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BCIFV home >
Media Releases > November
29, 2001
For Immediate Release: November 29, 2001
Contact: Penny Bain, (604) 669-7055
Violent Video Games
Require Regulation
The BC Institute Against Family Violence
is very concerned about the BC Government's decision not to
regulate extremely violent video games, such as Soldier
of Fortune. This move will place BC children and youth
at greater risk of using or being subject to aggressive behavour.
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.
Click here to go
to related media release - July 13, 2000
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