Virginia Tech Magazine
Feature -|- Spring 2006


Hot topic: Video games at large
by Sherry Bithell

In 1983, when then-U.S. Surgeon General C. Everett Koop cited video games among the top three causes of family violence, he initiated an ongoing debate between the medium's supporters and detractors. The issue, however, is by no means black and white--for instance, there is a broad gap between the notorious Grand Theft Auto, in which players earn points for stealing cars, carrying out hits, and evading the police; and Mario Kart: Double Dash!!, in which players compete in go-kart races with a partner.

For an overview of the issues in this contentious medium, Virginia Tech Magazine talked to James Ivory, an assistant professor in the Department of Communication.

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James Ivory is an assistant professor for communication technology and media effects in the Department of Communication. Ivory's doctoral dissertation focused on "the effect of technological advancement and violent content in video games on player arousal, presence, attitudes, perceptions of interactivity, and aggression." He is currently publishing a paper on gender representation in video games. As well as researching video game effects, Ivory teaches the undergraduate courses New Communications Technology and Introduction to Communication Research. He joined the faculty at Virginia Tech in August 2005.


Focusing on the "right" issues?

Although the video-game debate has lately focused on concerns that advances in game technology will increase the games' violence, such a theory, Ivory notes, is difficult to predict or prove because research simply cannot keep pace with game technology--as soon as a study is published, a new technology is already in use. Ivory has instead found it more useful to look at the effects of new game technology on players, reporting evidence of both "an increasing tendency for video games to be more exciting" and for the games "to invoke a higher sense of presence" for players. His conclusions thus far: that the effects of new technologies seem to be the same regardless of whether the game is violent or nonviolent.

Ivory is less concerned about video-game violence than other potentially more serious issues that he fears researchers are overlooking, especially video-game addiction, which can consume hours and negatively affect a player's work, social life, and general well-being.

While researching potential dependence on video games, Ivory found that one genre in particular seems to be more addictive than others. In the Massively Multiplayer Online Role-Playing Game, or MMORPG, players interact with other players in an ever-changing online game world that never stops. This type of game is more addictive, he says, because "you can't go two or three days without playing and expect things to be the same as when you left the game."

According to Nick Yee of Stanford University's Department of Communication, who spent three years researching the effects of this genre, approximately 50 percent of MMORPG players consider themselves addicted--a staggeringly high number when factoring in the millions worldwide who subscribe to such games.

Another troubling issue is video games' portrayal of women, which Ivory says is more negative than in other media. Indeed, numerous games feature scantily clad, graphically enhanced women accompanying men who are fully dressed. Many of these female characters play subordinate roles to the male heroes; others are in power positions but have been given unpleasant personalities.

"If a kid playing these games sees how few female characters there are or that the ones who are in a game are shaped and act a certain way," Ivory wonders, "what does that teach him or her about what a powerful woman should be like?"

Remote control

However, it is far easier to note the problems with video games than to solve them, Ivory says.

"We have certain freedoms of speech and certain freedoms as media consumers, so I think it's really hard to indict media games," says Ivory. "For example, a lot of people will cite documented negative effects of video games, such as minor measures of aggressive behavior. Don't some movies do the same thing? Nobody's going to try to ban violent movies or books, so why video games?"

To date, all decisions made in court cases about the harm allegedly caused by video games have stated that the medium should receive First Amendment protection. Yet such decisions have not ended the debate between those who argue that laws should protect minors and those who say that it is the responsibility of individual parents to do so.

"I don't think there are a lot of people who would advocate that there be no restriction on 5-year-olds playing a game where you kill people," Ivory notes. Indeed, the game industry has a standardized rating system, developed by the Entertainment Software Rating Board, that gives prospective buyers an idea of the appropriate audience for a game. The games mentioned in the introduction to this article, for example, vary wildly. Grand Theft Auto merits a "mature" rating, meaning that it is considered suitable for players ages 17 and up; Mario Kart: Double Dash!!, on the other hand, is rated "everyone," which means that it has been deemed appropriate for players ages six and up. These ratings are listed on the covers of the games' packaging.

As yet, laws attempting to restrict video game content "haven't been nuanced enough to deal with the specifics," says Ivory. "For example, in Washington, one law tried to say that video games for players under 18 years couldn't depict violence against a law officer. Yet, imagine scenarios if that were television--no Keystone Cops or Daffy Duck running from the police. The intent is there, but it's hard to figure out a way to not make such laws overly limiting."


video games

Who plays video games? While researching the effects of MMORPGs, Nick Yee of Stanford University found that the average age of players is 26, that 36 percent are married, and that 22 percent have children. Also, about 50 percent work full-time--even though MMORPG players reportedly spend an average of 22 hours a week playing these games, with 60 percent playing for a minimum of 10 consecutive hours. At least these players are getting some quality time with friends and family--80 percent say that they play online with someone they know in "real life."

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Positive potential

For all the negative publicity about video games, Ivory believes they have much to offer. "If something has the potential to suck people in, that's something that can be harnessed positively for educational potential," he comments. "You don't complain about a kid who reads Shakespeare for 20 hours a week."

In fact, because video games are more interactive than other media, many parents favor educational games that teach language, math, and other basic skills. Similarly, games with more latent educational potential can be recommended, says Ivory. "How many kids have gotten keen on war history because of a movie and open an encyclopedia to learn more? People praise "Saving Private Ryan" for teaching people about World War II; there are video games that could do the same."

He even sees another side to the problem of addiction: "I would guess that for every person who's having problems because of playing a video game too much, there's probably somebody who is learning about leadership roles or strategy or someone playing online who is getting socialization that he or she wouldn’t get otherwise."

Ivory speculates that people expect more from video games than they do from other media--and unfairly so. "I think one issue is that video games are viewed as a time-wasting leisure activity. But there's nothing wrong with leisure activities. For most people, hobbies can be viewed as a waste of time--building models, writing short stories nobody's going to read, playing sports. Yet they provide benefits, whether as an escape or to learn or to develop skills.

"Some negative things could come out of playing a video game, but it could also sharpen logical skills, help people develop an interest in a certain topic area, provide an opportunity to socialize, or just be a way to get away. I don’t think video games have to be the answer to problems to be an OK thing to have around."


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