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MediaWise Video Game
Report Card
David Walsh, Ph.D.; Douglas Gentile, Ph.D.; Marilyn
VanOverbeke;
Emily Chasco (intern)
National Institute on Media and the Family
December 19, 2002
This MediaWise Video Game Report Card is the seventh 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
Year after year, the electronic gaming industry
sees dynamic changes and continued growth. This certainly
held true in 2002. Industry analysts predict that worldwide
sales this year could exceed $20 billion demonstrating that
the industry is all but immune to the economic recession.
On-line gaming continues to grow by 50 percent a year. On-line
gaming parlors, popular in Korea and Japan, are beginning
to appear in American cities. As game graphics and imagery
get ever closer to motion picture quality, the games become
more realistic, exciting, and attractive to young players.
More children and youth are playing than ever before. Ninety-two
percent of youngsters ages 2-17 now play video or computer
games.
While the industry is making the same efforts
to protect children it has over the past few years, research
and anecdotal evidence show that the potential for harm
from video games is much greater than previously understood.
Increasing power (i.e., realism) of technology is one factor;
our increased knowledge base is another. Despite some commitment
to implementing our past recommendations, the industry is
slipping backwards by standing still. Against this backdrop
is an increasingly appalling attitude toward women--this
issue, more than any other, exposes an industry willing
to make money by continuing to push the envelope.
A Dark Cloud Descends Over the Industry
The best selling games of the past year glorify
and reward extreme violence, particularly toward women.
While these games are rated M (Mature), they are extremely
popular with pre-teen and teenage boys who report no trouble
buying the games.
For the past seven years, we have consistently
expressed concern about a subset of very violent games called
"first person shooters." In these games the player
advances in the game by killing. Even more disturbing this
year is the fact that the best selling games of the past
twelve months are not only ultra-violent, but feature brutal
violence toward women. In addition, a growing number of
non-violent games like BMX XXX degrade women and
reinforce dangerous stereotypes by treating them as sexual
objects.
Indicative of this problem is the fact that
a major retailer, Zany Brainy, announced on November 26,
2002 that it was pulling all video games off the shelves
of its 170 stores. A spokesperson for FAO, the parent company
of Zany Brainy was quoted as saying, "We didn't carry
any of the games with violence, and it seemed to us that
those are the most popular games and the games that the
industry was focusing on." (Emphasis added.)
Almost all video games are designed and produced
by men. Many games appear to reflect young male fantasies.
It is very disturbing that the most popular games reflect
a violent and misogynist attitude toward girls and women
or treat girls and women as sexual playthings.
Though this problem is not new, it is accelerating. Several
years ago we alerted parents about Duke Nukem, a
game in which the player enters a room where naked women
are tied to posts pleading with the gamer (as Duke), "Kill
me. Kill me." In Grand Theft Auto 3 (GTA 3),
the top selling game of the past year, the player is rewarded
if he murders a prostitute after having sex with her. However,
the trend has reached truly alarming levels with Grand
Theft Auto: Vice City.
Building on the incredible financial success
of Grand Theft Auto 3, the latest edition, Grand
Theft Auto: Vice City was released on October 21, 2002.
Over 1.4 million copies were sold in two days making it
the fastest sales start for a video game in the thirty-year
history of the industry. It could become the top selling
game ever. Experts predict that Grand Theft Auto: Vice
City will sell 10 million copies grossing almost a half
billion dollars. By comparison, Pokemon, a phenomenon
in its own right, only sold 5.1 million copies. In addition
to building on its predecessor's impressive sales figures,
Grand Theft Auto: Vice City picks up where GTA
3 left off with violence toward women.
Grand Theft Auto: Vice City is receiving
rave reviews for its technical excellence. However, its
portrayal and mistreatment of women is disturbing. The brutal
murder of women as entertainment is cause for great concern.
Parents of both boys and girls should be very alarmed by
the following:
- Every day millions of boys and young men are entertaining
themselves with a game that denigrates women and glamorizes
violence against them. The theory that it is a game
that only adults are playing is simply not valid. Our
recent survey of boys showed that it is extremely popular
with pre-teen and teen males.
- Parents and other adults are almost totally unaware
of the content of the game. We have surveyed over 600
parents and teachers over the past month and less than
3 percent have any knowledge of the anti-female content
of the game.
- Studies of exposure to sexual violence (e.g., Linz
& Donnerstein, & Penrod, 1988; Mullin &
Linz, 1995; Strasburger & Wilson, 2002) suggest
that watching even short amounts of sexual violence
can desensitize viewers to it. For example, in an experimental
study, viewers of films including sexual violence expressed
significantly less sympathy for domestic violence victims,
and rated their injuries as less severe, than did a
no-exposure comparison group (Mullin & Linz, 1995).
Other Areas Covered in the 2002 Report
Card
- Accuracy of the ratings.
- Ratings education.
- Retail ratings enforcement.
- Research update.
- Overall grade.
- List of recommended games and games to avoid.
Ratings Accuracy
The Entertainment Software Rating Board (ESRB)
has announced it will undertake a review of its current
ratings system in early 2003. Due to growing concerns about
the current ratings, we applaud that decision. It is well
known within the industry that a very violent game can receive
a T (teen rating) by simply removing the red pixels indicating
blood. The U.S. Army received a T rating for its controversial
America's Army in this manner. Incomprehensibly, BMX
XXX did not receive an AO (adults only) rating despite
involving scenes of topless strippers.
The industry has made important steps in the
last few years to accurately rate all games. However, it
is disturbing to see that some of the most popular games
with adult themes are inappropriately deemed suitable for
younger audiences.
Grade for ratings accuracy
..D
Ratings Education
We conducted a telephone survey of 40 video
game rental or retail stores in large and small cities throughout
12 states. Of the 40 stores, 19 primarily sell computer
and video games, 19 primarily rent, and two sell and rent
about equally. Half (50 percent) of the stores surveyed
are part of a chain of stores.
Forty-seven percent of the stores say they
educate the public about the ESRB rating system (up from
37 percent in 2001). However, when the manner in which they
educate the public is scrutinized, the actual level of public
education is about 42 percent of stores. This is up from
33 percent in 2001. In these stores, ratings education was
typically conveyed by signs or posters in the stores, listings
on the aisles, or displays offering pamphlets.
Stores that are part of chains are more likely
to educate the public about the ESRB ratings (55 percent
of chain stores compared to 32 percent of independent stores).
Stores that primarily rent video and computer games are
slightly more likely to have policies for educating the
public about the ratings compared to stores that primarily
sell games (47 percent and 42 percent, respectively).
Disappointingly, the percentage of employees
we surveyed who personally understand the ratings actually
declined from 88 percent in 2001 to 77 percent this year.
Additionally, the percentage of stores training their employees
on ratings fell from 51 percent in 2001 to 32 percent in
2002.
Grade for ratings education
.C
Ratings Enforcement
Policies about Ratings
Only about two-thirds (70 percent) of stores have a policy
preventing children younger than 17 from renting or buying
games rated M. This does not represent any improvement over
previous years (75 percent in 2001 and 68 percent in 2000).
We had children between the ages of 7 and 14 make 26 attempts
to purchase M-rated games. From this "sting" operation,
we find that stores only enforce their ratings policies
about one-half of the time (54 percent).
Stores that are part of chains are more likely
to have policies preventing children from renting or buying
M-rated games (75 percent of chain stores compared to 63
percent of independent stores).
Stores that primarily rent video and computer
games are more likely to have policies preventing children
younger than 17 from renting or buying games rated M compared
to stores that primarily sell games (89 percent and 47 percent
respectively).
Despite repeated pleas for an effective system,
enforcement is still dismal.
Grade for ratings enforcement by retailers
F
Overall Grade
While we understand there are independent
sectors in the gaming industry, the overall grade provides
a snapshot of the entire gaming field as it relates to child
welfare issues. This year's grade reflects the dramatic
increase in violent games and, in particular, games rewarding
violence against women. Additional issues influencing this
grade include questionable ratings, the growing problem
of game addiction, and the continued ease with which children
and youth purchase or rent adult games. The diversity of
these issues touches nearly every sector of the industry.
While we acknowledge an encouraging new trend in family
friendly games, the overall grade is intended as a wake-up
call to the industry, retailers, and parents about very
disturbing trends that accelerated during 2002.
Overall grade
F
Recommendations
- The industry must make a real commitment, beyond its
traditional lip service to keeping games intended for
adults out of the hands of children and youth. Profiting
from selling children interactive technology that depicts
sexual and other serious crimes while claiming to be
makers of wholesome entertainment is unacceptable and
parents must not stand for it.
- The ESRB is responding to critiques of its rating
system by undertaking a review in 2003. We support that
effort and recommend that the ESRB take the lead in
creating an independently administered universal rating
system that could be used by the game, film, and television
industries. Eighty-four percent of parents support the
creation of such a system.
- Microsoft has agreed to install parental controls
on the X Box console. We call upon Sony and Nintendo
to do the same.
- Retail and rental stores that have committed to policies
preventing the sale or rental of adult games to children
and teens should actively enforce these policies.
- Retail chains and independent stores that have refused
to restrict access to adult games should put an enforceable
policy in place, a change supported by 92 percent of
parents.
- Parents need to become more knowledgeable of content
and exert greater supervision over the games their children
are playing.
- The industry should continue efforts to educate the
public about game ratings.
- The Advertising Review Council should continue to
enforce guidelines for marketing and advertising.
Research Update
The research on the effects of exposure to
violent video and computer games continues to suggest that
concern is clearly warranted. As we reported last year,
Anderson & Bushman (2001) showed a consistent pattern
of results across 35 different studies of video games: exposure
to violent games increased aggressive thoughts in children
and adults, as well as aggressive feelings, physiological
arousal, and aggressive behaviors.
Brain research reported by Dr. Vincent P.
Mathews of the University of Indiana Medical School on December
2, 2002 showed that playing violent video games resulted
in less activity in the section of the brain controlling
emotional impulses (RSNA, 2002). The effect was most pronounced
with at-risk teens diagnosed with disruptive behavior disorder
(DBD). Dr. Mathews told attendees at the 88th Scientific
Sessions and Annual Meeting of the Radiological Society
of North America, "this information gives credence
to what has become a growing concern about what is perceived
as increased violence among adolescents."
Dr. Mathews' findings may help explain the results of our
research with 607 8th and 9th grade students. We found that
both the amount and content of play matter (Gentile, Lynch,
Linder, & Walsh, 2002). Students who were exposed to
more violent games were more likely to get into physical
fights. It should be noted that this effect held not only
for children predisposed to hostile behavior, but also for
the least hostile children. Surprisingly, the least hostile
children who played the most violent video games were more
likely to get into physical fights than the most hostile
children who did not play many violent video games. In addition,
students who played video games more extensively each day
received lower grades in school.
In our study of more than 200 3rd to 5th graders,
we found that physical aggression and low school performance
are not the only reasons for concern about exposure to violent
video and computer games. Children who played more violent
video games were more likely to be described by their peers
and teachers as mean and rude (Buchanan, Gentile, Nelson,
Walsh, & Hensel, 2002). While boys were more likely
to play violent video games than girls, both boys and girls
who played violent video games were more likely to show
what are known as "relationally aggressive" behaviors.
Taken together, these studies suggest that
both the amount and content of video games should be important
considerations for parents.
In last year's report card we raised the issue
of compulsive game playing as an emerging problem. This
year that issue drew additional attention via a series of
tragedies involving compulsive game playing. A 24-year-old
South Korean man died after playing computer games nonstop
for 86 hours (Associated Press, 2002). A 30-year-old man
died after seizures brought on by playing video games for
approximately 48 hours a week (Middleton, 2002). A 21-year-old
man committed suicide after playing the online video game
EverQuest nonstop for 36 hours (Miller, 2002). While
these examples are extreme cases, they illustrate a very
real and growing concern regarding video game addiction.
In a study of approximately 4,000 EverQuest (EQ)
players, over half (62 percent) said they would consider
themselves addicted to EQ (Yee, 2001). This study gathered
many quotes from EQ players, two of which are reproduced
below:
"
I'm 30 years
old, almost 31, and I'm a registered nurse. I take care
of terminally ill patients, and I'm an EQ addict. I hate
this game, but I can't stop playing. Quitting smoking
was NEVER this hard." [f,30]
"Yes, I consider myself addicted
to EQ. I haven't tried quitting yet, but I will have to
in a few months. I don't spend enough time with my 2-
year-old daughter. I'm a full-time mom, and my daughter
watches TV all day while I play the game. " [f, 27]
Clearly these adults consider themselves addicted.
The question becomes whether we can see these types of addictive
behaviors starting earlier in children's video game play.
Estimates of the numbers of addicted children and adolescents
vary, but studies are beginning to show patterns of play
behaviors that are similar to other addictions. In a study
of 387 12- to 16-year-olds, 20 percent were classified as
currently addicted to playing computer-based video games,
and one in four adolescents had been addicted at some point
in their lives (Griffiths & Hunt, 1998). Boys were more
likely to be addicted, and addicted players were more likely
to have begun playing video games at younger ages. Interestingly,
children themselves appear to be aware of the danger of
video game "addiction." When asked to name the
bad things about computer games, teens' number one response
was that they were addictive (Griffiths & Hunt, 1998).
In our study of 607 8th and 9th graders, 20
percent of game players said they had felt like they were
addicted to video games, 30 percent said their parents tell
them they play video games too much, and 40 percent said
they have friends they would call "addicted" to
video games. This spring we expect more results regarding
addiction, but some preliminary analyses suggest that addictive
patterns correlate with a number of negative outcomes for
adolescents. Eighth and ninth grade students who exhibit
symptoms of compulsive play also:
- have been playing video games for more years
- watch more television each week
- play more video games each week
- prefer more violence in their video games
- like more violence in their video games now than they
did 2 or 3 years ago
- are more hostile
- see the world as a meaner place
- get into arguments with their teachers more frequently
- are more likely to have been involved in physical
fights in the previous year
- participate in fewer extracurricular activities
- receive poorer grades in school
The research on video game addiction is still
just beginning. However, these early results suggest concern
is justified. The results also suggest a possible vicious
circle of influence. Children who are more likely to become
addicted to video games play more often and are exposed
to more violent content (Griffiths & Dancaster, 1995).
Increase in playing time results in poorer school performance
and fewer extracurricular skill-building activities. The
increase in exposure to violent content increases aggressive
thoughts, feelings, and behaviors (Anderson & Bushman,
2001). Substandard academic and social skills are likely
to result in increased frustration with school and peers,
and may result in further increases in video game play,
continuing the cycle.
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MediaWise Video Game Report
Card
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Summary
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Accuracy of Ratings
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D
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Ratings Education
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C
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Retail Enforcement of Ratings
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F
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Overall Grade
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F
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MediaWise
Video Game Report Card
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| Game Lists: |
Rating: |
| Parent Alert! Games to avoid for your
children. |
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1. BMX XXX
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M
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2. Grand Theft Auto: Vice City
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M
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3. Dead to Rights
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M
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4. BloodRayne
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M
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5. Run Like Hell
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M
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6. Hunter the Reckoning
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M
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7. Hitman 2
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M
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8. Resident Evil 0
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M
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9. Time Splitters
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T
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10. Wacked!
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T
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| Positive games for children. |
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1. Animal Crossing
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E
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2. Sly Cooper and the Thievius Raccoonus
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E
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3. Super Mario World: Super Mario Advance 2
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E
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4. Harry Potter and the Chamber of Secrets
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E
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5. Rollercoaster Tycoon
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E
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6. Mario Party 4
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E
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7. I Spy Challenger
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E
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8. Ty the Tasmanian Tiger
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E
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9. Yoshi's Island
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E
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10. Blinx: The Time Sweeper
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E
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References
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.
Associated Press. (2002, October 10). Man
dies after playing computer games non-stop. Accessed
October 21, 2002 at: http://www.smh.com.au/articles/2002/10/10/1034061260831.html
Buchanan, A. M., Gentile, D. A., Nelson, D.,
Walsh, D. A., & Hensel, J. (2002, August). What goes
in must come out: Children's media violence consumption
at home and aggressive behaviors at school. Paper presented
at the International Society for the Study of Behavioural
Development Conference, Ottawa, Ontario.
Gentile, D. A., Lynch, P. J., Linder, J. R.,
& Walsh, D. A. (2002, under review). The effects of
violent video game habits on adolescent hostility, aggressive
behaviors, and school performance.
Griffiths, M. D., & Dancaster, I. (1995).
The effect of Type A personality on physiological arousal
while playing computer games. Addictive Behaviors, 20(4),
543-548.
Griffiths, M. D., & Hunt, N. (1998). Dependence
on computer games by adolescents. Psychological Reports,
82, 475-480.
Linz, D. G., Donnerstein, E., & Penrod,
S. (1988). Effects of long-term exposure to violent and
sexually degrading depictions of women. Journal of Personality
and Social Psychology, 55, 758-768.
Middleton, J. (2002, February 27). Freak
N64 death prompts mother to sue. Accessed March 14,
2002 at: http://www.vunet.com/News/1129569
Miller, S. A. (2002, March 30). Death of a
game addict. Milwaukee Journal Sentenel. Accessed
April 2, 2002 at http://www.jsonline.com/news/State/mar02/31536.asp
Mullin, C. R., & Linz, D. (1995). Desensitization
and resensitization to violence against women: Effects of
exposure to sexually violent films on judgements of domestic
violent victims. Journal of Personality and Social Psychology,
69, 449-459.
RSNA (2002, December 2). Violent video
games trigger unusual brain activity in aggressive adolescents.
Retrieved December 4, 2002, from http://shows.rsna.org/rsna2002/V40/press.cvn?id=11&p_id=130.
Strasburger, V.C., & Wilson, B.J. (2002).
Children, Adolescents, and the Media. Thousand Oaks,
CA:Sage.
Yee, N. (2001). The Norrathian scrolls:
A study of EverQuest. Available: http://www.nickyee.com/eqt/report.html
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