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Reevaluating the Impact of Video Games

Jeanne B. Funk, Ph.D.

Summary: The evolution of the video game phenomenon is reviewed and


contemporary data are presented. A survey assessing frequency and location of
play and game preference was completed by 357 seventh- and eighth-grade
students. In this middle-class sample, about two thirds of girls played video games
at least one to two hours per week at home, but only 20% played in arcades. About

90% of boys played in the home and about 50% in arcades. Approximately half of
preferred games were from one of two categories of violent games, while 2% of
preferred games were educational. Parent education about the influence of the
media should include recommendations to monitor game playing and influence
game selection.

Introduction warning from then-Surgeon Gen- of $4 billion. In April 1992, a CBS


eral C. Everett Koop that video News report projected sales would
ideo games have an estab- game playing might contribute to reach $6 billion that same year.
lished position in Ameri- psychopathology.’ In 1983, pre- Nintendo has achieved market
can culture of the 1990s. As liminary research was presented at dominance by developing more re-
alistic effects, using clever market-
professionals with a major influ- an Atari-sponsored conference at

ence on parenting practices, pedi- Harvard University. No major ill ing strategies that target children,
atricians must be knowledgeable effects were identified, and consid- keeping all games and accessories
about this media phenomenon. erable emphasis was placed on the Nintendo-specific, and emphasiz-
Video games were first intro- prosocial uses of video game tech- ing themes of violence and de-
duced in the 1970s. By the end of nology.4 While acknowledging the struction.’ The popularity of such
that decade, video games had need for further study, these re- themes is confirmed by a recent
joined television as a preferred ports seemed to quiet the most ex- professional analysis: Violence was
childhood leisure activity. Adults treme fears about the significance the major theme of 40 of the 47
responded with concern, and ar- and impact of video games. As the most popular games.1
cade games were actually banned market became saturated with Does children’s interest in
in some states.’ Predictions of similar games, interest and sales video games really have any broad
harmful consequences included a declined. This apparently lessened significance, or is this just a benign
motivation for the further re- pastime? Similar questions have
search recommended by Harvard been raised about television, with
Department of Pediatrics conference participants. some disturbing answers, particu-
Medical College of Ohio By the late 1980s, the introduc- with regard to relationships
larly
Toledo, Ohio tion of the Japanese Nintendo sys- between exposure to violent pro-

Address correspondence to: Jeanne B.


tem prompted a resurgence in gramming and subsequent ag-
Funk, Ph.D., Department of Pediatrics,
video game sales. Annual industry gressive and antisocial behavior.’
Medical College of Ohio, P.O. Box 10008, sales figures moved from a low of Though often adopting paradigms
Toledo, OH 43699 $100 million in 1985 to a 1990 high which have been used to study the

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Methods
Table 1
A survey was conducted of sev-
enth- and eighth-grade students in
a large midwestern city. The sur-

vey included questions about fre-


quency of home and arcade play
and game preference. To increase
the probability that responses
would reflect actual game habits
and preferences, the only back-
ground and potentially identifying
information obtained was gender
of respondent and maternal edu-
cation.’All students who attended
school the day the survey was ad-
ministered were asked to volun-
teer. The survey was completed in
the first period under the supervi-
sion of the classroom teacher.
Surveys were distributed to 448
students, but responses from 14
students in special education
classes were not included in the
analysis. Three hundred fifty-seven
students completed the entire sur-
vey according to the directions
impact of television, video game re- the positive side, there are also de- (82% of the study group). Seventy-
search has been much more limited. scriptions of creative and proso- seven students did not complete
Past research does suggest that cial applications of video games in the survey appropriately, with 25
playing video games may affect many disciplines, including physi- of these from one class where the
both physical and psychological cal rehabilitation,’ oncology,l° and teacher apparently did not under-
functioning.~ Physical effects may education. 11 stand the directions.
range from triggering epileptic Further study of the significance Game preference was assessed
seizures77 to causing temporary of game playing is mandated by the by first asking students to name
changes in heart rate and blood general popularity of video games their three favorite games. Two
pressure.’ However, serious ad- and by the marked emphasis on hundred twenty-eight students
verse physical effects appear to be violence, which characterizes the listed one to three games. Six
either relatively transient or lim- most popular games. First, infor- hundred fifty-two choices were
ited to a small group of players. mation about the Nintendo-era in- made, and a total of 211 separate
While video game playing has not cidence of game playing is needed. games were listed.
been implicated as a cause of se- Reports from the mid-1980s indi- Using the list of games gener-
vere psychopathology, laboratory cate playing times that range from ated by the study subjects, the
research suggests that there is at an average of about two hours per author and a male research assis-
least a short-term relationship be- day 12 to about two hours per tant from a local college developed
tween playing violent games and week,13 with boys generally playing a set of five categories (Table 1).
increased aggressive behavior in much more than girls. If the fre- The categories were named to re-
6
younger children.6 No reports quency of video game playing re- flect their description: sports (SP),
were found, however, describing mains high, then related issues, general entertainment (GE), edu-
systematic attempts to evaluate such as gender and age differ- cational (ED), fantasy violence
children’s perceptions of game ences, location of play, game pref- (FV), and human violence (HV).
content or to determine the sig- erence, and sensitivity to game Using the central theme of each
nificance of game preference. On content, should be studied. game as the criterion for category

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/ Table 2 ~~-B .~ ~f

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G TIME ~~H-,AND. EIGHTH-GRAbe-Rg;k :~L1~~’ 1~1~Et1 GAMES PER,WEEK BY I- ~~~‘I

assignment, each game was catego- the descriptions and categorized dicate whether these games were
rized by a panel of children, ages 8 list of games were presented to a accurately categorized; if they dis-
to 17, not participating in the sample of about one third of the agreed, they were asked to list an
study. Twelve children participated initial study subjects. They were alternate category. Thirty-eight
formally, but they were also permit- asked to rate only games with students who identified themselves
ted to consult with friends. Then which they were familiar and in- as currently playing one or more
hours in an average week evaluated
&dquo;

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the categorization. The average
,
,,

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;I ’,m%;,_ %g .: rate of agreement across raters was

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~ . v ’ ’

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94%, suggesting that the category
system accurately reflected the per-
ceptions of the group.

Results

About 80% of the sample re-


ported maternal education at a
high school or college level.
Average time spent per week
playing video games by location is
presented separately for 183 girls
and 174 boys in Table 2. Almost
two thirds of the girls spent some
time each week playing video
games at home. Using the mid-

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point of time periods as a range games; in the present study, 15 should not be underestimated.
and a maximum time per week of young adolescents reported play- While there is no clear evidence at
15 hours, the estimated group av- ing video games 15 or more hours this time that playing violent video
erage would be about two hours for in an average week. Perhaps these games causes increased aggressive
girls. Almost 90% of the boys spent young people may be among the behavior in everyday life, there
some time playing at home; as a members of a subgroup whose may be a group of video game play-
group, the estimated average for more frequent play could reflect ers in the child or adolescent age

boys would be about 4.2 hours in a high-risk psychological status. group whose game-playing habits
typical week. Though past work has not found reflect future behavior.
Arcade play was also popular such relationships,&dquo; using a differ- Until these questions are stud-
with this age group, though it was ent approach which includes other ied, recommendations must be
primarily a male pastime. About information, such as game prefer- conservative. As with television, a
20% of girls spent some time play- ence, may reveal important risk total ban is probably impossible to
ing in arcades, while the frequency factors. For example, there is con- implement and probably not even
for boys was about 50%. tinuing concern that there may be in the child’s or adolescent’s best
The categories of game prefer- a small group of players whose very interests. Limiting playing time
ence for the total sample are listed frequent play could represent a and monitoring game selection ac-
in Table 3. About half the &dquo;favor- true addiction.l5 cording to developmental level and
ite&dquo; choices made were violent The findings of the present game content may be as important
games (FV or HV). Educational study also suggest that it is possible as similar parental management of

games comprised only 2% of pre- to establish consensus on players’ television privileges. Parents and
ferred choices listed by this sample. perceptions of primary game professionals should also seek cre-
themes. These results imply that ative ways to increase the accep-
young adolescents are aware of as- tance, popularity, and availability of
Discussion pects of the violent content of the games that are relatively prosocial,
games that they prefer. In addition educational, and fun.
The results of the present study to the fantasy and human violence
indicate that video game playing is categories, many of the games cate-
still a relatively high-frequency ac- gorized as &dquo;sports&dquo; have violence as Acknowledgments
tivity, at least among young adoles- a subtheme. These three catego-

cents. While girls continue to be ries comprise over three quarters The author is grateful for tech-
less involved in arcade play, the of the games preferred and pre- nical assistance from Deborah
majority do play home video games sumably played most often. Mar- Buchman and Steven Parker and
on a regular basis. Almost all boys keting strategies that respond to for departmental financial support.
in the present sample spent some the past popularity of games with
time playing home games in a typi- violent themes by promoting simi-
cal week. These results suggest that lar games may contribute to this
this pastime has a solid role in the REFERENCES
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