Showing posts with label violence. Show all posts
Showing posts with label violence. Show all posts

Friday, March 23, 2012

Congressmen Propose Violence Warnings on Almost Every Game out There


[Article first published as Congressmen Propose Violence Warnings on Almost Every Game out There on Blogcritics.]


It’s always a good thing to see when Congress works hard to tackle the tough issues.  You know, economic health, unemployment, foreign relations – important things.  Then you see bills introduced that make you wonder why we pay them.  Rep. Joe Baca (D – CA) and Rep. Frank Wolf (R – VA) have just recently sponsored H.R. 4204, “The Video Game Health Labeling Act of 2012,” which is akin to its past iteration in 2009.  The passing of the bill would mean that all games rated E and above (that’s right, “E” for “Everyone”) by the Entertainment Software Ratings Board would have to carry with it a warning on the label, regardless of content.  The warning would read “WARNING: Exposure to violent video games has been linked to aggressive behavior” according to the language (see the bill here).

For those unfamiliar with the current Entertainment Software Rating Board (ESRB) rating system, allow me to give you a primer – games are classified into ratings by the intended audience, much how the MPAA uses their (broken) system of G, PG, PG-13, R, and NC-17.  ESRB’s ratings are eC (early childhood), E (everyone), E10 (everyone 10+), T (teen), M (mature 17+) and AO (adults only 18+).  So they’ve actually broken games down into much narrower bands than the MPAA has with movies.  And of course, these ratings are accompanied with reasoning (you can look games up on esrb.org for ratings and rationale).  In my opinion, the classifications are, for the most part, dead on accurate.

So now that you’ve had your ESRB primer, let’s take a look at what this bill passing would mean.  Let’s take a nice, fun, family friendly all-ages game like Brain Age for the Nintendo DS.  If you’re unfamiliar with this game, it’s a series of puzzles based on numbers, like Sudoku, and math problems to find and enhance your “brain age,” the primary goal being to exercise your brain.  Passing the described bill above would mean that Brain Age, with its “E” rating, would carry the aforementioned warning on its labeling.

Because we all know mathematics is all about CRAZY levels of violence.  I’m surprised calculus students aren’t at each other’s throats as we speak, trying to bend each other into shapes defined by 3D integrals in cylindrical space.

Now that’s an extreme example, but Reps. Baca and Wolf are really just offering a SOPA-style solution to lump every game together into one large child corrupting cesspool, assuming that if one’s bad, all must be.  This kind of thinking would put the same warning on snowboarding series SSXFamily Game Night by Hasbro, and music games like Rock Band.  And none of these games hold a candle in terms of violent and adult themes that M and AO games carry.  How do I know this?  Because of their ratings.

Let’s make one thing clear – I am fully in favor of the ESRB rating system.  It provides a clear and concise way of warning parents or others purchasing games for young people what kind of content will come up when they start playing.  It’s how you should know not to buy your six-year-old the rated “M” God of War, and on the flipside how you know your 17 year old son may not enjoy “eC” rated Franklin the Turtle as much as you think.  Yes, admittedly many M and AO rated games do feature violence and adult themes, but that’s why they’re rated M and AO.  The rating itself serves as an efficient warning label, as a study conducted by the FTC shows.  The system works, and it’s not so easy for kids to get their hands on M rated games.  Hell, even at 30, in a shirt and tie coming from the office, I still occasionally get carded for an M rated game.

What I am not for is a system that labels every game with a warning that it will turn your child into a deviant.  In my personal experience, while I’m game shopping there’s a 50/50 chance that a total stranger will ask me whether or not a particular game would be good for a child of a certain age, at which point I explain the ESRB system and they go off on their merry, as well as educated, way.  As I find in most things, all it takes is a little digital education and problems, as well as the accompanying confusion, seem to disappear.

As for the Representatives’ claims that numerous studies link games to aggressive behavior, there are an equal number of studies that say the opposite.  One example is this report done by the Pew Research Center, stating that playing age appropriate games actually yield some benefits for young people.  While the scientific community is divided on the issue, our legal system doesn’t have any answers either.  Brown v. EMA showed that United States Supreme Court couldn’t find conclusive proof either way that such a link exists.  The thing is kids, science experiments only work when there’s a conclusion.  That conclusion can be turned into fact, but until then it’s just guesses – especially when it comes to the mind and behavior.

I agree with the Entertainment Consumers Association that this bill will be harmful to not only the industry, but parents and consumers due to misinformation and its undermining the ESRB.  Keep going with a system that works, and understand that anything in excess can have side effects.  Christopher Ferguson, a psychologist at Texas A&M put it best in an interview with Reuters when the American Psychological Association first released a warning in 2000: "Violent video games are like peanut butter.  They are harmless for the vast majority of kids but are harmful to a small minority with pre-existing personality or mental health problems."

So please Congressmen, let’s focus on something more pressing shall we?

Tuesday, September 6, 2011

88. Aggresive Behavior and Video Games - More Darwin than Bloody Violence?


[Article first published as Aggresive Behavior and Videogames - More Darwin than Bloody Violence? on Blogcritics.]


The effect videogames have on the human mind has been thoroughly and widely argued for years.  And that argument rests solely on one seemingly central focus: violence. 
Countless studies have been done examining a myriad of combinations – children and violent games, prolonged exposure to violent games, long term psychological effects, aggressive behavior, and the list goes on and on indefinitely.  The findings have of course been varied, and in my lay opinion, there’s too many variables involved to get a 100% accurate read on the results.  I’m not going to venture into that here, as (I) I’m not a trained psychologist and (II) it would lengthen this article to somewhere in the neighborhood of 10,000 words – too much for both me to write and you to read.

I just saw a study on this topic though that piqued my interest – it seemed to be a slight twist on the common “games are violent” story.  In addition to the violence aspect, Paul J.C. Adachi, a Ph.D. candidate at Brock University in Canada added a potentially important modifier.  The experiments focused on competition in games, and whether or not it was another factor to aggressive behavior in players.  It involved hot sauce too, which I’m all about. 

Using competitiveness, difficulty, and pace of action as indicators, Adachi ran multiple experiments and observed the resulting behavior.  The method makes sense – he used FuelConanLeft 4 Dead 2Mortal Kombat vs DC Universe and Marble Blast Ultra as his field of games.  It looks simple enough.  The games on this list it do seem to cover his three categories in varying degrees.  His method on observing behavior and aggression wasn’t as straightforward, but outright genius.  In each experiment, players were asked to prepare a hot sauce sample for a “hot sauce taster” who specifically does not like spicy food using mild to very hot sauces after playing.  It’s fair enough to say that heat level equals aggression.

In the test run (42 college students: 25 men, 17 women) using only Fuel and Conan, Adachi observed that there was no real difference in hot sauce intensity between those who played one game versus the other.  By this he concluded that videogame violence alone wasn’t enough to increase aggressive behavior.  The second test (60 college students: 32 men, 28 women) is where the meat of the results come from.  The gamer guinea pigs that played games that were highly competitive like Fuel and Mortal Kombat vs DC Universe on average made much hotter hot sauce for their testers than players subjected to Left 4 Dead 2 and Marble Blast Ultra.  I’d call that pretty aggressive.  According to Adachi, based on these observations, “These findings suggest that the level of competitiveness in video games is an important factor in the relation between video games and aggressive behavior, with highly competitive games leading to greater elevations in aggression than less competitive games.”  I highly recommend you check out the full study at the American Psychological Association’s website.  It’s got all sorts of statistical models and charts and all that happy stuff for those who really want an in-depth read.

So what’s the full story then?  Well, think about the last time you saw a report of a violent crime on your local news.  Did you become aggressive watching the report?  If I show you a screenshot of the new Mortal Kombat would you become enraged?  For me the answer is no.  This study seems to line up at least with my own observation and personal experiences.  Violence has never made me (and most people i know) more aggressive on its own – it’s always been the desire to win.  In multiplayer environments that desire to win goes up tenfold.  As does the degree of trash talk and anger.  If any of you have taken part in any kind of competitive events then I would venture that you share that experience.  Whether it’s PvP play in World of Warcraft, the final table at the World Series of Poker or a title fight in the UFC, when either victory or defeat is close a competitor is going to amp it up.

Now I’m playing through Bayonetta again, and I can sit back on my couch shooting and slicing up enemies (through attacks called torture moves no less) on most enemies and my only reaction is “Wow that was fairly simple.”  It’s when the odds seem stacked and my health bar starts approaching zero that my frustration starts to rise.  I can put the controller down and walk away, but there’s always going to be that handful of people that take it too far.  If you think that’s a bad example then here’s another:  I can get just as riled up when I see my king’s inevitable demise in a game of chess.  We’re wired to want victory.  A simple will to win and survival of the fittest.