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Videogame Mythbusting

AsiNisiMasa writes "MIT professor Henry Jenkins has an essay over at pbs.org that debunks eight common myths about videogames. It covers not only the topic of violence, but gender and expression as well. This is what happens when reasonable people with an education tackle the subject objectively." From the article: "1. The availability of video games has led to an epidemic of youth violence. - According to federal crime statistics, the rate of juvenile violent crime in the United States is at a 30-year low. Researchers find that people serving time for violent crimes typically consume less media before committing their crimes than the average person in the general population. It's true that young offenders who have committed school shootings in America have also been game players. But young people in general are more likely to be gamers -- 90 percent of boys and 40 percent of girls play."

21 of 70 comments (clear)

  1. OMG Violent Youth Play Video Games! by Kelson · · Score: 3, Insightful

    This argument always struck me as being as intellectually honest as claims that Dihydrogen Monoxide was frequently found in terminal cancer tumors. Once you realize that they're talking about water -- which is found in normal tissue -- you realize it's a meaningless claim. Similarly, if you actually think about the fact that most teenagers (or at least most teenage boys) play video games without shooting down their classmates, you start to realize that the games->violence claims are similarly bogus.

    It's nice to see someone actually looking at the issue and noting that gaming and violence actually show an inverse correlation. I've always thought I'd rather someone go home and blow off steam playing Doom, Quake, GTA whatever instead of getting into fights or bottling it up until they do something drastic.

  2. Violent game laws by Roj+Blake · · Score: 2, Insightful

    This seems like a well thought out and logical article. But unfortunately it will probably fall on deaf ears for those who support Hillary Clinton's cause to ban games she doesn't personally approve of.

    --
    Auron may be different, Cally, but on Earth it is considered ill-mannered to kill your friends while committing suicide.
    1. Re:Violent game laws by kailoran · · Score: 2, Insightful

      Yeah, it's like the Slashdot crowd mods TFA '+5 (Insightful)', but H.C. just says '-1 (Offtopic)' since it doesn't fit her point of view.

    2. Re:Violent game laws by Minna+Kirai · · Score: 2, Insightful

      support Hillary Clinton's cause to ban games she doesn't personally approve of

      It's doubtful that this is really her cause, or that she particularly dislikes those games.

      Instead, Hillary has made a political judgement that borderline-Republican voters might be attracted enough by these proposals to get her into higher office, to fight for the things she REALLY thinks are important (health care, tax rate, nation-building, pollution, abortion, etc). The game thing is just a smoke screen.

      Her recent support for criminalizing flag-burning is similar: a transparent bid to trade some of her beliefs for a little electability.

  3. Objective? by TheWanderingHermit · · Score: 3, Insightful

    This is what happens when reasonable people with an education tackle the subject objectively.

    In other words, "This is my opinion, and I think I'm intelligent and well educated and reasonable, so, of course, I don't see any bias when I say that is what ALL reasonable and educated people should think. It's reasonable and educated because it agrees with my point of view."

    While there aer good points, there are good points for other points of views. Just because this article says what you want to hear does not mean that other opposing points of views aren't also help and supported by reasonable and educated people.

    There's always at least two sides to any discussion and if you think there is only one valid side, then perhaps you missed something in your education.

    1. Re:Objective? by thatguywhoiam · · Score: 3, Insightful
      There's always at least two sides to any discussion and if you think there is only one valid side, then perhaps you missed something in your education.

      NO. No no no no. There are not always two sides. By that statement no one is ever right. You've been watching too much cable news.

      While there aer good points, there are good points for other points of views. Just because this article says what you want to hear does not mean that other opposing points of views aren't also help and supported by reasonable and educated people.

      True enough; but in the absence of compelling (researched, fact-checked) counter-argument, the opinion stands. So you telling me to not take the article at face value, while offering nothing in response, leaves me where I started.

      --
      If Jesus wants me it knows where to find me.
  4. I guess... by Anonymous Coward · · Score: 2, Insightful

    /. readers hate commenting on things if they can't argue about it

    1. Re:I guess... by BushCheney08 · · Score: 4, Funny

      Do not! >: O

      --
      Be a real patriot: Question authority. Think for yourself. Formulate your own conclusions.
  5. Re:Post rebuttle here. by Red+Flayer · · Score: 3, Funny

    "This article has no place on slashdot because it tells us things we already knew. "

    You must be new here.

    Seriously, though, this is an article that you would do well to send on to people who may not be avid readers of slashdot. There is so much FUD from the other side going around, it's important that people are aware that so much of what they are hearing is just FUD propaganda.

    And it doesn't hurt that HJ is an MIT Professor -- his opinions will carry more weight with Joe Parent than mine or yours.

    --
    "Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai
  6. Huh? by tsa · · Score: 3, Funny

    90 percent of boys and 40 percent of girls play.

    Is he sure he doesn't mean something else?

    --

    -- Cheers!

  7. Really? by hal2814 · · Score: 2, Interesting

    "62 percent of the console market and 66 percent of the PC market is age 18 or older."

    yet

    "One quarter of children ages 11 to 16 identify an M-Rated (Mature Content) game as among their favorites."

    Do you really think that the folks in marketing aren't aware that their M-rated games are popular among young teens? Do you think they don't go out of their way to cater to that 11 to 16 audience? Sure they'd never come out and say something like that directly, but I'd imagine that a lot of the marketing done for those 18 and older is really targeted at this 11 to 16 crowd.

    Marketing Guy: No, the friendly cartoon camel is supposed to appeal to 18 year olds. It's not supposed to encourage kids to smoke!

    1. Re:Really? by UnidentifiedCoward · · Score: 2, Insightful

      "Do you really think that the folks in marketing aren't aware that their M-rated games are popular among young teens? Do you think they don't go out of their way to cater to that 11 to 16 audience? Sure they'd never come out and say something like that directly, but I'd imagine that a lot of the marketing done for those 18 and older is really targeted at this 11 to 16 crowd."

      That does not change the fact that parents and not legislators, companies, sales guys and ad people are responsible for integrity and teaching children fair play and good form. As an adult gamer and soon to be father, I am a big game fan. I like a lot of games in the FPS catagory which are typically classified as violent. I also think Family Guy is funny. Will my child be granted access to those things? No. Why? Because as a parent I am responsible for their care and upbringing and while I feel the content is suitable for adults, it is by no means appropriate for grade schoolers. FOX is not evil because they animate and air a TV show which has what many think is obvious gender bias and thinly veiled profanity. It is their perogative and right and mine to either watch or not to. As such, I will make efforts to not play those types of games in front of my child or watch those kinds of programs with them or repeat the material in them.

      Does that extend me the right to tell someone else what is right for their kids? Hell no! Their situation is different. Maybe I would like to think that they have found their child may understand the difference between appropriate and inappropriate, between games and dealing with anger. I could be a foolish optimist, but I am confident that by protecting their rights (morally right or wrong) I in turn protect my own.

      Consider the recent line from Family Guy.... Stewie to a prostitute .... "So is there any tread left or is it like throwing a hot dog down a hallway?" I found it funny, I laughed. A child may not even get the reference, but would see "Daddy" laughing and if "Daddy" thinks it funny, then it is okay to repeat on the play ground. Is FOX at fault? Should the FCC regulate television? No. Same applies to games like F.E.A.R. and GTA. Responsibility begins and ends in the home.

  8. It's trivially obvious that we acquire our... by Darius+Jedburgh · · Score: 2, Interesting

    ...values from the culture around us. That includes sources like our parents, our peers and what is presented on TV. I see no reason at all why video games are different and why kids wouldn't acquire values from them. Given the number of kids who seem to be brought up on GTA it seems highly likely that there are many people around whose values have been informed by this game.

  9. Re:But we should also be aware of the following by KDR_11k · · Score: 2, Insightful

    GTA doesn't force you to break any laws outside of mission goals. If you choose to gun down a group of tourists, well, that's your choice. It's pretty much a mirror, if you are morally deprived enough to murder a protitute to get your money back after doing her, so is the game.

    --
    Justice is the sheep getting arrested while an impartial judge declares the vote void.
  10. "Busted", or just "old and tired"? by drmarcj · · Score: 3, Informative

    2. Scientific evidence links violent game play with youth aggression. Claims like this are based on the work of researchers who represent one relatively narrow school of research, "media effects." The author is quick to dismiss what turns out to be a large body of well-designed, peer-reviewed studies. For instance, he suggests studies are flawed because they are either correlation-based (looking at whether two behaviours co-occur, not whether one causes the other), because they happen in a laboratory, or because the subjects aren't always "real" video game players. As a counterpoint, allow me to point out an article that came out in the November issue of Psychological Science (a highly regarded journal in Psychology) by Carnagey & Anderson at Iowa State University. They had college age adults play 3 versions of a violent driving game (Carmageddon 2) where they were either a) rewarded for violent behaviour; b) punished for it; or c) played a nonviolent version where killing pedestrian & other players wasn't possible. Afterwards they received a set of objective measures of physiological and psychological aggression, they found that subjects who played the version that rewarded violent behaviours (running over pedestrians) showed increased hostility and aggression. Note that since subjects were randomly assigned to conditions one can safely assume a causal model in which playing a game that rewards violent behaviour does lead to hostile/aggressive behaviour. Now, I am not saying that this means kids who play GTA will go out and kill pedestrians. But I also think it's ignorant to set aside scientific evidence that violence in media has no effect on people's behaviour. It does, both in kids and adults, and both in males and females. If gamers are going to defend themselves against overly zealous politicians, it makes sense to educate oneself about the science. By flippantly setting it all aside, this article does nothing to address it.

  11. Article has a point in myth #8... by Turken · · Score: 4, Interesting

    From the article: "Here's where the media effects research, which often uses punching rubber dolls as a marker of real-world aggression, becomes problematic."

    When I read this, I couldn't help but smile at how right the article author is... why? because of a story my mom told me:

    Way back in the day -- before videogames ever existed -- and my mom was a little girl, her mother volunteered to let her (my mom) be a subject in a study on child behavior. So, my mom is placed in a room with all sorts of toys. One thing that catches her eye though, is a clown bop-bag... you know, the inflatable punching bags that are weighted to stand back up after you knock them over. My mom had played with dolls and kitchen sets and many of the other toys at home, but she had never seen one of these punching bags, and she was fascinated. She poked it, and it wobbled. She hit it, and it tipped, but stood back up. So, being a curious child, she hit harder and harder, trying to see if she could make it stay down. The researchers were horrified at the "violent behavior" that this girl was showing... Surely, she must have deep psychological issues, intense hatred of clowns, or must have been brought up wrong. But no, as my mom distinctly remembers, it was simply curiosity in testing the limits of a new toy. She has since grown up and had no psychological problems or aggressive tendancies at all, despite the fears of the "researchers."

    Anyway, I think that many parallels could be drawn between this story and the points made by the article author. Particularly that trying to make conclusions on what a child will become or policies to govern her based on a few minutes of observation is at best flawed, and at worst, more detrimental to society than the unsupervised child would ever be.

  12. This isn't news - we've already read this! by kingsmedley · · Score: 2, Informative


    Criminy. You should have all read this over a year ago! This essay is on a web page for a mediocre PBS gamin documentary. Here's the first Slashdot post about the show, and here's the http://games.slashdot.org/article.pl?sid=04/09/16/ 191253&tid=129&tid=10>dupe posted 12 days later.

    I'm not saying it isn't an interesting page, or that it isn't worth a look, just that we should all be WELL AWARE of this page's existence by now. Sheesh.

    --
    Must... think up... something... clever!
  13. Re:Well lets try one ourselves shall we by arkanes · · Score: 2, Insightful

    I'm not sure why you think that anything you make up and/or pull out of your ass is very important. You commit every single sin you accuse the author of, without any proof that the author actually committed them. You have not one single concrete point or link to evidence here, and you dismiss evidence cited by the author with handwaving. Your assertions about the juvenile crime rate are especially egregious, because you claim that his statistics should be discounted because your made-up conditions might disagree!

  14. I think I have more sense than my cat does. by some+guy+on+slashdot · · Score: 4, Insightful

    TFA brought up an excellent point, and one that I think bears repeating to those that think video games can "bleed" into real world behavior. All mammals distinguish between play and actual violence. TFA mentions primates, but I don't know about primates, so I'll talk about kittens.

    Kittens fight. They kick and bite each other, pounce and paw with this wild look in their eyes. It looks like they're trying to kill each other, but this is how kittens play. They intentionally avoid injuring each other, and they have signs to tell the other kittens to stop if they actually get hurt. Yes, this play simulates a real catfight, as that's exactly what it's meant to prepare them for. Yet a kitten knows the difference between play fighting and real conflict.

    Some people see kittens fighting, and instinctively jump in to stop them because they might hurt each other. Even more so because they're kittens - supposedly soft and sweet and helpless. I've seen humans peg the kitten who initiates play as "bad" because he is "bullying" the other kittens. Most people don't understand that the kittens are just playing.

    I guess my point is, if a cat, an animal with a brain the size of a lemon, can figure out the difference between play and real, surely our own children can. We could at least give them that much benefit of the doubt.

  15. The incoherence of the incoherents by DingerX · · Score: 2, Insightful

    Counter-counter claims

    1. "Statistics lie" is a pretty weak argument. Even weaker is the fallacy of possibility for probability. It's also possible that the statistics cited are a complete aberration due to the influence of a martian mystery cult. It's not probable though. In any case, as a refutation, all H.J. needs to do is disprove the claim of the other. By claiming "Well, crime statistics don't prove anything", you've destroyed the basis for the claim as well (games lead to violence). The burden of proof is on the person making the argument, not the one refuting it.
    2. The same. The claim is "You can't use those studies of evidence as proof of anything, because these studies are flawed". Responding "go do your own studies" is beside the point. If you try to tell me "All Robots wear Aprons" based on a study of The Jetsons, I could nullify your claim by pointing out that The Jetsons is a small sample, and fictional to boot.
    3. Straw Man and Suppressed Evidence. The author does not argue for or against 18+ games. The Suppressed Evidence is that the #1 retailer in the US will not stock 18+ games, but will stock M games; so game makers will object -- not because they want to sell to kids, but because the rating limits its exposure to adults.
    4. beside the point -- or maybe that is the point. Video games aren't just FPS like the public suspects they are.
    5. Both you and H.J. miss the fallacy here. The claim itself is just wrong. The military does not use games to train soldiers to kill people, unless in the banal way that all military training is by definition on how to kill people, and all simulations are games. To shoot a gun, or fire a mortar, you might encounter augmented reality: a realistic mockup of the weapon in a room with projections of a battlefield around there. But augmented reality is pretty far away from "games". And the argument usually runs "militaries use games to desensitize soldiers to killing. Therefore kids who play video games are desensitized to killing". And in that sense, the major is false. Militaries do not use games to desensitize. Sensitivity to killing (and being shot at) has significant tactical value. Those armed forces that are desensitized to killing don't seem as concerned about fratricide; and those that aren't sensitive to being shot at don't use cover and concealment effectively.
    7. Growing number of geeks? Dude, Geeks and Gays have been around for centuries, and the notion that either of them are growing is inherently wrong. If anything, the last couple decades has shown an increasing number of well socialized folks playing video games. I see the kids today talk about video games as if they were cool. That didn't happen twenty years ago.
    8. huh? "overexposure"? where is that defined? and where is the "original claim" that shows that? and for that matter, you're holding up an experience with your niece in non-mortal combat against a bunch of peer-reviewed studies of human, primate and higher-order mammalian behavior?

  16. Consider This... by youshoulduseunix · · Score: 3, Insightful

    I didn't see any claims that the opposing extremes of these myths were entirely accurate. In other words, he was simply debunking extremist claims of the negative impact of violent video games on children. He was NOT claiming that video games have no impact on children. Unfortunately, regulators have a habit of "picking up the torch" on issues like these. Then, they blindly run with it as though the existence of this torch is evidence enough of its superior integrity. This is, unfortunately, a common theme in society in general. The fact is, there needs to be some middle ground, which doesn't *completely* restrict the video game market or its users. As the author of the article states, "parents need to share some of the responsibility for making decisions about what is appropriate for their children." Herein lies the true root of the problem. While you can restrict the legal age for purchase of these games, law cannot entirely make up for a lack of proper parenting. However, there is one advantage to creating laws that restrict the sale of mature content to minors: namely, parents will be more likely to realize the necessity of preventing their children from playing such games if there is a hard legal opposition to it. For this reason, I encourage such laws. However, as with any law that restricts the sale of a particular product, there will be a necessary market shift. As with the tobacco industry, the video game industry will have to change its advertising techniques to correlate with correct legal practices. The author of this article obviously agrees: "Clearly, more should be done to restrict advertising and marketing that targets young consumers with mature content [...]" That being said, we should remember that the goal of such restrictive law is to force parents into the decision-making process, rather than to completely dispense of the consumer's right to choose its media for entertainment.