Grand Theft Auto – Technology Liberation Front https://techliberation.com Keeping politicians' hands off the Net & everything else related to technology Mon, 01 Dec 2008 18:01:12 +0000 en-US hourly 1 6772528 Do video games create cop killers? https://techliberation.com/2008/04/29/do-video-games-create-cop-killers/ https://techliberation.com/2008/04/29/do-video-games-create-cop-killers/#comments Wed, 30 Apr 2008 00:00:43 +0000 http://techliberation.com/?p=10732

Dennis McCauley of Gamepolitics.com takes on that issue today in a column:

In the United States, the FBI tracks annual statistics on police officer slayings as well as assaults on police officers. I compared these figures to the various release dates for the three major GTA console game releases to date (GTA III, GTA Vice City, GTA San Andreas) and plotted the whole thing on the chart below. It’s a bit like the well-known video games vis-a-vis juvenile crime graph created by Duke Ferris of GameRevolution a few years back, although with a much narrower focus.The FBI statistics portray a much different picture than that painted by critics like Thompson and Grossman. In the chart, I’ve plotted FBI figures for police officers feloniously killed (blue line) and police officers assaulted (red line, listed in thousands). As can be seen, police officer murders peaked at 70 in 1997 (i.e., four years before GTA III) and again in 2001. GTA III was released in late October that year, so if the game caused that year’s spike, it would have had only two months in which to do so. (also, the 2001 figures don’t count the 72 officers lost when the World Trade Centers collapsed). The chart shows that since GTA III was released police killings have been trending downward to a low of 48 in 2006. Although the FBI has not yet posted 2007 numbers, the National Law Enforcement Officers Memorial Fund lists 68 police officers as having been shot to death in 2007. But it’s worth pointing out that while there may have been a spike in police slayings last year, there was no corresponding GTA release. There hasn’t been a new Grand Theft Auto console title issued since San Andreas in October, 2004.

I’ve commented more on these issues in my essay on “Why hasn’t violent media turned us into a nation of killers?”

]]>
https://techliberation.com/2008/04/29/do-video-games-create-cop-killers/feed/ 13 10732
review: Kutner & Olson’s “Grand Theft Childhood” https://techliberation.com/2008/04/14/review-kutner-olsons-grand-theft-childhood/ https://techliberation.com/2008/04/14/review-kutner-olsons-grand-theft-childhood/#comments Mon, 14 Apr 2008 18:19:23 +0000 http://techliberation.com/?p=10653

Grand Theft Childhood cover Don’t judge a book by its cover (or its title, for that matter). I’m usually faithful to that maxim, but I must admit that when I first saw the title and cover of “<a href="http://www.amazon.com/Grand-Theft-Childhood-Surprising-Violent/dp/0743299515/ref=pd_bbs_sr_1?ie=UTF8&s=books&qid=1208179493&sr=8-1″>Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do,” I rolled my eyes and thought to myself, “here we go again.” I figured that I was in for another tedious anti-gaming screed full of myths and hysteria about games and gamers. Boy, was I wrong. Massively wrong.

Lawrence Kutner, PhD, and Cheryl K. Olson, ScD, cofounders and directors of the Harvard Medical School Center for Mental Health and Media, have written the most thoroughly balanced and refreshingly open-minded book about video games ever penned. They cut through the stereotypes and fear-mongering that have thus far pervaded the debate over the impact of video games and offer parents and policymakers common-sense advice about how to approach these issues in a more level-headed fashion. They argue that:

Today, an amalgam of politicians, health professionals, religious leaders and children’s advocates are voicing concerns about video games that are identical to the concerns raised one, two and three generations ago with the introduction of other new media. Most of these people have the best of intentions. They really want to protect children from evil influences. As in the past, a few have different agendas and are using the issue manipulatively. Unfortunately, many of their claims are based on scanty evidence, inaccurate assumptions, and pseudoscience. Much of the current research on violent video games is both simplistic and agenda driven. (p. 55)

They note that these groups, “probably worry too much about the wrong things and too little about more subtle issues and complex effects that are much more likely to affect our children.” They continue:

It’s clear that the “big fears” bandied about in the press—that violent video games make children significantly more violent in the real world; that children engage in the illegal, immoral, sexist and violent acts they see in some of these games—are not supported by the current research, at least in such a simplistic form. That should make sense to anyone who thinks about it. After all, millions of children and adults play these games, yet the world has not been reduced to chaos and anarchy. (p. 18)

Exactly. [It’s a point I have been making for many years in essays like “Why Hasn’t Violent Media Turned Us Into a Nation of Killers?” as well as my PFF study on “Fact and Fiction in the Debate Over Video Game Regulation” and my book on “Parental Controls and Online Child Protection.”] They go on to note that many game critics:

…may be asking the wrong questions and making the wrong assumptions. For example, instead of looking for a simple, direct relationship between video game violence and violent behavior in all children, we should be asking how we might identify those children who are at greatest risk for being influenced by these games. (p. 18)

They point out that some kids who play some games obsessively may indeed be to susceptible to certain negative influences, just as they might from reading certain books or listening to certain speakers. But it would be wrong to generalize this problem and say that all kids are, therefore, equally susceptible to the same influences. They argue that most kids play games—including violent games—for perfectly rational, healthy reasons: to engage escapism or role-playing, for example. Other times, violent themes can be used to convey messages or morals. I love this passage from their chapter on “Why Kids Play Violent Games”:

The threads of violence are woven throughout the fabric of children’s play and literature from a very early age. We sing them to sleep with lullabies that describe boughs breaking, cradles falling and babies plummeting helplessly to earth. We entertain them with fairy tales in which a talking wolf devours a girl’s grandmother and an old woman tries to roast children alive in her oven. Even religious instruction is replete with stories about plagues, pestilence, jealousy, betrayal, torture and death. While the stories and songs may be different, the underlying themes are generally the same in cultures throughout the world. Ogres, monsters, sexual infidelities, beheadings, thievery, abandonment, cannibalism, drownings–such was the stuff of children’s literature long before video games. (p. 118-19)

They conclude, therefore, that “children are drawn to violent themes because listening to and playing with those frightening images helps them safely master the experience of being frightened. This is an important skill, perhaps even a life-saving one.” They also argue that “Video games give free rein to fantasies of power, glory and freedom. That’s quite different from the mundane lives of most children.” (p. 121) In this sense, Kutner and Olson’s argument is very much consistent with the work of Gerald Jones, who wrote the brilliant book Killing Monsters: Why Children Need Fantasy, Super-Heroes, and Make-Believe Violence. In that book, Jones argued that:

One of the functions of stories and games is to help children rehearse for what they’ll be in later life. Anthropologists and psychologists who study play, however, have shown that there are many other functions as well—one of which is to enable children to pretend to be just what they know they’ll never be. Exploring, in a safe and controlled context, what is impossible or too dangerous or forbidden to them is a crucial tool in accepting the limits of reality. Playing with rage is a valuable way to reduce its power. Being evil and destructive in imagination is a vital compensation for the wildness we all have to surrender on our way to being good people.

To some of us, that seems completely sensible and consistent with what we know about child development from our historical experiences. How is it, then, that so many people—including many other psychologists—could think otherwise and make sweeping, outlandish claims about the negative impact of video games on children? Kutner and Olson provide detailed answers in their brilliant chapter on “Science, Nonsense and Common Sense.” I wish I could reprint the whole thing here and make every politician and gaming critic read every word of it because it provides the definitive deconstruction of much of the modern “science” surrounding the impact of violent media on kids and society. They begin by noting that:

Scientific research is like solving a jigsaw puzzle in which you don’t know if you have all the pieces; the pieces that you have can fit together in many different ways and you’re not sure what the finished picture will look like. (p. 57)

And that is more true than ever when the subject of the scientific inquiry is the human brain and the impact of visual media upon it. There are countless other inter-personal and environmental influences that impact the psychological development of a human being, especially a child. How is it that we have allowed some to weave such simplistic causation theories together and blame media for the woes of the world?

Part of the answer lies in the belief that experimental studies conducted in artificial laboratory environments (using noise blasts or small electric shock tests, for example) have produced conclusive proof of a clear causal connection between exposure to violent media and real-world acts of violence or aggression. But Kutner and Olson point out some of the problems with this theory:

[T]he researchers fail to differentiate between aggression and violence. Their logic assumes that the subjects in these experiments—usually college students who participate to earn some spending money or to get credit for a class—cannot tell the fantasy from reality and don’t know that “punishing” a person with a mild electric shock or a 9mm pistol with lead to different outcomes. Can someone who delivers a brief blast of noise really be said to have the same malicious intent as someone who shoots a convenience store clerk or stabs someone in a bar fight. (p. 65)

They also note that lab experiments are rarely compared to real-world data regarding violence or aggression:

For whatever reason, the various experts who cited the 1990s increase in crime as evidence of harm from media violence are not rushing to take back those statements in the face of reduced crime or the more direct explanations for the temporary rise. Nor are they addressing the dramatic growth in the popularity of video games, including violent video games, during the years when crime rates were plummeting. (p. 61)

The also point out that:

Violent video game play is extremely common, and violent crime is extremely rare. This makes it tough to document whether and how violent video and computer games contribute to serious violence… Criminals are also much more likely to have past exposure to other factors, such as poverty, alcoholism, family violence or parental neglect, that are know contributors to violent behavior. (p. 66)

And there are other problems regarding who is studied in these experiments and how they are studied. Most obviously, when you are dealing with the study of children, it is difficult to get parental permission to involve them in the study. This leads to questions about the sample group, how they were chosen and what we know about them and their pasts. Also, because children are the subjects of study, their developmental limitations also create unique difficulties. Kutner and Olson note that:

[Kids] don’t read and write as well as adults do. They get bored and make things up. They have trouble remembering or estimating potentially important things, such as how many hours they play video games during a typical week. At what age can kids be expected to fill out questionnaires or give accurate responses? Can older kids accurately recall what they not only last week, but what they did a few years earlier? (p. 67-8)

Moreover, can we trust that they are always telling the truth, or are they tailoring their responses and actions to what they believe the researchers want them to say or do? Having been a subject in several experiments during some college psychology classes back in the mid-80s, I remember how some of my colleagues and I would often leave the laboratory and joke about how we essentially told the researchers what they wanted to hear just to get our $20 bucks and get out of there quicker. In most cases, we caught on to the hypothesis they were trying to test pretty quickly, and that influenced the decisions we made or the answers we provided. This works the same way with kids. If you sit them in a room and show them a video of a guy punching a Bobo clown doll in head and then put those kids in a room full of a bunch of Bobo dolls, sure enough, a lot of them will pop the Bobo dolls in the nose. No duh, right! That’s pretty much all those Bobo dolls were made for; getting popped in the nose! Shockingly, however, early studies of media violence used this method and jumped to sweeping “monkey see–monkey do” conclusions about the impact of television and movies on the aggressive behavior of children in society. How could educated people believe such drivel?

In other words, there are complicated and controversial issues surrounding laboratory experiments in terms of WHO and WHAT is being studied and HOW it will be studied or measured. That leads to some of the problems mentioned above, especially when noise blasts or the punching of Bobo dolls in a lab environment are extrapolated to account for complicated real-world effects that could have multiple influences / causes.

Finally, what about the video game industry’s responsibility to parents? And what about the gaming industry’s private rating and labeling body, the Entertainment Software Rating Board (ESRB). Kutner and Olson discuss many of the same industry-provided parental control tools that I have summarized in my book on the issue. And they have some suggestions for how the ESRB’s rating process might be tweaked and potentially improved, but they also rightly note that:

No [rating] system will ever be able to scrutinize and label all potentially offensive or upsetting content. The more complicated a system becomes, the less likely busy parents are to understand it and to actually use it. Given the constraints, we thing the ESRB has done a good job. (p. 186)

That’s in line with my own conclusions, as I noted in this essay on “Video Games, Ratings & Transparency“:

What critics consistently forget—or perhaps intentionally ignore—is that media rating and content-labeling efforts are not an exact science; they are fundamentally subjective exercises. Ratings are based on value judgments made by humans who all have somewhat different values. Those doing the rating are being asked to evaluate artistic expression and assign labels to it that provide the rest of us with some rough proxies about what is in that particular piece of art, or what age group should (or should not) be consuming it. In a sense, therefore, all rating systems will be inherently “flawed” since humans have different perspectives and values that they will use to label or classify content. Much ink is spilled over how rating systems can be improved. Everyone seems to have their own ideas about what “the best” system would look like. But, at the end of the day, someone has to (1) create a standard and (2) enforce it as broadly as possible so that (3) the public accepts and uses it. The ESRB has done that quite effectively in my opinion. In fact, in many ways, although it is the newest of all industry content rating and labeling schemes, the video game industry’s system is in many ways the most sophisticated, descriptive, and effective ratings system ever devised by any major media sector in America. Is it perfect? Of course not. Improvements can always be made, but we should not lose sight of the fact that the ESRB system (1) is highly descriptive, (2) rates virtually all game content sold today, and (3) is widely understood and used by game consumers and parents today. We should not underestimate that accomplishment.

Kutner and Olson also provide a litany of other useful tips and strategies for parents who are worried about their children’s exposure to certain games, or just how much time they spend playing games. But they conclude with the following sage advice:

For most kids and most parents, the bottom-line results of our research can be summed up in a single word: relax. While concerns about the effects of violent video games are understandable, they’re basically no different from the unfounded concerns previous generations had about the new media of their day. Remember, we’re a remarkably resilient species. (p. 229)

Indeed.

I highly recommend Kutner and Olson’s Grand Theft Childhood. It is must-reading for anyone who is serious about studying the debate over video games, child development and the public policy surrounding them. It is the most sensible thing ever penned on the subject.

[Note: The authors have also developed this user-friendly website to accompany the book. It does a nice job of summarizing many of the myths they address and debunk in the book, but make sure to buy the book, too.]

]]>
https://techliberation.com/2008/04/14/review-kutner-olsons-grand-theft-childhood/feed/ 23 10653
Sen. Brownback Turns Up the Heat on the Video Game Industry https://techliberation.com/2006/03/29/sen-brownback-turns-up-the-heat-on-the-video-game-industry/ https://techliberation.com/2006/03/29/sen-brownback-turns-up-the-heat-on-the-video-game-industry/#comments Thu, 30 Mar 2006 03:54:54 +0000 http://techliberation.com/2006/03/29/sen-brownback-turns-up-the-heat-on-the-video-game-industry/

Unfortunately, as I predicted would be the case in my National Review editorial earlier this morning, today’s hearing on video games in the Senate Judiciary Committee turned out to be quite a one-sided show trial.

Senator Sam Brownback called the hearing to blast the game industry for what he called “graphic,” “horrific,” and even “barbaric” level of violence we supposedly see in games today. Violent video games, he argued, are becoming “simulators” that train kids to behave violently and even kill cops.

And his proof? As I suspected would be the case (and, again, predicted in my editorial) it largely came down to two key games: “Grand Theft Auto” and “25 to Life.” Sen. Brownback decided to show a few clips from these games and one other title (“Postal”) to supposedly illustrate just how violent games are today. Now make no doubt about it, these games do contain some truly sickening, despicable acts of simulated violence. I don’t know why a game developer feels compelled to show thugs beating prostitutes with a baseball bat, or a criminal shooting cops with a sniper rifle, or someone torching a dead corpse and then urinating on it to put out the fire. It’s all very sick and it’s quite sad that someone is squandering their creative talents on the depiction of such disgusting, disrespectful acts of violence.

But let’s get back to the key point and ask a question that ABSOLUTELY NO ONE EVEN BOTHERED DISCUSSING AT THE HEARING. Namely: Are these games indicative of all video games out there today?

Answer: Not by a long shot. In reality, games like “Grand Theft Auto” and “25 to Life” are not representative of what most kids are playing.

As I showed in my recent paper on “Fact and Fiction in the Debate over Video Game Regulation,” of all the games that Entertainment Software Ratings Board (ESRB)–the self-regulatory ratings board for the gaming industry–reviewed in 2005, less than 13 percent were rated “Mature” (M) or “Adults Only” (AO), the categories that contain the sort of violence critics are concerned about. In fact, less than 1 percent were rated Adults Only. Thus, around 86 percent of all games sold in 2004 were rated either “Early Childhood” (EC), “Everyone” (E), “Everyone 10 and older” (E10+), or “Teen” (T). Moreover, in my study I also compiled the ratings for all of the Top-20 video and computer games between 2001-2005 and found that over 80 percent of the most popular games were rated either “E” or “T.” If one removes from the count the various “Grand Theft Auto” and “Halo” titles (there have been multiple best-selling versions of each game), the percentage of “M” rated games drops even further. So, it’s not the case that all games are as “barbaric” as the ones Sen. Brownback singled out.

Of course, the video game industry didn’t get a chance to make this point at the hearing since no one from the industry was invited to sit on either panel. Patricia Vance, President of the Entertainment Software Ratings Board was there, but she doesn’t represent the industry. She just runs the voluntary organization that rates all the games.

Brownback grilled Ms. Vance and tried to make her atone for the sins of a few developers out there that make the games like “25 to Life.” Of course, as she noted in response, the ESRB has no power to keep such games off the market, it just rates those games and gives parents to information they need to make informed judgments about the games they allow in their homes.

Brownback and a few others on the two panels, which mostly consisted of psychologists, also questioned whether the industry could even be trusted to rate its own games. That led to suggestions of a federal ratings system. Alternatively, if the private ratings system is retained, Brownback asked some of the panelists what they thought about his idea to require that before new “M”-rated games could be released, they should be reviewed by an independent panel of experts or psychologists to gauge what impact it might have on players. A couple of people muttered their approval of such a proposal. Luckily, however, one brave soul, Dr. Dmitri Williams of the Univ. of Illinois, pointed out that psychologists don’t exactly crank out their work in a matter or minutes. Indeed, it takes many months, even years, to conduct a serious study on the impact of media on individuals. Thus, Brownback’s idea would likely bring game releases to a standstill. Moreover, such a proposal, if imposed by law, would likely represent an impermissible form of prior restraint and found unconstitutional. But hey, never mind that little thing called the First Amendment!

Regarding those psychologists on the panel… they couldn’t come to any definitive conclusion regarding the impact of games on children’s behavior. For example, Dr. Elizabeth Carll of the American Psychological Association and Dr. David Bickham of the Harvard Medical School both said that games “may” or “might” cause feelings of aggression, but they also pointed out that there really hasn’t been substantial long-term evidence to confirm that belief. Despite this, both Carll and Bickman argued that government should just go ahead and regulate anyway!

But Dr. Williams of the Univ. of Illinois, who has authored several studies on these issues, pointed to the many problems with current research, including that fact that there are no long-term, longitudinal studies and that the current short-term experiments are typically conducted in very unnatural laboratory settings. (Those settings also are devoid of the sort of group or community play that increasingly typifies gaming). Moreover, many of these studies do not account for other “environmental” factors that might have a bearing on actual aggression, such as broken homes, parental abuse, drugs, bad neighborhoods, or medical or mental conditions.

More specifically, Dr. Williams brought up what I think is the most important issue related to all “media effects” research. That is, does arousal equal aggression? Just because a particular study reveals that watching simulated violence in a movie, TV show or video game leads to feelings of “arousal” (heightened brain or heart waves, punching a Bobo doll, etc.), does that mean that actual aggression or violence will follow out in a real-world environment? You would think an important question like that would get a lot more attention in the media effects literature or in the public debate over regulating media. But it doesn’t. I actually read a lot of these studies and some of them raise this issue, but many just continue to rely on some sort of proxy as an indication of real-world aggression. But humans can get “aroused” from many things and not turn into violent monsters. Reading a riveting book, watching a scary movie, watching a bruising boxing match, listening to a loud rock concert… those are just a few things that millions of people have been doing for the past few decades without turning around and harming others afterwards. Did the media in question “arouse” them? You bet. Your heart and head can really get pumping when you enjoy powerful media images or sounds. But it doesn’t follow that you become aggressive thug just because you get aroused by those media.

Indeed, if it was that case that such a clear link existed, it should be showing up in the numbers. Cultural and social indicators, that is. But it’s not. As I also pointed out in my recent paper, while the laboratory studies have been largely inconclusive, it is possible to at least analyze the claim that there is a correlation between general exposure to video games and declining cultural indicators. Data is readily available on many cultural indicators of concern and can be plotted against increasing childhood exposure to media and video games. And all those numbers–juvenile violence, kids carrying weapons in schools, high school drop-out rates, teen pregnancy, etc–are all going down. In particular, according to the FBI, aggregate violent crime by juveniles fell 43 percent from 1995-2004. This evidence was also completely ignored at today’s hearing.

So, the picture politicians are painting about video games is being based on half-truths, myths, and misperceptions. I guess I should have expected as much going into today’s Senate hearing. But I keep hoping that policymakers will be willing to listen to reason and the facts in debates about media policy. Silly me. When will I ever learn?

]]>
https://techliberation.com/2006/03/29/sen-brownback-turns-up-the-heat-on-the-video-game-industry/feed/ 4 8109