Author | |
---|---|
Language | English |
Subject | Psychology of violent videogames |
Genre | Non-fiction |
Publisher | Simon & Schuster |
Publication date | April 15, 2008 |
Publication place | United States |
Media type | Print, e-book |
Pages | 272 |
ISBN | 978-0-7432-9951-0 |
OCLC | 173367486 |
302.23/1 22 | |
LC Class | HQ784.V53 K88 2008 |
Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do is a book by Lawrence Kutner and Cheryl K. Olson. Along with psychiatrist Eugene V. Beresin, Kutner and Olson are co-directors of the Harvard Medical School Center for Mental Health and Media, a division of the department of psychiatry at Massachusetts General Hospital.
The book was based in part on original research funded by the Office of Juvenile Justice and Delinquency Prevention, U.S. Department of Justice to the Center for Mental Health and Media. [1] The book's title is a play on the Grand Theft Auto series, a video game series that has attracted a great deal of controversy.
In contrast to previous studies that focused on potential harmful effects of violent video game play and links to real-life violence, Kutner and Olson take a more nuanced view of how video games influence young teens. The authors found previous research (including experimental studies on college students) of little help to parents, teachers, pediatricians or policymakers concerned about potential risks from video game play. They also suggest that potential benefits of video games (including some games with violent content) has not received enough attention. Their program of research included a school-based survey of 1,254 children in grades 7 and 8, a survey of 500 of their parents, and focus groups with adolescent boys and their parents.
Kutner and Olson first looked at what behaviors are normal for young adolescents today, including what games they play, where, how much, with whom, and why. They then looked for patterns of play associated with a higher risk of everyday problems of concern to parents. Because it is not possible to show cause and effect with a one-time survey, the authors focused on identifying "markers" of increased risk for problems.
The authors described their findings as both "encouraging, and at times disturbing". As they reviewed their data as well as reports by other researchers, they concluded that "parents, politicians, researchers and child advocates probably worry too much about the wrong things, and too little about more subtle issues and complex effects that are much more likely to affect our children" (page 18).
In an interview, [2] Olson explained why they chose to write a popular book in addition to their academic publications: "We felt it was important to give intelligent people who haven't been involved in research a chance to see how media violence studies are planned, carried out and interpreted so they could judge for themselves what makes sense. We also wanted to share insightful comments made by teens about the role of video games in their lives, and the specifics of parents' concerns."
In their school-based surveys, Kutner and Olson found that Mature-rated (age 17+) video game play was common among young adolescents; 68% of boys and 29% of girls had at least one M-rated title among five games played "a lot" during previous six months. Among boys, games in the Grand Theft Auto series were by far the most popular. Most of boys' top games, however, were sports or Teen-rated fantasy games. Among girls, The Sims series was most popular, but Grand Theft Auto claimed second place. The rest of the girls' top ten were nonviolent games such as Mario titles, Dance Dance Revolution or simulation games.
The surveys also found correlations between violent gameplay and some common childhood problems. Boys who played any Mature-rated game a lot had twice the risk of certain aggressive behaviors (e.g., getting into fights, beating up someone, damaging property for fun) or school problems (e.g., getting in trouble with a teacher, getting poor grades), at least once during the past year, compared to boys who played games with lower age ratings. Among girls, the risk of problems was three to four times higher for those who played violent games vs. those who played other games.
Boys who did not play any video games during a typical week also had a higher chance for problems; however, there were not enough boys in this group to find statistically significant differences. Kutner and Olson stress that a one-time survey cannot show causality (it could be that already-aggressive teens prefer violent games, for example) and that most children who play violent games do not have problems. They also document many creative, social and emotional benefits from video game play—even games with violent content—which were used by many children to relieve stress and get out anger.
Ultimately, the authors express concern that "focusing on such easy but minor targets as violent video games causes parents, social activists and public-policy makers to ignore the much more powerful and significant causes of youth violence that have already been well established, including a range of social, behavioral, economic, biological and mental-health factors" (page 190).
In an April 16, 2008 interview on X-Play , Kutner and Olson noted that although some studies have claimed to show a link between video games and violent or aggressive behavior, most research in this area has been flawed. Some studies dating back to the 1980s looked at now-vintage arcade games that do not remotely resemble modern video games. Some studies followed the behavior of only a few dozen children. Many of the studies do not define what constitutes violent or aggressive behavior, and many confuse short-term and long-term effects. Many also use poorly validated measures of aggression, that likely do not correlate well with real-life aggressive acts of interest to most parents and politicians.
"You'll sometimes see kids coming out of an action movie making kung fu moves against one another", said Kutner, as an example of the type of thinking behind some of the studies they looked at. "But that doesn't mean they're going to do that against the sweet little old lady down the street," he said.
The impact of Grand Theft Childhood has involved forming diverse attitudes about video game violence effects. [3] The issue of video game violence has been contested among scholars, and Grand Theft Childhood has been one part of an increasing wave of skepticism among some scholars regarding the existence of meaningful, consistent negative effect on children of playing violent video games. Other scholars have referenced the book as indicating the need for a more nuanced view of video game effects. [4] Reaction to the book has been mixed among scholars, often breaking along pre-existing ideological lines of belief about effects. [5] [6] [7]
Conduct disorder (CD) is a mental disorder diagnosed in childhood or adolescence that presents itself through a repetitive and persistent pattern of behavior that includes theft, lies, physical violence that may lead to destruction, and reckless breaking of rules, in which the basic rights of others or major age-appropriate norms are violated. These behaviors are often referred to as "antisocial behaviors", and is often seen as the precursor to antisocial personality disorder; however, the latter, by definition, cannot be diagnosed until the individual is 18 years old. Conduct disorder may result from parental rejection and neglect and can be treated with family therapy, as well as behavioral modifications and pharmacotherapy. Conduct disorder is estimated to affect 51.1 million people globally as of 2013.
School violence includes violence between school students as well as attacks by students on school staff and attacks by school staff on students. It encompasses physical violence, including student-on-student fighting, corporal punishment; psychological violence such as verbal abuse, and sexual violence, including rape and sexual harassment. It includes many forms of bullying and carrying weapons to school. The one or more perpetrators typically have more physical, social, and/or psychological power than the victim. It is a widely accepted serious societal problem in recent decades in many countries, especially where weapons such as guns or knives are involved.
Relational aggression, alternative aggression, or relational bullying is a type of aggression in which harm is caused by damaging someone's relationships or social status.
The study of violence in mass media analyzes the degree of correlation between themes of violence in media sources with real-world aggression and violence over time. Many social scientists support the correlation, however, some scholars argue that media research has methodological problems and that findings are exaggerated. Other scholars have suggested that the correlation exists, but can be unconventional to the current public belief.
Sibling abuse includes the physical, psychological, or sexual abuse of one sibling by another. More often than not, the younger sibling is abused by the older sibling. Sibling abuse is the most common of family violence in the US, but the least reported. As opposed to sibling rivalry, sibling abuse is characterized by the one-sided treatment of one sibling to another.
There have been many debates on the social effects of video games on players and broader society, as well as debates within the video game industry. Since the early 2000s, advocates of video games have emphasized their use as an expressive medium, arguing for their protection under the laws governing freedom of speech and also as an educational tool. Detractors argue that video games are harmful and therefore should be subject to legislative oversight and restrictions. The positive and alleged negative characteristics and effects of video games are the subject of scientific study. Academic research has examined the links between video games and addiction, aggression, violence, social development, and a variety of stereotyping and sexual morality issues.
Nonviolent video games are video games characterized by little or no violence. As the term is vague, game designers, developers, and marketers that describe themselves as non-violent video game makers, as well as certain reviewers and members of the non-violent gaming community, often employ it to describe games with comparatively little or no violence. The definition has been applied flexibly to games in such purposive genres as the Christian video game. However, a number of games at the fringe of the "non-violence" label can only be viewed as objectively violent.
Game addiction problems can induce repetitive strain injuries, skin disorders or other health issues. Other problems include video game-provoked seizures in patients with epilepsy. In rare and extreme cases, deaths have resulted from excessive video game playing.
Child-to-parent violence (CPV), also recognized as abuse of parents by their children, constitutes a manifestation of domestic violence characterized by the infliction of maltreatment upon parents. This mistreatment commonly manifests in verbal or physical forms.
Craig A. Anderson is an American professor and director at the Department of Psychology, Iowa State University in Ames. He obtained his PhD at Stanford University in 1980.
Cartoon violence is the representation of violent actions involving animated characters and situations. This may include violence where a character is unharmed after the action has been inflicted. Animated violence is sometimes partitioned into comedic and non-comedic cartoon violence. Popular television programs with cartoon violence include Rick and Morty, Tom and Jerry, Looney Tunes, The Simpsons, and Family Guy.
The effects of domestic violence on children have a tremendous impact on the well-being and developmental growth of children witnessing it. Children who witness domestic violence in the home often believe that they are to blame, live in a constant state of fear, and are 15 times more likely to be victims of child abuse. Close observation during an interaction can alert providers to the need for further investigation and intervention, such as dysfunctions in the physical, behavioral, emotional, and social areas of life, and can aid in early intervention and assistance for child victims.
Brown v. Entertainment Merchants Association, 564 U.S. 786 (2011), was a landmark decision of the US Supreme Court that struck down a 2005 California law banning the sale of certain violent video games to children without parental supervision. In a 7–2 decision, the Court affirmed the lower court decisions and nullified the law, ruling that video games were protected speech under the First Amendment as other forms of media.
Cyberbullying is a form of bullying or harassment using electronic means. It has become increasingly common, especially among teenagers and adolescents, due to young people's increased use of social media. Related issues include online harassment and trolling. In 2015, according to cyberbullying statistics from the i-Safe Foundation, over half of adolescents and teens had been bullied online, and about the same number had engaged in cyberbullying. Both the bully and the victim are negatively affected, and the intensity, duration, and frequency of bullying are three aspects that increase the negative effects on both of them.
In 1993, American psychologist Terrie Moffitt described a dual taxonomy of offending behavior in an attempt to explain the developmental processes that lead to the distinctive shape of the age crime curve. Moffitt proposed that there are two main types of antisocial offenders in society: The adolescence-limited offenders, who exhibit antisocial behavior only during adolescence, and the life-course-persistent offenders, who begin to behave antisocially early in childhood and continue this behavior into adulthood. This theory is used with respect to antisocial behavior instead of crime due to the differing definitions of 'crime' among cultures. Due to similar characteristics and trajectories, this theory can be applied to both females and males.
Non Violent Resistance (NVR) is a psychological approach for overcoming destructive, aggressive, controlling and risk-taking behaviour. It was originally developed to address serious behaviour problems in young people, although it is now also being utilised in many different areas, such as adult entitled dependence, anxiety-related problems, problems linked to paediatric illness, internet dependency and misuse, and domestic violence perpetrated by adults.
Since their inception in the 1970s, video games have often been criticized by some for violent content. Politicians, parents, and other activists have claimed that violence in video games can be tied to violent behavior, particularly in children, and have sought ways to regulate the sale of video games. Studies have shown no connection between video games and violent behavior. The American Psychological Association states that while there is a well-established link between violent video games and aggressive behaviors, attributing acts of violence to violent video gaming "is not scientifically sound."
Hostile attribution bias, or hostile attribution of intent, is the tendency to interpret others' behaviors as having hostile intent, even when the behavior is ambiguous or benign. For example, a person with high levels of hostile attribution bias might see two people laughing and immediately interpret this behavior as two people laughing about them, even though the behavior was ambiguous and may have been benign.
Teena Willoughby is a Canadian developmental psychologist.
Cheryl K. Olson is a health and behavior researcher. She has done work researching the influence of media on childhood development and psychological well-being, and focuses on the relationship between childhood use of video games and violent behavior.