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Experts
Debate Effects of Violent Games
It's hard to find clear answers in
the debate between the makers of video games and activists who
claim the electronic diversions are destroying an entire generation.
One side claims there is no evidence
that games have any damaging psychological effect on the people
who play them. The other says the link between game-playing and
aggression is as strong as the link between cigarettes and cancer.
A 2001 report by the surgeon general
wasn't much help: While noting that media violence had a small
effect on physical aggression and a moderate impact on "aggressive
thinking," it concluded by saying, "The impact of video games
on violent behavior remains to be determined."
When defending games, the industry
often cites a 2000 Washington State Department of Health study
that found "research evidence is not supportive of a major public
concern that violent video games lead to real-life violence."
Another 2000 report in the Applied
Developmental Psychology journal found that "the overall picture
that emerges from the present pattern of findings is that computer
game play is one manifestation of an active and well-adjusted
lifestyle."
Gaming opponents, however, have
sources of their own.
A 2000 report from six health care
organizations, including the American Medical, Pediatric, and
Psychiatric associations, said preliminary studies on the effects
of violent games "indicate that the negative impact may be significantly
more severe than that wrought by television, movies, or music."
Research by Craig Anderson, an
Iowa State University professor frequently asked to file supportive
briefs on behalf of legislators trying to restrict the sale of
games, generally goes further than other studies in showing a
strong link between game aggression and violence.
Anderson frequently measures aggression
by the pushing of a button or aggressive play. Game advocates
question how that can be equated with real world violence.
One of the main overall weaknesses
with research in this field is that it generally deals with older
games, so the effects of technological advancement and more mature
games released since about 2000 have yet to be seen.
And even the researchers who find
evidence that violent games can lead to bad behavior will not
say how games rank among a host of other so-called "risk factors"
like poverty, abuse or neglect.
"Media violence is only one of
many factors that contribute to societal violence," Anderson has
written, "and is certainly not the most important one."
Reference
Source 102
July
6, 2004
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