notable
progress. This year we see a more distinct difference between
retailers with policies versus those without.
We must note that the majority of retailers
(56%) belonging to the Interactive Entertainment Merchants
Association (IEMA) have a policy preventing children younger
than 17 from renting or buying games rated M. As this year's
secret shopper survey found, access to M-rated games by
minors is dramatically different between stores with a policy
and those without policies.
The Institute had children between the ages
of 7 and 14 attempt to purchase M-rated games in stores
with and without policies. Children were successful 100%
of the time buying M-rated games in stores without policies.
They were only successful 30% of the time in stores with
policies.
It is very clear that retailer implementation
and enforcement of a verifiable policy is essential to keeping
violent adult games from children.
| Grade
for ratings enforcement by retailers with policies
................ |
B |
| Grade
for ratings enforcement by retailers without policies
............ |
F |
Parental Involvement
It is clear that there needs to be greater education
for parents about the positive and negative effects of video
games on children as well as education about video game
ratings. Most parents are not aware of game content and
they receive mixed messages about the importance of ratings.
On the one hand they are encouraged to use the ratings while
on the other hand the industry claims that the violent games
do not affect children. The effective message, therefore,
to parents is "Pay attention to the ratings but it's
not a big deal." Parent education needs to include
motivation to monitor the amount of game play and the need
to avoid M-rated games for children.
Because the National Institute on Media and
the Family desires to be a part of the solution for positive
change we have partnered with and will continue to seek
partnership with key various organizations. Current partnerships
include the Coalition for a Healthy and Active America,
an effort to fight and reduce childhood obesity. We are
willing to work with retail and trade industry groups to
foster positive change.
Recommendations
- Eliminate double messages to parents and educate them
about why it is important to monitor game play and observe
the ratings. The reasons should be based on scientific
evidence about both the potential benefits of educational
games and the potential harm of violent games.
- Retailers without policies should adopt and enforce
verifiable policies that prevent children and
teens from buying M-rated games without parental permission.
- Retailers with policies should diligently enforce
them.
- The ESRB should apply the AO rating in accordance
with their own guidelines.
- The Advertising Review Council should continue to
enforce guidelines for marketing and advertising.
Research Update
Douglas A. Gentile & David A. Walsh
This year, several studies documenting the
effects of video games were released. Some showed positive
effects (e.g., playing games can improve visual attention
skills) and others showed negative effects (e.g., violent
games increase aggression). This update will focus primarily
on the growing evidence regarding violent games.
Dr. Craig Anderson of Iowa State University
has combined the findings of all the studies on violent
video games to date and finds several significant effects.
Playing violent video games leads to increased aggressive
thoughts, feelings, and actions (Anderson & Bushman,
2001; Gentile & Anderson, 2003). Examples of new studies
emerging this year from around the world follow.
Two studies were reported at the conference
of the International Simulation and Gaming Association in
Japan. Shibuya & Sakamoto (2003) asked 5th graders to
name their most favorite games. Of the top 41 games, 85%
contained violent actions. Furthermore, violence was rewarded
in almost all (94%) of the games that contained violence,
and was committed by an attractive perpetrator in over half
(54%). These features have been shown to increase children's
imitation of aggressive actions with violent television
shows.
Ihori, Sakamoto, Kobayashi, & Kimura (2003)
reported on a short-term longitudinal study of 807 5th and
6th grade students. They found that the amount of video
game play early in the school year was related to physical
aggression later in the school year.
Two studies were reported at the Society for
Research in Child Development conference this year. Anderson
& Buckley (2003) had 300 children (aged 9-12) and youths
(17+) play a violent game (E- or T-rated) or a matched non-violent
game. Those who played the violent game exhibited more aggressive
behavior after playing than those who played the non-violent
game. This was true for both naturally aggressive players
as well as non-aggressive players. Furthermore, violent
video game exposure was a significant predictor of aggressive
personality even after controlling for sex, violent TV and
movie exposure, and amount of time spent with TV, movies,
and video games. Anderson reports that this may be evidence
that violent video games have a greater effect than violent
TV or movies.
Gentile, Linder, & Walsh (2003) reported
a short-term longitudinal study with 206 3rd-5th grade children.
Children who consumed the most media violence (video games,
TV, and movies) early in the school year were rated by their
peers as more verbally and physically aggressive later in
the school year (controlling for sex and prior verbal or
physical aggression).
As gaming platforms have become more powerful,
violent games have become more violent and more realistic.
If playing violent games leads to aggressive behaviors (as
the research shows), then we should expect two related issues:
(1) we should expect that playing games with more extreme
violence should have a larger effect, and (2) we should
expect that the size of that effect should be getting larger
over time. Both of these are true. In experimental studies,
those with more violence caused more aggressive behaviors
after playing (Gentile & Anderson, 2003). Furthermore,
studies conducted in more recent years show a much larger
correlation between violent game play and aggressive behaviors
(Gentile & Anderson, 2003).
It is important to note two related issues.
First, although many studies do show a causal relationship
between violent game exposure and aggressive behavior, researchers
do not believe that violent video games are the only or
most important cause of aggressive behavior. There are many
other causes of aggressive behavior. Second, however, the
size of the effect is not trivial. The size of the relation
between violent video game play and aggressive behavior
is larger than the size of the relation between second-hand
smoke and lung cancer, or that between lead exposure and
decreased IQ in children (Gentile, 2003). Notice that we
as a country have made many expensive policy changes for
these scientifically-documented effects, but have yet to
begin to address issues of media violence exposure seriously.
Perhaps part of the reason for this is that
many concerned parties have fallen back on saying "it's
the parents' responsibility." Certainly parents have
an important role in their children's media use. Studies
have shown that if parents were more involved in their children's
media use, children were less likely to play violent games
and less likely to behave aggressively (Anderson & Buckley,
2003; Gentile, Linder, & Walsh, 2003; Gentile, Lynch,
Linder, & Walsh, in press). Yet, as shown in our survey
with schoolchildren, most parents do not understand all
of the video game ratings, and many children have purchased
M-rated games without their parents' awareness.
Therefore, the video game industry and the
rental/retail industries can support parents by:
- Continuing to help educate parents about the ratings,
- Beginning to educate the public about why the ratings
are important to pay attention to (e.g., violent games
increase aggression, educational games increase educational
skills), and
- Making and enforcing policies to prevent children
under 17 from purchasing M-rated games without parent
permission.
References
Anderson, C.A. & Buckley, K. E. (2003,
April). Effects of exposure to violent video games.
Paper presented at the 2003 Society for Research in Child
Development Biennial Conference, Tampa, FL.
Anderson, C.A. & Bushman, BJ (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.
Gentile, D. A. (Ed.) (2003). Media violence
and children. (In series Advances in Applied Developmental
Psychology, I. Sigel, Series Ed.) Westport, CT: Praeger
Publishing.
Gentile, D. A. & Anderson, C. A. (2003).
Violent video games: The newest media violence hazard. In
D. A. Gentile (Ed.), Media violence and children.
(pp. 131-152). Westport, CT: Praeger Publishing.
Gentile, D. A., Linder, J. R., & Walsh,
D. A. (2003, April). Looking through time: A longitudinal
study of children's media violence consumption at home and
aggressive behaviors at school. Paper presented at the
2003 Society for Research in Child Development Biennial
Conference, Tampa, FL.
Ihori, N., Sakamoto, A., Kobayashi, K., &
Kimura, F. (2003). Does video game use grow children's aggressiveness?:
Results from a panel study. In K. Arai (Ed.) Social contributions
and responsibilities of simulation and gaming: Proceedings
of the 34th Annual Conference of the International Simulation
and Gaming Association. Tokyo, Japan: Japan Association
of Simulation and Gaming. pp. 221-230.
Shibuya, A., & Sakamoto, A. (2003). The
quantity and context of video game violence in Japan: Toward
creating an ethical standard. In K. Arai (Ed.) Social
contributions and responsibilities of simulation and gaming:
Proceedings of the 34th Annual Conference of the International
Simulation and Gaming Association. Tokyo, Japan: Japan
Association of Simulation and Gaming. pp. 305-314.
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MediaWise Video Game Report
Card
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Summary
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| ESRB Ratings |
B |
| Ratings Education |
C |
| Retailers
with Policies |
B |
| Retailers
without Policies |
F |
| Screen time
related to overweight |
F |
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MediaWise Video Game Report
Card
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| Game Lists: |
Rating:
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| Parent
Alert! Games to avoid for your children and Teens |
| 1. Manhunt |
M |
| 2. Road Kill |
M |
| 3. Outlaw
Volleyball |
M |
| 4. Dead or
Alive Xtreme Beach Volleyball |
M |
| 5. Def Jam
VENDETTA |
T |
| 6. True Crime:
Streets of L.A. |
M |
| 7. Backyard
Wrestling: Don't try this at home |
M |
| 8. Max Payne
2 |
M |
| 9. Postal
2 |
M |
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MediaWise Recommended Games for 2003 |
| 1. SimCity
4 |
E |
| 2. Zelda:
The Windwaker |
E |
| 3. SSX 3 |
E |
| 4. NBA Street
Vol. 2 |
E |
| 5. Top Spin |
E |
| 6. Rise of
Nations |
T |
| 7. Madden
2004 |
E |
| 8. Flight
Simulator 2004 |
E |
| 9. Mario &
Luigi: Superstar Saga |
E |
| 10. Rayman
3 |
E |
CORRECTION: The Eighth Annual MediaWise Video
Game Report Card inadvertently listed WarCraft III:
The Frozen Throne Expansion as rated M. The video game is
actually rated T. The National Institute on Media and the
Family regrets this error.
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