For the week of 2.13.06
Even as
video game producers and marketers battle regulation of their products
and smear anyone advocating such regulation as "censors," ever more
scientific evidence accumulates demonstrating that the use of violent
video games is harmful.
Of chief
concern to psychologists and medical researchers are MMORPGs, short for
Massively Multiplayer Online Role Playing Games, in which thousands of
players can participate in a game at once. The games are increasingly
attracting players: More than 4 million players worldwide, 1 million of
them in North America, have plunked down $45 for the software and $15 a
month to play World of Warcraft, one of the newest and most
popular MMORPGs.
Like
gambling addiction, MMORPGs can also create financial hardships for
players. Some gamers buy their characters or online goods in the real
world for actual dollars or accumulate online "gold" that they in turn
sell to other players for actual currency. One academic researcher sold
an online character on eBay for enough money to pay for a trip to Europe
– and, obviously, another gamer was willing to spend that much.
(Christian
Science Monitor, October 13, 2005)
Maressa
Orzack, director of the Computer Addiction Study Center at McLean
Psychiatric Hospital in Belmont, Massachusetts, has treated many people
who have been unable to stop playing MMORPGs and who have neglected
their jobs, schoolwork, and families. Even gamers themselves are aware
of the addictive nature of such games; one early MMORPG, Everquest,
has earned the fan nickname "Evercrack."
Many
players claim that MMORPGs are merely a kind of "giant chat room" which
enables them to make new friends, and which just happens to have gaming
activities going on. But even that can backfire, Dr. Orzack says. One of
her patients told her how his wife decided to participate in an online
"marriage" ceremony between her online character and that of another
player she met in a MMORPG. They even e-mailed wedding invitations. The
real-life husband "was absolutely beside himself," she says.
(Christian
Science Monitor, October 13, 2005)
QUOTE:
"They have withdrawal symptoms. They can't wait to get back on [the
game] again." -- Maressa Orzack, director of the Computer Addiction
Study Center
(Christian
Science Monitor, October 13, 2005)
Such
concerns are not restricted to the United States. In Asia, where
computer games are far more prevalent and culturally acceptable, the
addictive potential of computer games is taken more seriously.
The
People's Republic of China has opened its first officially licensed
clinic for Internet addiction. "All the children here have left school
because they are playing games or in chat rooms everyday," says The
clinic's director, Dr. Tao Ran, stated that all of his patients were
children who dropped out of school to have more time to play games.
"They are suffering from depression, nervousness, fear and unwillingness
to interact with others, panic and agitation. They also have sleep
disorders, the shakes and numbness in their hands." According to
government figures, China has the world's second-largest online
population - 94 million - after the United States. (AP, July 5, 2005)
In South
Korea, which has the world's highest per-capita rate of broadband
connectivity at 70 percent, the rise in addiction to multiplayer online
gaming is alarming psychologists. The number of counseling sessions for
game addiction quadrupled last year, the government says. There were
8,978 sessions in 2004 compared with 2,243 cases the previous year, and
the first seven months of this year saw 7,649 sessions. (Christian
Science Monitor, October 13, 2005)
17
million gamers – approximately 35 percent of the population, most of
them males in their teens and twenties - are obsessive. In 2002, a man
died in Kwangju after 86 hours of marathon gaming. And on August 5, 2005
a 28-year-old man was moved to a hospital when he collapsed after nearly
50 straight hours of playing online computer games without food or
sleep. He died three hours later, with doctors saying they presumed he
died of heart failure. So obsessed by gaming was the man that he was
reported to have lost his job due to absenteeism.
(AP, October 6,
2005; Christian Science Monitor, October 13, 2005)
QUOTE:
"You have no life. You only focus on gaming, putting off everything.
I've seen people who play games for months, just briefly going home for
a change of clothing, taking care of all their eating and sleeping
here." -- Internet café owner and former game addict Jun Mung-gyu (AP,
October 6, 2005)
Yet even
after such incidents, the popularity of computer gaming is so popular in
South Korea that the government is funding construction of the world's
first "E-sports" stadium, to be completed by 2008, where online
competitions will be displayed on huge screens.
(Christian
Science Monitor, October 13, 2005)
In addition to its addictive potential,
evidence is mounting that playing violent video games causes increased
aggression in those who play them.
New
research, carried out by by Bruce Bartholow, a psychologist at the
University of Missouri-Columbia, demonstrates a causal link between
computer games and violence. When shown images of real-life violence,
people who played violent video games were found to have a diminished
brain response.
Researchers found that the particular reduction in response associated
with violence was correlated with aggressive behavior. A type of brain
activity called the P300 response, which reflects the emotional impact
of an image on the viewer, was measured in 39 experienced gamers. The
participants were shown a variety of real-life images interspersed with
violent scenes and other non-violent negative images. In subjects with
the most experience of violent games, the P300 response to the violent
images was smaller, and delayed. "People who play a lot of violent video
games didn't see them as much different from neutral (images)," Dr
Bartholow said. Furthermore, when gamers were given the opportunity to
"punish" a pretend opponent in another game, those with the greatest
reduction in P300 brain responses meted out the most severe punishments.
(London Times, January 9, 2006)
Dr.
Bartholow's research is merely the latest example. Many studies have
suggested that people who play violent games are more aggressive, more
likely to commit violent crimes, and less likely to help others.
René
Weber, assistant professor of communication and telecommunication at
Michigan State University, Klaus Mathiak of RWTH Aachen University
(Germany) and Ute Ritterfeld of the University of Southern California
have found that playing violent video games leads to brain activity
pattern characteristic for aggressive thoughts. In a functional magnetic
resonance imaging (fMRI) study, 13 male research participants were
observed playing a latest-generation violent video game.
FMRI is a technique for determining which parts of the brain are
activated by different types of stimulus, such as sight, sound or the
movement of a subject's fingers. This "brain mapping" is achieved by
setting up an advanced MRI scanner in a special way so that the
increased blood flow to the activated areas of the brain shows up on
functional MRI scans.
Thirteen
male volunteers between the ages 18 and 26 played a minimum of five
hours of video games weekly. On average, participants played video games
for 15 hours per week and started playing video games at the median age
of 12. Participants played the mature-rated first-person-shooter game
"Tactical Ops: Assault on Terror" for five rounds, 12 minutes per round
(an average of 60 minutes total), while in an fMRI scanner.
Each participant's game play was recorded and
content analyzed as brain activity was measured throughout game
play. Eleven of the 13 subjects showed large observed effects that can
be considered as caused by the virtual violence. (Michigan State
University website, October 11, 2005)
QUOTE:
"There is a causal link between playing the first-person shooting
game in our experiment and brain-activity pattern that are considered as
characteristic for aggressive cognitions and affects. Violent video
games frequently have been criticized for enhancing aggressive reactions
such as aggressive cognitions, aggressive affects or aggressive
behavior. On a neurobiological level we have shown the link exists." --
René Weber, assistant professor of communication and telecommunication
at Michigan State University (Michigan State University website, October
11, 2005)
Dr.
Jeanne Funk, a psychologist at the University of Toledo, has studied
violent video-game play among young children for a decade. Funk has
found that first- to fifth-graders with the highest video-game exposure
are significantly more likely to see aggressive acts as normal and be
less likely to express empathy. (Seattle Post-Intelligencer, October 24,
2005)
So
overwhelming is the evidence of violent video games' potential for harm
that Dr. Craig Anderson helped craft a resolution at the last year's
annual meeting of the American Psychological Association which called
for less violence in video and computer games sold to children. The APA
resolution based its case on 20 years of research. (Seattle
Post-Intelligencer, October 24, 2005) Yet those who profit from the
sales of videogames continue to exploit children and trumpet their
"First Amendment" rights to market products shown to be harmful to
individuals and society.
QUOTE: "Extensive research on violent television shows and movies
shows younger children are more susceptible to behavioral changes than
older adolescents…There really isn't any room for doubt. Aggressive
game-playing leads to aggressive behavior. The naysayers don't have a
leg to stand on."—Craig Anderson, chairman of the psychology department
at Iowa State University (Seattle Post-Intelligencer, October 24, 2005)
Culture Watch - Entertainment Industry News
The Parents
Television Council -
www.parentstv.org