Literature DB >> 15208514

Violence in teen-rated video games.

Kevin Haninger1, M Seamus Ryan, Kimberly M Thompson.   

Abstract

CONTEXT: Children's exposure to violence in the media remains a source of public health concern; however, violence in video games rated T (for "Teen") by the Entertainment Software Rating Board (ESRB) has not been quantified.
OBJECTIVE: To quantify and characterize the depiction of violence and blood in T-rated video games. According to the ESRB, T-rated video games may be suitable for persons aged 13 years and older and may contain violence, mild or strong language, and/or suggestive themes.
DESIGN: We created a database of all 396 T-rated video game titles released on the major video game consoles in the United States by April 1, 2001 to identify the distribution of games by genre and to characterize the distribution of content descriptors for violence and blood assigned to these games. We randomly sampled 80 game titles (which included 81 games because 1 title included 2 separate games), played each game for at least 1 hour, and quantitatively assessed the content. Given the release of 2 new video game consoles, Microsoft Xbox and Nintendo GameCube, and a significant number of T-rated video games released after we drew our random sample, we played and assessed 9 additional games for these consoles. Finally, we assessed the content of 2 R-rated films, The Matrix and The Matrix: Reloaded, associated with the T-rated video game Enter the Matrix. MAIN OUTCOME MEASURES: Game genre; percentage of game play depicting violence; depiction of injury; depiction of blood; number of human and nonhuman fatalities; types of weapons used; whether injuring characters, killing characters, or destroying objects is rewarded or is required to advance in the game; and content that may raise concerns about marketing T-rated video games to children.
RESULTS: Based on analysis of the 396 T-rated video game titles, 93 game titles (23%) received content descriptors for both violence and blood, 280 game titles (71%) received only a content descriptor for violence, 9 game titles (2%) received only a content descriptor for blood, and 14 game titles (4%) received no content descriptors for violence or blood. In the random sample of 81 T-rated video games we played, 79 games (98%) involved intentional violence for an average of 36% of game play time, and 34 games (42%) contained blood. More than half of the games (51%) depicted 5 or more types of weapons, with players able to select weapons in 48 games (59%). We observed 37 games (46%) that rewarded or required the player to destroy objects, 73 games (90%) that rewarded or required the player to injure characters, and 56 games (69%) that rewarded or required the player to kill. We observed a total of 11,499 character deaths in the 81 games, occurring at an average rate of 122 deaths per hour of game play (range 0 to 1310). This included 5689 human deaths, occurring at an average rate of 61 human deaths per hour of game play (range 0 to 1291). Overall, we identified 44 games (54%) that depicted deaths to nonhuman characters and 51 games (63%) that depicted deaths to human characters, including the player.
CONCLUSIONS: Content analysis suggests a significant amount of violence, injury, and death in T-rated video games. Given the large amount of violence involving guns and knives, the relative lack of blood suggests that many T-rated video games do not realistically portray the consequences of violence. Physicians and parents should appreciate that T-rated video games may be a source of exposure to violence and some unexpected content for children and adolescents, and that the majority of T-rated video games provide incentives to the players to commit simulated acts of violence.

Entities:  

Mesh:

Year:  2004        PMID: 15208514      PMCID: PMC1140725     

Source DB:  PubMed          Journal:  MedGenMed        ISSN: 1531-0132


  10 in total

1.  Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: a meta-analytic review of the scientific literature.

Authors:  C A Anderson; B J Bushman
Journal:  Psychol Sci       Date:  2001-09

2.  Television viewing and aggressive behavior during adolescence and adulthood.

Authors:  Jeffrey G Johnson; Patricia Cohen; Elizabeth M Smailes; Stephanie Kasen; Judith S Brook
Journal:  Science       Date:  2002-03-29       Impact factor: 47.728

3.  An update on the effects of playing violent video games.

Authors:  Craig A Anderson
Journal:  J Adolesc       Date:  2004-02

4.  Violence in E-rated video games.

Authors:  K M Thompson; K Haninger
Journal:  JAMA       Date:  2001-08-01       Impact factor: 56.272

5.  American Academy of Pediatrics. Media violence. Committee on Public Education.

Authors: 
Journal:  Pediatrics       Date:  2001-11       Impact factor: 7.124

6.  Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life.

Authors:  C A Anderson; K E Dill
Journal:  J Pers Soc Psychol       Date:  2000-04

7.  Longitudinal relations between children's exposure to TV violence and their aggressive and violent behavior in young adulthood: 1977-1992.

Authors:  L Rowell Huesmann; Jessica Moise-Titus; Cheryl-Lynn Podolski; Leonard D Eron
Journal:  Dev Psychol       Date:  2003-03

8.  Effects of reducing children's television and video game use on aggressive behavior: a randomized controlled trial.

Authors:  T N Robinson; M L Wilde; L C Navracruz; K F Haydel; A Varady
Journal:  Arch Pediatr Adolesc Med       Date:  2001-01

9.  Content and ratings of teen-rated video games.

Authors:  Kevin Haninger; Kimberly M Thompson
Journal:  JAMA       Date:  2004-02-18       Impact factor: 56.272

10.  Action video game modifies visual selective attention.

Authors:  C Shawn Green; Daphne Bavelier
Journal:  Nature       Date:  2003-05-29       Impact factor: 49.962

  10 in total
  2 in total

1.  Kids and media: learning happens.

Authors:  Kimberly M Thompson
Journal:  MedGenMed       Date:  2005-06-10

2.  Association between media use in adolescence and depression in young adulthood: a longitudinal study.

Authors:  Brian A Primack; Brandi Swanier; Anna M Georgiopoulos; Stephanie R Land; Michael J Fine
Journal:  Arch Gen Psychiatry       Date:  2009-02
  2 in total

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