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BCIFV
home > Media Releases
> July 13, 2000
For Immediate Release
Contact:
Penny Bain, (604) 669-7055
July
13, 2000
Opinion
Piece
Anti-violence
group praises Attorney General
by
Penny Bain and Lynne Melcombe
BC
Institute Against Family Violence
The BC
Institute Against Family Violence applauds the Attorney General's
decision to make the extremely violent video game, Soldier
of Fortune, unavailable to minors. Evidence about the
way violent entertainment affects certain children, and the
repercussions that has for the rest of society, lend support
to Minister Petter's precedent-setting move.
Does violent
entertainment lead children to become violent? There is evidence
that it does. A 1987 study noted that the more violent the
programs children watch at age one, the more aggressive they
tend to be at age 19, and the more serious the crimes for
which they are convicted at age 30. And since then, both the
quantity of violent films and games and the intensity of the
violence in them has increased.
But does
violent entertainment have the same impact on all children?
Obviously not. Anecdotally, we all know kids who play violent
video games and watch violent movies but clearly are not about
to commit rape, murder, or even shoplift a chocolate bar.
Which
children, then, are most likely to be affected by entertainment
violence? The critical factor differentiating those who will
be affected from those who won't appears to lie in the way
children are raised, beginning with their earliest experiences.
Recent
research shows violence in the home shapes young lives from
the earliest months of life. Stress hormones too frequently
released in the infant brain by even the sounds of violence
can cause neurological damage that predispose the growing
child to react violently to stimuli from sources such as violent
video games.
This continues
throughout childhood. A 1995 study showed that the children
most likely to be swayed to violence by violent entertainment
are those who have difficulty distinguishing fact from fiction
because of the violence in their daily lives.
Does the
violence children experience at home have to be direct to
have this effect on them? Research suggests not. Stuart Hart,
Director of the Office for the Study of the Psychological
Rights of the Child at Purdue University, has observed that
psychological maltreatment is a stronger predictor than physical
or sexual abuse of violent outcomes in an individual's life.
For example,
children who grow up either witnessing spousal assault or
being verbally abused often exhibit the same behaviours symptomatic
of psychological damage as children who grow up in war zones.
These children can become violent without ever being physically
abused.
If children
exposed to family violence are the most likely to be triggered
by violent entertainment, and children who experience psychological
maltreatment are more predisposed to violence than children
who are hit, then the violence children experience clearly
does not need to be obvious, direct, or extreme to place them
at a high risk of becoming violent as a result of exposure
to entertainment violence.
And when
the violence is as graphic as it is in games like Soldier
of Fortune - with characters suffering hideous deaths,
complete with sound effects, at the hands of the player -
it is only logical that the risk will be heightened.
Are the
children most likely to be affected in this way in a majority
in Canadian society? We hope not, but precisely because psychological
maltreatment is difficult to observe, we lack reliable statistics
on how many children suffer from it.
But even
if we optimistically assume that these children are in a minority,
isn't reducing entertainment violence to protect a minority
an intrusion on the rights of the majority who enjoy them
without detriment? We think not, for several reasons.
First,
we question whether any majority has a right to participate
in activities that may be harmful to others, and particularly
children, simply because they are the majority.
Second,
while it remains uncertain how many children are affected
by violent entertainment, we must add to their numbers those
who are affected by the violence committed by those who are
directly affected now and in the future.
Third,
we all pay the price of living in an increasingly violent
society, a society in which the risk of violence escalates
every time we fail to protect our vulnerable children.
There
is no question that graphically violent entertainment hurts
some children more than others, and probably hurts more children
than we know. We strongly believe that we ignore the damage
done to those children at their peril, and our own. And we
wholeheartedly support Minister Petter for having the vision
to see the long-term price of extreme entertainment violence
- and refusing to pay it.
Penny
Bain is Executive Director and Lynne Melcombe is Communications
Consultant at the BC Institute Against Family Violence.
Suggested
Sidebars
From
the website of the National Institute on Media and the Family,
www.mediaandthefamily.com/research/vgrc/1999-1.shtml.
Video
game facts:
- Video
and computer games are among children's most asked-for gifts.
- Seventy-seven
percent of US teenagers now own a video game console. Additional
teens play games on home computers.
- Electronic
games are only 27 years old and require technical skill
to play. As a result, most parents and other adults over
30 are not knowledgeable about games and their content.
- Rapidly
advancing technology guarantees that players will experience
game environments with increasingly greater "real world"
interactions.
- In
violent games, children must become more violent to win.
- Action
figures associated with several violent games rated inappropriate
for children are being marketed to children as young as
four.
Promotional
messages that portray violence as fun:
- "New
kids on the block . time to introduce them to your 50-caliber
friend." Promo for Half Life.
- "Blood.
Spill some." Promo for Blood.
- "Your
motto? Just kill, baby." Promo for Carmageddon.
- "All
the killin'. Twice the humour." Promo for Red Neck
Rampage.
- "I'm
going to cut off your arm and beat you senseless with it."
Promo for Die by the Sword.
Media
tidbits:
- Game
industry world-wide video retail sales will reach $15 billion
this year. (Business Wire, 1998)
- 62%
of American families have video game equipment. (Annenberg
Public Policy Centre, 1997)
- Boys
age 8-14 years are the core audience. (US Senate Sub-committee
Hearings, 1994)
- 65%
of video game market is boys. (Boston Globe, 1995)
- Michael
Carneal, the 14-year-old shooter who killed two children
and wounded five others in Paducah, Kentucky in 1997, learned
to aim by playing point-and-shoot games at home. (Associated
Press, March 2000)
Tips
for parents:
- Limit
game playing time. Recommended: no more than one hour per
day.
- Play
with your child to become familiar with the games.
- Provide
alternative ways for child to spend time.
- Require
that homework and jobs be done first; use video game playing
as a reward.
- Do
not put a video game set in a child's room where they can
shut the door and isolate themselves.
- Talk
about the content of the games.
- Ask
your video store to require parental approval before a violently
rated video game can be rented by children.
- Finally,
encourage play with friends away from video game set.
For
more information on the influence of violence in media on
children, click on these links to the National Clearinghouse
on Family Violence:
www.hc-sc.gc.ca/hppb/familyviolence/html/mediaviolence-e/1effects.htm
www.hc-sc.gc.ca/hppb/familyviolence/html/mediaviolence.htm
www.hc-sc.gc.ca/hppb/familyviolence/html/tvviolence.htm
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