Research
Ninth Annual
Video
Game Report Card
David Walsh, Ph.D.;
Douglas Gentile, Ph.D.; Jeremy Gieske; Monica Walsh; Emily Chasco
National Institute on Media and the Family
November 23, 2004
Click
Here for a printable PDF version of the report 
This MediaWise
Video Game Report Card is the ninth 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
the welfare of children and teens.
Double Messages
Lead to Double Trouble
Parents get
a constant stream of mixed messages about video games. On the one
hand they are told by the industry to pay attention to the ratings.
On the other hand the industry denies that any of these games are
harmful. So what parents hear is "Pay attention to the ratings,
but it really doesn't matter if you do."
The praise being
heaped on the latest blockbuster game Grand Theft Auto: San Andreas
is another example of the double messages parents receive. Reviewers
across the country are hailing this game as one of the greatest
ever. Reviewers are lauding the game for its technical qualities
while barely mentioning the game's immoral story line. "A game
with everything but morals," is the equivalent of a four star
restaurant review praising the eatery's ambience and service but
then adding as an afterthought the fact that the food is laced with
salmonella.
It is no wonder
that so many parents are confused about what to do about video games.
It is for this reason that we are launching a new public service
announcement along with this year's report card. We hope that media
outlets will air the PSA during this shopping season to help parents
get the straight message to "watch what their kids watch."
Why Do They
Act That Way?
Advances in
brain science show 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."
It's not that
every teen who plays an ultra violent game is going to go out and
pick up an Uzi. The real impact is more subtle. The worst effect
of M-rated 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, lionize crudeness, and trivialize
violence toward women.
The U.S. Army
now uses video games as recruiting tools because the games capture
the interest of teens, shape their attitudes and influence their
behavior. Evidence grows that games teach skills and affect behavior.
The important thing to remember, therefore, is that video and computer
games are powerful-for good and for bad.
Video Game Violence and Youth
For the past
eight years, we have consistently expressed concern about a subset
of ultra-violent games that are very popular with preteen and teenage
boys. 87% of boys play M-rated games and 78% list an M-rated game
among their favorites. Parents report they are now being barraged
with requests from their kids for Grand Theft Auto: San Andreas.
We know there will be more "killographic" and sexually
explicit games each year. Therefore our focus has always been on
restricting youth access to these games. That is why we have called
for more accurate ratings, more responsible marketing and advertising,
greater accountability at the retail level, and greater education
for parents about the games and their impact on youth.
Video Games,
the Obesity Epidemic, and Babies
Content aside,
the amount of time kids spend playing games, even the good ones,
is contributing to the obesity epidemic among American youth. For
too many kids, the only parts of their body they are exercising
are their thumbs. We are particularly concerned, therefore, about
the launch of games this year aimed at children as young as two.
We know that the industry wants to expand its customer base and
that it is in their economic interest to hook babies on games. This
trend, however, raises serious implications for our children's health.
Areas Covered
in the 2004 Report Card
- Ratings
- Ratings education.
- Retailer
surveys.
- Retailer
enforcement.
- Research
update.
- List of
recommended games and games to avoid.
Ratings
We believe The
Entertainment Software Rating Board (ESRB) game ratings set the
current standard for media ratings. We recommend that parents use
them as a guide while seeking additional independent reviews like
those found on our Web site www.mediafamily.org.
We do continue to have concerns, however, about the reluctance of
the ESRB to use the AO (adults only) rating. According to the ESRB,
the AO rating is used when games "include graphic depictions
of sex and/or violence." Games like The Guy Game, Leisure
Suit Larry and Grand Theft Auto: San Andreas would certainly
fit that description and yet they are 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 very few games receive
a final rating of AO.
Ratings Accuracy
B-
The ratings
are a very important tool for parents. However, a Kaiser Family
Foundation study showed that only 52% of parents used ratings to
guide game purchases. Therefore education about the ratings is important.
Knowing about the ratings, however, is not enough if parents do
not understand the need to observe the ratings. Parent education
about the ratings needs to include the answer to the question "Why
do you need to pay attention."
The ESRB "OK to Play" education campaign is not working.
In our retailer survey, we found that 78% of the clerks surveyed
did not know about the campaign. We call upon the ESRB, therefore,
to improve its efforts to educate parents about the ratings and
to tell parents why it is important to pay attention to ratings.
Ratings Education
..C-
Retailers
There
has been a great deal of attention paid to retailers in recent report
cards because secret shopper studies have shown that children as
young as seven have been able to purchase M-rated games three out
of four times. At last year's report card release, the Interactive
Entertainment Merchants Association announced that by this shopping
season they would enforce policies restricting youth access to M-rated
games without parental permission. This year's report card, therefore,
focuses on change in retailer practices. We surveyed retailers three
ways.
- We sent opinion
surveys to the thirty-four CEOs of the companies who are members
of the IEMA.
- We did a
phone survey of clerks at forty-six stores in 12 states.
- We conducted
a secret shopper survey to test enforcement.
CEO Survey
We sent surveys
to the thirty-four CEOs of the major game retailers seeking their
opinions about the games they sell. Follow-up phone calls were made
as well. Only two executives responded. In addition, we received
one letter explaining that time did not permit them to complete
the survey although we estimate that it took longer to write the
letter than it would have taken to complete our one-page survey.
One of the respondents agreed that video games can have positive
influence on children but had no opinion about whether games can
be harmful. The other respondent thought that games had neither
a positive nor negative effect on youth.
More significant
than the responses is the fact that 31 out of 34 ignored the survey.
Why won't retail leaders answer questions about the games they sell?
Retailer
Phone Survey
Only 76% of respondents
say they understand the ratings they are supposed to enforce. This
is actually down from 85% last year. Only half of the stores train
employees in the use of the ratings. In many of the stores that
reported they have training, further questioning revealed the "training"
only amounted to the cash register prompts being installed in many
stores.
The significant
improvement this year is that 89% of the stores surveyed said they
now had policies restricting the sale of M-rated games to those
under seventeen. This is up from 70% two years ago, and reflects
the commitment the retailers made last December. In light of that
commitment, it is clear that more needs to be done to educate the
clerks selling the games about policy enforcement.
As noted earlier,
the industry effort to educate the public about ratings, the "OK
to Play" campaign is not penetrating the stores. Only one out
of five respondents had heard of the campaign.
Retailer
Training of Employees
..B
Retailer
Enforcement
In light of the
retailers' commitment made at last year's report card announcement,
we were particularly interested in the results of this year's secret
shopper survey. This fall, 12 children between the ages of seven
and 14 attempted to purchase M-rated games in thirty-five stores
in Wisconsin, Minnesota, Maryland, and Florida. There were 35 attempts
made and 34% were successful. This is an improvement from 55% last
year and reflects the progress that retailers are making on their
commitment. However, in analyzing the results we discovered a disturbing
trend. While the overall purchase rate was 34%, boys as young as
seven were able to buy M-rated games 50% of the time, whereas girls
were only able to purchase games 8% of the time. So while there
has been significant progress is not selling games to girls, boys
just have to try twice to get any M-rated game they want.
Retailer
Enforcement
.D
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 positive games and the potential harm of violent, antisocial
games.
- Many advertisements
for games in Sunday newspaper inserts are so small that the rating
is not legible. Game ratings should be visible.
- Retailers
should add a statement in their ads and post a policy in their
stores that says, "Our store adheres to the policy of not
selling M-rated video games to minors younger than 17 without
parental approval."
- Retailers
should fulfill their commitment to restrict the sale of M-rated
games to those 17 and older.
- Retailers
should enforce their restriction policies with both boys and girls.
- The ESRB
should apply the AO rating in accordance with its own guidelines.
|
MediaWise
Video Game Report Card
Summary
|
| ESRB Ratings
Accuracy |
B- |
| Ratings
Education |
C- |
| Retailers'
Policy and Employee Training |
B |
| Retailers'
Enforcement |
D |
| Screen
time related to overweight |
F |
Research
Update 2004
For the past
eight years, we have provided an update about the newest research
on the positive and negative effects of video games. We thought
that it might be time to review the collected research rather than
simply continuing to report on individual studies.
Video games
are natural teachers. Children find them highly motivating; by virtue
of their interactive nature, children are actively engaged with
them; they provide repeated practice; and they include rewards for
skillful play. These facts make it likely that video games could
have large effects, some of which are intended by game designers,
and some of which may not be intended. Recently, the Wall Street
Journal reported that several companies are now designing video
game consoles for preschoolers (Kim, 2004). Given the potential
video games have to influence, we should pay attention to the fact
that children are spending increasing amounts of time with them
at younger and younger ages.
Video games
have been shown to teach children healthy skills for the self-care
of asthma and diabetes, and have been successful at imparting the
attitudes, skills, and behaviors that they were designed to teach
(Lieberman, 1997; 2001). In a study with college students, playing
a golf video game improved students' actual control of force when
putting, even though the video game gave no bodily feedback on actual
putting movement or force (Fery & Ponserre, 2001). There have
even been studies with adults showing that experience with video
games is related to better surgical skills (e.g., Pearson, Gallagher,
Rosser, & Satava, 2002; Rosser et al., 2004; Tsai & Heinrichs,
1994). Research also suggests that people can learn iconic, spatial,
and visual attention skills from video games (De Lisi & Wolford,
2002; Dorval & Pepin, 1986; Green & Bavelier, 2003; Greenfield,
deWinstanley, Kilpatrick, & Kaye, 1994; Griffith, Volschin,
Gibb, & Bailey, 1983; Okagaki, & Frensch, 1994; Yuji, 1996).
Finally, research on educational software has shown that educational
video games can have very significant effects on improving student
achievement (Murphy, Penuel, Means, Korbak, & Whaley, 2001).
Given the fact
that video games are able to have several positive effects, it should
come as no surprise that they also can have negative effects. Research
has documented negative effects of video games on children's physical
health, including obesity (Berkey et al., 2000; Subrahmanyam et
al., 2000; Vandewater, Shim, & Caplovitz, 2004), video-induced
seizures (Kasteleijn-Nolst Trenite et al. 1999; Badinand-Hubert
et al., 1998; Ricci & Vigevano, 1999; Ricci et al., 1998), and
postural, muscular and skeletal disorders, such as tendonitis, nerve
compression, and carpal tunnel syndrome (e.g., Brasington, 1990;
SaftetyAlerts, 2000). However, these effects are not likely to occur
for most children. The research to date suggests that parents should
be most concerned about two things: the amount of time that children
play, and the content of the games that they play.
Simply put,
the amount of time spent playing video games has a negative correlation
with academic performance (e.g., Anderson & Dill, 2000; Anderson
et al., under review; Gentile et al., 2004; Harris & Williams,
1985). Playing violent games has a positive correlation with antisocial
and aggressive behavior (most researchers define violence in games
as when the player can intentionally harm other characters in the
game; e.g., Anderson & Dill, 2000; Anderson et al., under review;
Gentile et al., 2004). Content analyses show that a majority of
games contain some violent content, and about half of those include
violence that would result in serious injuries or death (Children
Now, 2001; Dietz, 1998; Dill, Gentile, Richter, & Dill, in press).
A majority of 4th - 8th grade children prefer violent games (Buchman
& Funk, 1996; Funk, 1993).
Looking across
the dozens of studies that have now been conducted on violent video
games, there appear to be five major effects. Playing violent games
leads to increased physiological arousal, increased aggressive thoughts,
increased aggressive feelings, increased aggressive behaviors, and
decreased prosocial helping behaviors (Anderson, 2004; Anderson
& Bushman, 2001). These studies include experimental studies
(where it can be shown that playing violent games actually causes
increases in aggression), correlational studies (where long-term
relations between game play and real-world aggression can be shown),
and longitudinal studies (where changes in children's aggressive
behaviors can be demonstrated). For example, in a study of over
400 3rd - 5th graders, those students who played more violent video
games early in the school year changed to become more physically
aggressive later in the school year, even after statistically controlling
for sex, race, total screen time, prior aggression, and other relevant
variables (Anderson et al., under review). Apparently practice does
make perfect.
The research
also seems to show that parents have an important role to play.
Children whose parents limited the amount of time they could play
and also used the video game ratings to limit the content of the
games have children who do better in school and also get into fewer
fights (Gentile et al., 2004). Regarding limiting the amount, the
American Academy of Pediatrics recommends that children not spend
more than one to two hours per day in front of all electronic screens,
including TV, DVDs, videos, video games (handheld, console, or computer),
and computers (for non-academic use). This means seven to 14 hours
per week total. The average school-age child spends over 37 hours
a week in front of a screen (nine hours of which is with video games,
although there are large sex-differences - boys average 13 hours/week
and girls average five hours/week; Gentile et al., 2004). We all
like to think our children are above average, but on this dimension
it's not a good thing. Regarding content, educational games are
likely to have positive effects and violent games are likely to
have negative effects. Almost all (98%) of pediatricians believe
that violent media have a negative effect on children (Gentile,
Oberg, Sherwood, Story, Walsh, & Hogan, 2004).
The conclusion
we draw from the accumulated research is that the question of whether
video games are "good" or "bad" for children
is oversimplified. Playing a violent game for hours every day could
decrease school performance, increase aggressive behaviors, and
improve visual attention skills. Instead, parents should recognize
that video games can have powerful effects on children, and should
therefore set limits on the amount and content of games their children
play. In this way, we can realize the potential benefits while minimizing
the potential harms. The accumulated research shows that the video
game industry must stop giving a mixed message to parents - that
they have a good rating system but that there's no research to show
that video games can have harmful effects. There is starting to
be a large body of evidence that games can have powerful effects,
both for good and ill.
References
- Anderson,
C.A. (2004). An update on the effects of violent video games.
Journal of Adolescence, 27, 133-122.
- Anderson,
C.A., Berkowitz, L., Donnerstein, E., Huesmann, R.L., Johnson,
J., Linz, D., Malamuth, N., & Wartella, E. (2003). The influence
of media violence on youth . Psychological Science in the Public
Interest, 4, 81-110
- 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., & Dill, K. E. (2000). Video games and aggressive thoughts,
feelings, and behavior in the laboratory and in life. Journal
of Personality & Social Psychology, 78, 772-791.
- Anderson,
C. A., Gentile, D. A., & Buckley, K. E. (under review). Violent
video game effects on children and adolescents: Further developments
and tests of the general aggression model .
- Badinand-Hubert,
N., Bureau, M., Hirsch, E., Masnou, P., Nahum, L., Parain, D.,
& Naquet, R. (1998). Epilepsies and video games: Results of
a multicentric study. Electroencephalography & Clinical
Neurophysiology, 107, 422-427.
- Berkey, C.
S., Rockett, H. R., Field, A. E., Gillman, M.W., Frazier, A. L.,
Camargo, C. A., Jr., & Colditz, G. A. (2000). Activity, dietary
intake, and weight changes in a longitudinal study of preadolescent
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R. (1990). Nintendinitis. New England Journal of Medicine,
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D. D., & Funk, J. B. (1996). Video and computer games in the
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L. (1998). An examination of violence and gender role portrayals
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E., Gentile, D. A., Richter, W. A., & Dill, J. C. (in press).
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& Pepin, M. (1986). Effect of playing a video game on a measure
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& Ponserre, S. (2001). Enhancing the control of force in putting
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B. (1993). Reevaluating the impact of video games. Clinical
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Hogan, M. (2004). Well-child exams in the video age: Pediatricians
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S. & Bavelier, D. (2003, May 29). Action video game modifies
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(2004, September 8). Playing games: Toymakers launch video game
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Page B1.
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Jr., Lynch, P.J., Haskamp, L.A., Yalif, A., Gentile, D.A., &
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|
MediaWise
Video Game Report Card
|
| Game
Lists: |
Rating:
|
| Parent
Alert! Games to avoid for your children and teens |
| 1.
Doom 3 |
M
|
| 2.
Grand Theft Auto: San Andreas |
M
|
| 3.
Half Life 2 |
M
|
| 4.
Halo 2 |
M
|
| 5.
Resident Evil: Outbreak |
M
|
| 6.
Psi Ops: the Mindgate Conspiracy |
M
|
| 7.
The Guy Game |
M
|
| 8.
Leisure Suit Larry: Magna Cum Laude |
M
|
| 9.
Mortal Kombat Deception |
M
|
| 10.
Rumble Roses |
M
|
| MediaWise
Recommended Games for children and teens |
| 1.
ESPN NFL 2 K5 |
E
|
| 2.
Pikmin 2 |
E
|
| 3.
Sly 2: Band of Thieves |
E
|
| 4.
Karaoke Revolution Volume 3 |
E
|
| 5.
Madden NFL 2005 |
E
|
| 6.
Jak 3 |
T
|
| 7.
Prince of Persia - Sands of Time |
T
|
| 8.
Myst IV: Revelation |
T
|
| 9.
RollerCoaster Tycoon 3 |
E
|
| 10.
SimCity 4 |
E
|
|
CORRECTION:
The Ninth Annual MediaWise Video Game Report Card inadvertently
omitted the full title of one of its MediaWise Recommended Games
for children and teens. Prince of Persia should be listed
as Prince of Persia: The Sands of Time. The video game is
rated T.
The National
Institute on Media and the Family regrets this omission.
|