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Violence in video games

Violence in video games Reviews the longstanding and controversial topic of the effects of video game violence on children. Examines existing research and draws on personal experience and an interview with Doug Lowenstein, President of the Entertainment Software Association, for a view from the video game industry. Reports limitations on the significance of the research: some is short‐term, on one type of game only, or not on the most realistic modern games. Concludes however that there is no reason to believe that playing aggressive games leads to an increase long term in aggressive behaviour: there is a lack of longitudinal study evidence, children are usually able to distinguish between fantasy and reality, and playing violent games may actually channel aggression. Indicates the usefulness of parental involvement in their children’s games and of publications like the “Children’s Software Review”. http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png Young Consumers: Insight and Ideas for Responsible Marketers Emerald Publishing

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Publisher
Emerald Publishing
Copyright
Copyright © 2004 Emerald Group Publishing Limited. All rights reserved.
ISSN
1747-3616
DOI
10.1108/17473610410814256
Publisher site
See Article on Publisher Site

Abstract

Reviews the longstanding and controversial topic of the effects of video game violence on children. Examines existing research and draws on personal experience and an interview with Doug Lowenstein, President of the Entertainment Software Association, for a view from the video game industry. Reports limitations on the significance of the research: some is short‐term, on one type of game only, or not on the most realistic modern games. Concludes however that there is no reason to believe that playing aggressive games leads to an increase long term in aggressive behaviour: there is a lack of longitudinal study evidence, children are usually able to distinguish between fantasy and reality, and playing violent games may actually channel aggression. Indicates the usefulness of parental involvement in their children’s games and of publications like the “Children’s Software Review”.

Journal

Young Consumers: Insight and Ideas for Responsible MarketersEmerald Publishing

Published: Jun 1, 2004

Keywords: Violence; Video games; Children (age groups)

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