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Statement to
the Committee on Commerce, Science, and Transportation
United States Senate
March 21, 2000
Submitted by David Walsh, Ph.D.
President, National Institute on Media and the Family
"Whoever Tells the Stories Defines the
Culture"
Computer and video games are the fastest growing
form of media in the
lives of America's children, especially boys. They
are also the fastest changing. The processing power
of video game platforms has increased an astonishing
188-fold in the past seven months alone. The goal
of a virtual reality experience draws ever closer.
Most producers of games are using
this technological power positively to bring games
to market that engage, challenge, and entertain.
There is a sizable segment of the gaming industry,
however, that produces games that feature and glorify
violence and anti-social behavior. It is this segment,
the "kill-for-fun murder simulators,"
that is the focus of concern.
My comments are about these violent
electronic games. I will share new data from ongoing
research we are conducting at the National Institute
on Media and the Family. I will also put the impact
of these "murder simulators" in a broader
cultural context.
We are releasing extensive data to
you today in written form. Let me highlight some
of the findings.
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Many millions of teens are playing games-84%
overall and 92% of boys now play.
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They're also spending more time playing games.
Boys now average 10 hours a week.
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At-risk teen boys spend 60% more time playing
games and they prefer more violent games than
other teens.
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The knowledge gap between youth and parents
about games is enormous. Only 15% of teens think
their parents know about ratings. Only 2% say
their parents routinely check ratings. Only
1% report their parents have ever prevented
them from buying games because of the ratings.
18% of boys report their parents would be upset
if they knew what games they were playing.
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The more time spent playing electronic games
the lower the school performance.
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Teens who play violent games do worse in school
than teens who don't.
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Youth who prefer violent video games are more
likely to get into arguments with their teachers
and are more likely to get into physical fights,
no matter whether they are boys or girls.
The research on the effects of violent
electronic games is in its early stages. The rapid
change in technology makes the research task difficult
because violent games are a "moving target,"
if you will excuse the pun. Research that is only
four or five years old is only marginally relevant
today because the games and the technologies are
so different. We are seeing research results that
justify the concern that brings us together this
morning. I would, however, like to place research
findings within a larger context.
Next month we will observe the anniversary
of the tragic murders at Columbine High School.
We will once again confront the question, "How
could this have happened?" As we try to sort
this out, we have to address the major role media
plays in shaping the culture today's youth are growing
up in. I am not suggesting that video and computer
games directly caused Eric Harris and Dylan Klebold's
murderous rampage. I do not believe that it was
their favorite game Doom that led them to load up
their guns. I do believe, however, that media shape
the norms and that influences the extremes.
No one will argue against the statement
that what happened at Columbine High School last
April 20 was extreme. Unfortunately there have always
been and there always will be youth drawn to extreme
behavior. But what qualifies as extreme depends
on what's normal. If the norm is respect, then the
extreme might be a verbal outburst, a kick or a
punch. But if putdowns and "in your face"
behavior is already the norm, then the extreme behavior
is going to go farther over the edge. As our culture
becomes more violent, then extreme expressions of
violence will inevitably be more grotesque.
That's where the media come in. Whoever
tells the stories defines the culture. That isn't
new. It's been true for thousands of years. What
is new is that during the 20th century we have delegated
more and more of the story telling function to mass
media. Computer and video games have become influential
storytellers for this generation. As I said earlier
some game producers take the storytelling art to
new heights. Others, however, do not. They specialize
in dishing out heaping servings of violence, mayhem,
and degradation.
Today the average American child will
see over 200,000 violent acts on TV alone by the
time high school graduation rolls around. Who knows
how many simulated murders they will have participated
in if they're "playing" video games like
Duke Nukem, Doom, or Unreal?
While the research linking violent
electronic games with attitudes and behavior is
in its early stages the research on other forms
of violent media is so overwhelming that few researchers
even bother to dispute that screen bloodshed has
an effect on the kids watching it. What do we think
the effect of a steady diet of video games like
Soldier of Fortune could be? A fifteen year old
boy sent me an ad for this game last week. It reads,
"Each gore zone gets a different reaction to
keep you from getting bored." In my judgement
the most insidious effect of a diet of this kind
of media is not so much the violent behavior but
rather the culture of disrespect it creates and
nourishes. For every Eric Harris, Dylan Klebold,
or Michael Carneal there are millions of other kids
who aren't murdering their classmates. But they're
putting each other down, pushing, shoving, and hitting
with increasing frequency all the time.
Games like these are redefining how
we are supposed to treat one another--from "Have
a nice day" to "Make my day." Too
many of our kids are picking up the kinds of messages
contained in the final line of the Soldier of
Fortune ad: "Now the only question is
where your next target gets it first."
A Cree Indian elder said many years
ago, "Children are the purpose of life. We
were once children and someone took care of us.
Now it is our turn to care." We all-media leaders,
game producers, and parents-can do a lot better
job of caring.
David Walsh, Ph.D. is the founder
and president of the National Institute on Media
and the Family, Minneapolis, MN. The Institute is
an independent, non-sectarian, non-profit organization
dedicated to maximizing the benefits and minimizing
the harm of media on children and families through
research and education. Among other activities the
Institute publishes the annual computer and video
game report card each fall.
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Full
Report by Dr. David Walsh submitted
to the U.S. Senate Commerce Committee
March 21, 2000.
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Full
Report by Craig A. Anderson, Ph.D.,
Professor of Psychology, Iowa State University
submitted to the U.S. Senate Commerce Committee
March 21, 2000.
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