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Education Panel and Working Group
Panel chair: Dorothy
Singer, Ph.D., Yale University
Panel presenters:
Joy Keiko Asamen,
Ph.D, Pepperdine University
Karen Dill, Ph.D,
Lenoir-Rhyne College
Susan McHale, Ph.D.,
Pennsylvania State University
Summit discussions on education evolved around three areas of
concern: how different ethnic groups and diverse cultures are
affected by video games, gender concerns and how females are depicted
in and affected by video games, and the family context and parental
perceptions of video gaming.
Ethnicity and diverse cultures
Presenter: Joy
Keiko Asamen, Ph.D., Pepperdine University
View presentation (Coming Soon)
In terms of impact on different ethnicities and diverse cultures,
video games appear to closely parallel television in content and
usage. There are numerous multicultural concerns, including:
- Video games reflect the under-representation of diverse
cultures found in general within media content. Similar to television
content, video games have a predominant presence of young, white
males in the content. The one exception is games developed in
Southeast Asia feature Southeast Asian males. As has been observed
with other forms of media, when members of ethnic groups are present
in video games, the portrayals perpetuate negative images or present
stereotyped characterizations.
- Ethnic minorities play more video games. The irony of the
predominant white male content is that as a percentage of the
population, ethnic minorities tend to have higher usage of media
in general and a higher percentage who play video games.
- There is little diversity among video game developers.
The video game content, with white males predominant, is a reflection
of the game developers, who also tend to be young white males.
In order to address multicultural concerns, the video gaming industry
needs to develop opportunities and incentives to diversify software
developers in video games.
- Media literacy is low, particularly among those most affected
by video game effects. Because of the high percentage of video
game users among ethnic minority populations, the need for media
literacy is even greater. A central challenge in developing media
literacy is to adapt the educational material for different ethnicities
and to develop outreach programs that are effective in reaching
targeted populations.
Research Citations
Asamen & Berry
(2003)
Berry & Asamen
(2001)
Kaiser
Family Foundation Study (2005)
Gender concerns
Presenter: Karen
Dill, Ph.D., Lenoir-Rhyne College
View presentation (Coming Soon)
Gender stereotyping is common in video games and is even more
exaggerated in video game advertising, which tends to highlight
the most dramatic features of video game characters. Research
involving content analysis of video game advertisements identified
these stereotypes:
- Depictions of violence are not only the norm for both sexes,
but violence is consistently glamorized.
- Female characters were sexualized, scantily clad, objectified,
disempowered, subjects of eroticized aggression and characterized
in generally demeaning portrayals.
- Stereotypical female shapes were "curvaceously thin"
body images, an unrealistic distortion of body types, which
were extremely thin with medium-sized busts.
- Male characters tended to be hyper-masculine, portray
dominance over female characters and were usually positioned
with weapons.
Research Citations
Dill & Phillips
(2006)
Harrison (2003)
Family context and parental perceptions of
video gaming
Two perspectives were provided at the Summit on family context
and parental perceptions of video gaming. Both presentations
posed questions about how families make decisions in purchasing
video games, usage of videos as entertainment, and opportunities
for improving parental oversight of children's video game playing.
Family context
Presenter:
Susan McHale, Ph.D., Pennsylvania State University
View
presentation
Youth consumers of video games must be understood within the family
context, since the family context is a predominant influence on
youth behavior. Parents create opportunities and set constraints
for their children based on numerous environmental, socioeconomic
and cultural influences. This has numerous implications for interventions
in youth video game use, including these three considerations:
- Small changes have big influences over time: Parents
may not realize the incremental changes in their children's
video gaming, in terms of hours played or access to age-inappropriate
video games; although parents may believe that changing their
children's playing habits is hard to do, even small changes
in family activities and routines may lead to big differences
over time.
- Socioeconomic status may limit access to alternatives
to video game playing. Children in unsafe neighborhoods may
not have options to play outside. Parents who both work, particularly
those working more than one job, may not have time, energy or
financial capacity to provide their children with alternative
activities.
- Parents may have different concepts of free time, depending
on their culture or socioeconomic status. For example, some
analyses suggest that higher social class families see free
time as an opportunity for growth and skill building, so may
be more likely to keep children busy with lessons, clubs and
the like. In contrast, possibly because their lives are more
stressful, working class families are more likely to see free
time as a time to relax and unwind, for example, with "screen-based"
activities.
A novel approach would be to develop video game playing that
promotes positive development, including academic and social
skills:
- Video games could teach math skills, writing, problem-solving
and other positive attributes.
- Many parents would support video game alternatives to
violent video games.
Parental perceptions of video gaming
Presenter: Craig
A. Anderson, Ph.D., Iowa State University
View presentation (Coming Soon)
Given the consistent findings that violent video games can have
harmful effects on youth, why or how would parents allow their
children to have access to age-inappropriate video games?
Although there are numerous influences on parental perceptions,
at least three factors lead parents to underestimate the harmful
potential of violent video games:
- Parents reject media effects research findings. Parents
may be aware of studies that show the risk of harm from violent
video games, but choose to ignore these findings because such
information is personally threatening. Parents deny their children
could be among those youth who are negatively affected.
- Media reports downplay violent media effects research.
Despite increasingly strong scientific evidence, news media
stories have tended to become weaker over time.
- The video game industry denies media effects. In news
media interviews, the designated national spokesperson for the
U.S. video game industry association vehemently denies connections
between violent video games and youth aggression.
Recommendations of the Education
Working Group
The Education Working Group was chaired by the panel chair,
Dorothy Singer,
Ph.D., Yale University
Members of the Education Working Group included:
Craig A. Anderson,
Ph.D, Iowa State University
Joy Keiko Asamen,
Ph.D, Pepperdine University
Karen Dill, Ph.D,
Lenoir-Rhyne College
Jeanne B. Funk,
Ph.D, University of Toledo
Marjorie
Hogan, M.D., Hennepin County Medical Center,
Bob
McCannon, The Action Coalition for Media Education
Susan McHale, Ph.D,
Pennsylvania State University
Sheila
Miller, Turn Off the Violence Coalition
Recommendations for education were developed under three general
categories: implementing effective media literacy programs that
would educate a broad array of publics about media, educating
the public specifically about video games and the effects of violent
video games, and diversifying video game development to increase
the potential for positive outcomes from video gaming.
Media literacy programs:
- Implement programs that should include evaluative longitudinal
measures of both attitudes and behaviors.
- Develop methods consistent with most successful interventions
available (involving parents in the intervention).
- Develop media literacy programs that are sensitive to
different languages, cultures and reading levels.
- Begin media education as early in child's life as possible
(prior to age 6).
- Use children's words in public media literacy campaigns.
- Focus media education on the affective route, with stories
and statements that make stronger and longer-lasting impressions
on people than cognitive, scientifically framed information.
- Work with teachers of sexual education and health textbook
writers for junior and senior high schools to incorporate lessons
that address distortions or misperceptions video games convey
about sex.
Public education on video games:
- Make the message of harm from violent video game playing
more consistent within and among scientists, public health organizations,
the video gaming industry, and educational institutions, particularly
at the elementary school levels, to help parents and their children
clearly understand violent video game effects.
- Reach parents and families in the workplaces and doctors'
offices to convey the message about violent video game effects
and media literacy.
- In addition to negative effects of violent video games,
incorporate into video game ratings information for consumers
about the potential beneficial effects of video games that offer
positive attributes.
- Rather than focusing solely on restricting access to
violent video games, policymakers may want to consider educational
options to inspire parents and children to choose a variety
of alternative activities.
Diversifying video game development:
- Promote educational efforts that will bring greater diversity
of video game programmers, which could bring positive changes
in video game content.
- Develop incentives for the development of more pro-social
video game play and positive portrayals of female characters
in video games
- Provide educational training to current video game programmers,
who are predominantly male. An outreach program targeting college
media departments and computer science programs could be helpful
in conveying the ethics, social responsibility, and social effects
regarding video games to the future programmers to facilitate
the creation of more positive video games.
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