Wednesday, November 3, 2010

Article on both positive effects of video games

The Good and Bad Effects of Video Games

Generally, video and computer games, like many popular, entertaining children's activities, are have oppositional readings by parents, who think video games waste time and dumb down children. Though violent video games are readily blamed by the media, with the public and individuals believing that violent video games are the reason why some youth become violent or commit extreme anti-social behaviour. But many scientists and psychologists find that video games actually have many benefits – the main one being making kids smart. Video games may actually teach kids high-level thinking skills that they will need in the future, with games featuring objectives and problems, which players have to solve, as signified in Call of Duty: Modern Warfare 2. Important skills such as teamwork and navigation are enhanced by playing video games, as audiences can learn many transferable skills.

In this article video games are signified as not being a major concern, but are revealed to be effective in manys . Generally, video games enhance problem solving and logic skills, as players often have to work out clues or mysteries within missions. In terms of violent video games, motor skills and hand eye coordiantion are tested, as the audience have to keep track of the position of the character, where he/she is heading, their speed, where the gun is aiming, if the gunfire is hitting the enemy.

According to researchers at the University of Rochester, led by Daphne Bavelier, a cognitive scientist believes that games simulating stressful events such as those found in battle or action games could be a training tool for real-world situations. The study suggests that playing action video games primes the brain to make quick decisions. Video games can be used to train soldiers and surgeons, according to the study.

http://www.raisesmartkid.com/raise-smart-preschool-kid-articles/the-good-and-bad-effects-of-video.html

Article giving different opinion on video game violence

Different view on the psychological effects of video games

This article gives an alternative representation of video games and shows how video games may not actually lead to violence. I could use this article as a counter argument as to whether video games result in violence.

Doctor claims video games 'don't lead to violence'- BBC Newsbeat

Page last updated at 10:05 GMT, Wednesday, 6 October 2010 11:05 UK

Sima Kotecha By Sima Kotecha
Newsbeat US reporter

Saw II: Flesh and Blood creators defend the 18 rated game

This article gives a contrasting view on video games and violence, as "psychologists in the US are warning that people who are depressed, lonely or angry could turn hostile after playing violent video games. Therefore, the article shows how people with different mind sets turn to video games for escapism.

In contrast to the BBC article on the negative effects of video games, this article states that "the study says for the majority the games have no negative effect", which suggests that video games are solely a means for escapism.

In response to the article, many psychologists from The American Psychology Association says they can also help those suffering from things like diabetes or asthma.

Though, the article concludes that violent video games are not solely responsible for violence, as economic and political factors are at hand for such violence in society. Doctor John Ryder, a psychologist in New York, said: "Usually violence begets violence, not watching it on TV or play-acting in a video game."

"There is no reason to assume that doing that will make someone more violent. That is just ridiculous."

Some doctors claim there's too much focus on the negative affects of violent gaming, and in some cases, say games can actually help children combat behavioural problems and illnesses.

Dr John Ryder, who's worked with patients suffering from gaming addiction, agrees with that view.

He thinks violent behaviour can develop when children are raised in an aggressive environment.

The debate about whether video games trigger violence has been going on for years with no definite conclusion. There are psychologists who argue both for and against it.

In some instances, the article reveals how violent games affect those who are mentally vulnerable and suffer from things like depression and mood swings.

Newsbeat's spoken to a 21-year-old gaming addict who realised that playing violent games every day was having a psychological affect.

Doctor Patrick Markey, professor at Villanova University in Pennsylvania, claims an individual's personality determines whether they will be affected.

He conducted a study involving more than 100 teenagers.

Some played violent video games and others played non-violent ones.

Red Dead Redemption Red Dead Redemption is violent but, like GTA IV, has an 18 rating.

He assessed their mood and what he calls their hostility and concluded: "Those who are negatively affected have pre-existing dispositions, which make them susceptible to such violent media." Therefore, players with previous problems are more vulnerable to violent video games, which seem to fuel thier anger at a particular meory or issue. Though, a 21-year-old gaming addict admitted that playing violent video games for hours every day was having a psychological effect and that the games have an impact no matter what type of personality a person has.

He said: "You get to a point where shooting from a sniper range becomes boring and you want to play through the whole game only killing everybody with your knife. These video games seem to allow more liberal pluralism, as the players are allowed to subvert from the narrative scenarios and can have the advantage of killing 'for fun'.

"Players can come to the point where they see this as an alternative to real life interaction and if this is their other world, it's pretty bad."

Dr Cheryl Olsen, from Harvard Medical School, conducted a study on youth and video games with a focus on how parents can use them to nurture and teach their children.

She said: "Given that the typical young teenage boy plays violent games, and that the youth crime rate has gone down rather than up, it makes sense that these games are meeting needs. This seemingly reassures the adult audience, as thier concerns into violent video games are seemingly supported through hard evidence.

But not everyone agrees.

One gamer admits that video games endorse violent behaviour and teach ordinary civilians how to perform moves to kill, "Anything that shows stabbing, shooting, kinds of killing, can't teach anything but that."

BBC article on effect of video game violence on children

This article is related to my critical invstigation, as it shows how video games affect children and seemingly enduce violent behaviour. As well as this , the article includes studies by professionals into video games and thier psychological affects.

Violent games 'affect behaviour'- BBC news article

Within the article, experts have concluded from previous research that

"... people who play such games are more likely to be aggressive". Though this fact is heavily debated, with many people disputing that the study into violent video game effects on children's, "shows violent people gravitate towards violence...".

Though the article is supported with research conducted by professionals. Scientists from the University of Missouri-Columbia studied in the New Scientist magazine on brain activity of 39 game players. The experiment carried out by these scientists involved measuring a type of brain activity called the P300 response which reflects the emotional impact of an image.
Their finding produced a link, in that the exposure to violence led to aggression.

As well as scientists, leading figures in the study of media, such as Professor David Buckingham, of the Institute of Education , have responded to the relation to video games and violence.

"The truth is there are many factors that can lead to violence, such as being withdrawn and isolated, so it is hard to say it is because of one thing". Therefore, the article also looks at the other factors of video games and violent behaviour.

The article looks closely at the psychological effects of video games and how they affect brain performance and behaviour. Experiments into violent video game images and disturbing images were carried out in order to gather the audience's response.

When shown images of real-life violence, people who played violent video games were found to have a diminished response.

However, when the same group were shown other disturbing images such as dead animals or ill children they had a much more natural response.

When the game players were given the opportunity to punish a pretend opponent those with the greatest reduction in P300 meted out the severest punishments.

On a positive note, the article refers to experts in the field of psychology, and the fact that experiments into how the brain responds to video games shows whether or not children or ordinary people's behaviour is affected by playing violent video games.

Psychologist Bruce Bartholow, the lead researcher of the study said: "As far as I'm aware, this is the first study to show that exposure to violent games has effects on the brain that predict aggressive behaviour.

"People who play a lot of violent video games didn't see them as much different from neutral. "They become desensitised. However, their responses are still normal for the non-violent negative scenes." In many ways, the audience seem to be cathartic and desensitized from playing video games, as the games are intentionally played as a means of escapism.

The findings will back up what many have argued over recent years with the growth in games with scenes of graphic violence. The article refers to how the constant release of video games and marketing seem to increase sales in violent video games, making people more violent. Though, the constant exposure to violent images, to some extent does result in desensitisation, as the players seem to have scopophilic pleasures in watching violence, yet are not prepared to be violent.

But some experts still remain unconvinced of a link.

Jonathan Freedman, a psychologist from the University of Toronto in Canada, said: "All we are really getting is desensitisation to images. There's no way to show that this relates to real-life aggression."

And Professor David Buckingham, an expert on the media and children at the Institute of Education, added "there was still no consensus on whether violent games caused aggressive behaviour or were just played by violent people."

"The debate we are seeing is very similar to the one that has raged for years about TV. The truth is there are many factors that can lead to violence, such as being withdrawn and isolated, so it is hard to say it is because of one thing.

"In the absence of any proof, I think we have to be agnostic about it. However, I think there is an argument about the morality of some games.

"Some actually encourage amoral behaviour to win the game and I think parents should be talking to their children to make sure they realise this is a joke. Children are generally good at telling fantasy from reality, but parents should be discussing this."

The response from Professor David Buckingham signifies how the idea of morality influences whether players become aggressive or not. By blaming one thing is insufficient, as underlying factors or possibly psychological factors are the reason why video games result in violent behaviour.

Wednesday, October 13, 2010

BBC article which supports the idea of violent video games being a serious concern

Interesting article on how violent video games are worse than porn

This article could be used in my investigation, as it gives an opinion to video games and how they condone violence and accept thier advocation of it. The article compares video games to porn, as the games are too explicit and do affect behaviour

Ron Jeremy says violent video games 'worse' than porn

By Maggie Shiels
Technology reporter, BBC News, Silicon Valley

Screenshot from Modern Warfare 2, Activision/Blizzard

Mr Jeremy hit out at games like Modern Warfare 2

This article gives an insight into video games, as it comes pornogrphy with video games and the fact that violent video games have a negative effect on children.

It is inferred from the article that "video games have a much bigger negative influence on kids than pornography", a leading porn star has claimed.

The article refers to experts in the field of electronics, as well as the general public. An example of this is Jeremy, who stated in the Great Porn Debate during the Consumer Electronics Show, CES, in Las Vegas, that "parents should be more worried about the harmful effects of such games".

Though, Mr Jeremy took time away from the Adult Entertainment Expo, which takes place in Las Vegas at the same time as the annual tech fest, to speak out on behalf of his profession and promote some practical tools.

Jeremy backed up his comments by refering to studies on video games and vettoed the public concern of violence in video games ."Studies have found that violent video games are a much bigger negative influence on kids." However, his remarks caused quite a stir in the games world, with gamers blaming him for being 'ignorant'.

The outburst by Mr Jeremy caused a stir in the gaming world , with gaming blogs and high figures in the gaming industry, criticising Jeremy for attacking video games and compring it to pornography, which is another public concern.

"It's rather hypocritical behaviour and it doesn't speak up for pornography's merits by merely saying "something else is worse, don't look at us.

"Very disappointing behaviour from a man who should know better," said Jim Sterling of gaming news blog Destructoid.com.


Though, some figures in the gaming industry seemed to advocate Jeremy's comments, as he felt that children would become more impressionable, if they played violent video games. Andy Chalk at video gaming site escapistmagazine.com said Mr Jeremy's remarks cannot be completely ignored.

"While I do think he's (Mr Jeremy) working from a platform of ignorance, I'm not quite as certain that the sentiment is entirely wrong.

"I wouldn't want my kids (the hypothetical ones, that is) playing Modern Warfare 2 or becoming overly familiar with Ron's body of work, but is it really reasonable to say that one is significantly worse than the other?" asked Mr Chalk.

Mr Jeremy also urged parents to play their part in preventing children from accessing adult websites.

He said the industry already does all it can to protect youngsters.

"Parents can block this stuff and need to stop blaming porn for a bad case of parenting," Mr Jeremy told BBC News.

Analysis of Call of Duty: Modern Warfare 2

The Call of Duty: Modern Warfare2 is one of the most successful games in the Call of Duty series . Upon its release, the game sold approximately 4.7 million copies worldwide in 24 hours and was announced by the institution, Activision, that it sold 20 million copies worldwide. The game was developed by Infinity Ward and published by Activision, which is best known for producing successful video games such as True Crime: Streets of LA (2003) and True Crime: New York City (2005), Call of Duty series (2003–), DJ Hero (2009) and many others.

Like most action video games, Call of Duty: Modern Warfare 2 is a first person shooter game, where the player can play in a range of modes such as Campaign, Cooperative and Multiplayer. As well as this, the players can fight in different terrains such as Afghan and can experience new bases and unlock secret moves or items. The game is primarily aimed at a teenage audience, comprised for the C1/D and E socio economic group. Also, the game is aimed at succeeders and explorers as they get a chance to experience war at first hand and also fit in with others. As suggested by the Hypodermic Needle theory, the game injects players with a sense of violence, as they fight and kill other soldiers, which may raise moral panic amongst adults, as their children are absorbed in violence and gain negative representations of war. Call of Duty is constructed in order to signify the reality of war, giving players gratifications out of reckless killing.

In many ways, the option of multiplayer makes the game more successful and unique, as players can play with friends or with international players via the online broadband connection. It was revealed that the total revenue from first day sales in the U.S. and the UK was $310 million, making Modern Warfare 2 the biggest entertainment launch in history, surpassing (in revenue) its predecessor, Grand Theft Auto IV. Activision also claims that Modern Warfare 2 had 8 million players online within the first five days, making it the largest 'army' of players in the world.

Close analysis of Call of Duty : Modern Warfare 2 gameplay



In this clip from Call of Duty : Modern Warfare 2, the use of the over the shoulder shot connotes secrecy and surveillance, as the audience are more introspective, as they are in the soldier's position. The use of the deigitic sound of the other players connotes how there is player interaction, as the audience have the option of playing in multiplayer and as a team. In this clip, the use of the snowy mountain setting signifies how the soldiers often fight in treacherous conditions. The use of natural light connotes how the fight is in the day, though the game also allows players to fight during the night.

The use of commands on the screen signifies how the player is in the role of a soldier and has to perform duties , such as capturing the flag, in order to support his team. The game itself in non linear narrative, as the player has the chance to play again if they die. Moreover, the tracking shot of the soldier, allows the audience to identify with the soldier, as we see him on a journey to capture the flag. The use of interchangable weapons as props gives the audience a choice , as they can shoot long distance missles and have knifes and rifles to kill opponents at closer distance. Consequently, the audience can gain sadistic pleasures out of killing opponents as well as seeing them blowing up stuff.

The use of diegetic sound of the soldier's footprints in the snow connote fear and suspense, as the soldier is vulnerable to any counter attacks by the opposition. Whats more, the chinking sound of the soldier changing weapons signifies the movement of the soldier, as he is accurately represented as a stereotypical soldier who wears camouflage, a helmet and hiking boots. By using parallel sound of gunshots, and explosions, the action escalates, as the soldier in this clip is shot, as signified with the blood on screen. Though, the use of diegetic sound of breathing adds reality to the scenario, as the player is wounded.

Interestungly, the quick panning and diegetic sound of other players and gunshots connotes how the battle has commenced, as the male audience are immersed in war and get a chance to identify with soldiers, as they get a chance to infiltrate the opponents and try to claim victory. Though the non deigetic sound of the heartbeat connotes anxiety and life, as the soldier is miraculously recovering from being shot.

The use of a circle against the black frame signifies the zoom which is used when aiming at a target. What is most insightful, is the fact that players are rewarded for the way they kill, as signified with the title 'Killcam- Longshot (Nice kill from a distance ) (+50). Therefore, players can gain gratifications out of killing, as they are rewarded for thier killing, which amounts to a 'kill streak' , where points are given for different ways of killing.

Alongside the tracking shot, the diegetic sound of explosions connote the reality of war and its unpredictability. Alongside the violence, the parallel sound of other soldiers speaking in Pashto offers an experience of war. In some ways, the hand held camera movement follows the soldier's movements, thus allowing the audience to follow the soldier wherever he goes. As a player is killed, the sound of a hammer connotes suddeness, which is dramatic.

Analysis of violent video games

For my Critical Investigation, I have decided to focus on violent video games and how they affect the audience. In this post, I have selected 2 main texts; Grand Theft Auto and Call of Duty Modern Warfare which will be integral within my investigation, as they have been criticised for their violent behaviour and affects on the male teenage audience.

Analysis of Grand Theft Auto IV: Liberty City Stories



Close analysis from beginning upto 3:00 minutes

Grand Theft Auto:Liberty City Stories is one of a number of successful games in the Grand Theft Auto series. The game is set in a fictional setting called Liberty City, which is largely based on modern day New York City.

Grand Theft Auto is a sandbox style, non linear game, where the players are presented with challenges that can be completed in a number of different sequences. Unlike other video games, Grand Theft Auto is a less linear game will allows greater player freedom. Effectively, the game allows the player to have a choice between paths to victory; with extra unlockable challenges and subplots giving the player more gratifications out of playing the game.

Grand Theft Auto: Liberty City Stories, revolves around the protagonist, Niko Bellic, a war veteran from an unspecified country in Eastern Europe. Bellic comes to the United States in search of the American Dream, but quickly becomes entangled in a world of gangs, crime, and corruption. Though, Gran Theft Auto is unique to other games, as it is composed of elements from driving games and third-person shooters, and features "open-world" gameplay that gives players more control over their playing experience. In reference to the Uses and Gratifications theory, the game offers the audience a chance of escapism, as they can control a player and make him do unorthodox and unlwafful things which would never be allowed in society.

In this clip from the game, the audience can identify with Niko Bellic, as they can control his actions and make him do outlandish and immoral actions such as murdering, theft and can make him kill innocent civilians. The use of low key lighting connotes how crime is more illustrious and is carried out at night. As well as this, the use of long shot is used to connote how the protagonist is able to kill in a open setting. Though the consistent close up shot is used, as Bellic aims at the hot dog seller and pummels him to death. As a result, the audience are able to get sadistic pleasures out of killing as it is perfectly acceptable in the Dystopian setting of Liberty City.

The use of action codes are signified in a close up , as Bellic targets the seller gingerly walking off, the diegitic sound of the gunfire connotes sadistic violence, as the protagonist shows no mercy in his killing. In many ways, other audiences may have oppositional readings toward Bellic, as he is seemingly constructed as the Proppian hero in the game, yet may also be represented as the Proppian villian as he carries out such atrocities, such as murder and reckless violence. As Bellic moves, the tracking shot focuses around him which connotes how the audience is following Bellic and are identifying with him. Though, the use of zooms are increasingly signified in this clip, as the use of parallel sound of the police sirens connote how the city is protected by vigilant police. The binary opposition of the police versus crime is signified throughout the game, as crime is infested in the city, thus making the police active in infiltrating crime.

Though, the protagonist is still able to commit crime, as the wanted level continues to rise, as the protagonist keeps on committing offences. The use of the gun and the baseball bat as props seemingly make the protagonist more powerful, as Bellic is stereotyped as the rough, masculine European who is more aggressive in terms of his actions and dialect. In reference to the hypodermic needle theory, the players seem to be injected with the belief that violence is casual and satisfactory, as they are allowed to kill and commit crime. Consequently, the game would result in moral panic, as audiences may feel that the institution, Rockstar Games condones violence, which may result in more people commiting crime in society.

Whats more, the use of the non diegitic sound of the police call signifies how the police is more threatening. However, the use of the 360 degrees panning and close up shot of Bellic aiming at the police connotes, how he is invincible and powerful, as he can use violence as a means of reacting and is able to annihalite the police, resulting in the wanted level increasing. Interestingly, the use of cheats allows the player to escape from the police, as signified in a long shot of the helicopter. Like the weapons, vehicles are props, as they can be easily accessed at the touch of a button, on the mobile.

The high angle shot signifies how the helicopter is a utiltity to Bellic, as he is able to escape by any means. Also, this shot enables the audience to be powerful , as they can dock at any place and can also make the player commit suicide by crashing in any destination, such as an airport in this clip. As a result, the game is enduces violence, as the audience are able to do anything they want. The use of the exteme close up shot of the car wheel connotes how the protagonist may use speed in order to dodge the police. By using long shots , the audience are able to identify with the protagonist, as they see his journey in the airport, as he can escape by any means.

Friday, October 1, 2010

Critical Investigation Ideas

Possible Hypothesis Questions based around the idea of video games:-

Why do violent video games result in violent behaviour and how do audiences receive them in the media?

How do action games affect the audience and why are they constructed to be more violent?

Supported examples of texts:-


  • Grand Theft Auto: Liberty City Stories
  • Call of Duty: Modern Warfare (Activision)
  • Mafia 2 (2K games)
  • Uncharted (Naughty Dog)
  • Heavy Rain ( Quantic Dream)
  • PS3 magazine
  • PC Gamer
  • Halo (Bungie)
  • Red Dead Redemption (Rockstar Games)
  • Edge Magazine
  • BBC News articles/ Newspaper articles- Telegraph, The Guardian, Independent
  • Studies by professionals on game addiction - Professor David Buckingham

These texts will relate to my critical investigation, as I will focus on how the institutions promote their game and take a in depth look at the reception of these games in the news and how audiences react to violent video games, giving reference to actual video games and their successes and faults- COD (Call of Duty).

Issues and Debates surrounding the texts:

Addiction and continuous game play- Investigation will look at how the use of graphics and voyeuristic narrative seems to hook the audience- how they are addicted by violence

Violence- In depth look at how and why institutions and their video games condone reckless violence and how the audience is likely to reenact the violence. With reference to BBC news and examples of video game related violence. The effect of the games on testosterone levels and aggression.

Desensitisation- Audiences such as teenagers and children and how they are absorbed by the narrative, that they are unable to familiarise real life with the narrative in violent video games.

How do these texts fit into the contemporary media landscape?

  • Launch of first person shooter game, Call of Duty: Modern Warfare resulted in teenage audience being able to be enjoy being a soldier in war situations and being able to kill other players
  • Rise in level of violent video games- Red Dead Redemption focus on western violence
  • Teenage boys affected by violence, related to societal ideologies on knife and gun crime which is replicated from video games such as Grand Theft Auto


Media Theories:-

Hypodermic Needle theory- Casual violence made to seem more adventurous, as seen in
Grand Theft Auto, where you can play as Niko Bellic and kill civilians and cause reckless violence.

Uses and Gratifications theory- How audiences play video games as a means of escapism, let out their angers, qualms as a player in video games.

Anderson and Dill theory- Looks at how playing video games has an effect on children

Audience Reception theory- How audiences such as adults receive violent video games and how they cause moral panic, through the references of violence, drug abuse and sex.

Moral Panic- This theory is related within my investigation, as violent video games are blamed fro causing violence, with children's behaviour being more violent, as a result of playing these games

MIGRAIN/SHEP