Tim Gordon Violent Video Games in Society. Overview Multiple interpretations of the research Computers as teachers.

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Presentation transcript:

Tim Gordon Violent Video Games in Society

Overview Multiple interpretations of the research Computers as teachers

Negative View Violent media seeds violence in all children By watching and participating in violent media children:  Come to accept violence as acceptable  Find it difficult to come up with non-violent solutions It is only a matter of time before enough evidence and research has been collected before everyone is convinced

Positive View Very little research has been conducted  That which has been conducted has been flawed and done poorly There is no indication of long term harm The only reasonable conclusion from existing research is that violent people are attracted to violent games

UK View Gaby Hinsliff The Observer, Sunday May Playing computer games may actually be good for children, according to a government study that found no proof that even violent games triggered aggressive behaviour. The games can improve children's decision-making and instil 'positive learning traits', some research suggests. At least one study argues that make-believe violence helps children 'conquer fears and develop a sense of identity', as gruesome fairytales once did. The review was ordered by ministers over concerns about possible links between bloodthirsty games and real-life violence. The fatal stabbing of 14-year-old Stefan Pakeerah, whose attacker was said to have been obsessed with a game called Manhunt, prompted a campaign by his mother to have violent titles banned. The review concluded fears about violent games reflected deeper social concerns about 'the changing nature of childhood in a modern world'. Most research suggesting a link came from America and did not take into account the context in which children played. Ministers have discussed age-labelling of games and are understood to be planning talks with the industry about helping parents choose titles.

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