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Audiences and Videogames Videogame fanatics are like cocaine addicts who get an instant rush from an electronic fix (quoted in Newman 2001, 62-63).

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Presentation on theme: "Audiences and Videogames Videogame fanatics are like cocaine addicts who get an instant rush from an electronic fix (quoted in Newman 2001, 62-63)."— Presentation transcript:

1 Audiences and Videogames Videogame fanatics are like cocaine addicts who get an instant rush from an electronic fix (quoted in Newman 2001, 62-63).

2 BBFC Audience Research 2006 Research to improve understanding of what players enjoy about video games, and to explain their preferences for particular games Conducted in September and October 2006

3 Overall Findings The BBFC discovered that younger gamers are influenced to play titles such as Grand Theft Auto and Manhunt by peer pressure – and that negative press coverage of violent titles significantly increased their uptake. However, the firm noted that younger players often find violence in games upsetting – particularly when they play games rated for adults.

4 BBFC: Research into audiences and games Findings:  female games players tend to prefer ‘strategic life simulation’ games like The Sims and puzzle games  male players favour first ‘person shooter’ and sports games and are much more likely to become deeply absorbed in the play  There is also concern that in some games wickedness prevails over innocence  The quality of graphics attracts comment and good graphics clearly contribute importantly to gamers’ enjoyment

5 BBFC: Research into audiences and games  As graphics have improved, wounds and suffering have become more real looking, along with weapons and scenery.  Some gamers seem to feel a bit sheepish, looking back, at the amount of time they have spent playing. The sense of achievement games deliver is often fleeting.

6 BBFC: Research into audiences and games Why do people play games?  Escape from reality  Sense of achievement  Gamers claim it is mentally stimulating Gamers are aware that the violence in the game does not reflect real life.

7 Impact of Videogames on Education and Health Some games receive ‘negative press’ or create a ‘moral panic’. When looking for someone to blame for social problems among young people, videogames provide an easy scapegoat. Videogames can be blamed for: 1.Falling levels of literacy 2.Obesity 3.Anti social behaviour and violence.

8 Shocking headlines The Sandy Hook Elementary School shooting occurred on December 14, 2012, in Newtown, Connecticut, when 20-year-old Adam Lanza fatally shot 20 children and 6 adult staff members. Prior to driving to the school, Lanza shot and killed his mother at their Newtown home. As first responders arrived at the scene, Lanza committed suicide by shooting himself in the head.

9 Videogame violence Videogames have been blamed as one of the causes of terrible gun crimes like the shooting that took place at the Columbine School in the US in 1999. Eric Harris and Dylan Klebold, both pupils at the school, killed 13 people and wounded 23 others before using the guns on themselves.

10 Example: The Godfather game The player in order to progress must coerce, corrupt and bully to gain ‘respect’. The player needs to develop skills in working out whether violence is required or not. The graphic violence contained in the game is a means to an end and thus legitimised to some extent. But is the player likely to act more violent in the real world after playing the game?

11 McDougall and Duncan (2008) Conducted research into what games primary school students played. They said 1.Mortal Kombat (18) 2.GTA: San Andreas (18) 3.Harry Potter (3+) 4.Simpsons (7+) 5.Resident Evil 4 (16)

12 Research continued… 16/18 rated games were owned by older siblings There is still evidence that the classification system is ineffective in gatekeeping access to such games.

13 Videogames and media effects theory Desensitisation – the more we are exposed the less shocked we are. Copycat theory – people copy what they see (James Bulger murder, Columbine killings) Uses and Gratifications theory – how do audiences use the game for their needs

14 Going against the theory A lot of theory is based on studies of young children and teenagers. Most gamers are NOT teenage boys. Is the immersion of the game passive or active? If passive then this is suggested that this could cause ‘harm’.

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