Study shows
violent video games
are a ‘grand theft’ of childhood
By Mark Pattison
Catholic News Service
WASHINGTON (CNS) — Don’t like what you see
on TV? Pick your poison.
One kind of poison is the unwelcome stuff that’s sent through the
airwaves (or public rights-of-way, thanks to cable) with offensive or
objectionable content that you, the viewer, never asked for.
Another kind of poison is the offensive and objectionable material that’s
part and parcel of many top-selling video games.
“You can’t fast-forward through a video game,” said
Cheryl K. Olson, the former teen issues columnist for Parents magazine
and the co-author — with her husband, one-time Parents magazine
“Ask the Expert” columnist Lawrence Kutner — of a new
book, “Grand Theft Childhood: The Surprising Truth About Violent
Video Games and What Parents Can Do.”
Olson was the principal investigator of the first federally funded large-scale
research project to look at the effects of electronic games on teenagers
and preteens.
Among the findings: Children who play games rated “M” (for
“mature” — beyond their age range) spend more hours
and days per week on video games; are more likely to play with older siblings;
are more likely to play games to “get my anger out” or because
“I like to compete and win”; are more likely to play with
friends than kids who don’t play M-rated games; and are more likely
to have a game system or computer in their bedroom.
One solution is to “keep game consoles in a common area of the house,”
Olson said.
Problems were also detected with the violent content of M-rated games.
Boys who played violent M-rated games were more than twice as likely to
get into physical fights, to hit or beat up someone, to “damage
property for fun,” steal something from a store, report poor school
grades or get into trouble with a teacher or principal.
They were also three times more likely to report being “threatened
or injured with a weapon such as a gun, knife or club.” The odds
of boys’ involvement in all of these behaviors increased with each
additional M-rated title on their “frequently played” game
list.
Although a smaller percentage of girls play M-rated video games, the numbers
for them are worse. Girls were four times more likely to be in physical
fights; three times more likely to damage property just for fun, to skip
classes or school without an excuse, to be suspended from school, or get
poor grades; and twice as likely to hit or beat up someone, to get into
trouble with a teacher or principal, or to be threatened or injured with
a weapon.
Olson told Catholic News Service in a telephone interview from Boston,
that her first surprise was “how many seventh- and eighth-grade
children were playing M-rated video games” — two-thirds of
the boys and one-third of the girls.
While there is an allure to M-rated video games, Olson cautioned parents
against giving the games a “forbidden fruit” effect. “If
you say ‘you will play that game over my dead body,’ that
cuts off the opportunity to talk with your child about your values and
your concerns,” she said. “Video games they can certainly
play all they want at college (and outside of parental control). If you
don’t talk with them about your values, they won’t have anything
to go on. They’ll talk to their peers.”
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