What makes violent video games fun
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Psychon B Rev. Effects of video-game play on information processing: a meta-analytic investigation. Action video gaming and cognitive control: playing first person shooter games is associated with improvement in working memory but not action inhibition. First, scholars have recognized how the structure of a game can be as significant as the content.
Some first-person shooters ask players to roam around a virtual world alone killing anything that moves in exchange for points. Others use a similar first-person format but require players to cooperate with others, apply strategy and creative thinking to achieve goals, and work towards conquering complex missions.
In both cases, content still matters. But these ratings generally do not account for the structure of a game. This is because the former type lulls players into a state of mind, almost like hypnosis, where they are prone to uncritically absorb images and themes from the game while tuning out the world around them.
In fact, these more complex games offer some cognitive benefits which we explain here. A second, related issue raised by more recent gaming research focuses on age. While violent content in games can sometimes cause young people to display more aggressive behavior, the difficulty of the game often produces a similar effect regardless of the content.
Simply put, kids get really frustrated by games that are too difficult or confusing. This is where things get tricky for parents and other adults helping young people choose which games to play. It is important to find games which are challenging enough to be engaging and fun but not too challenging to frustrate younger kids.
Game developers try to match age-appropriate content with age-related playing abilities, but every kid is different. This is especially true among siblings, where the younger ones reach up towards what the older ones are into. To be very clear, research does not condemn all action-adventure games. But in the case of first-person shooter games, particularly those with lifelike, photo-realistic graphics, [6] we need to be aware of their potential harm on children and teenagers.
Young people might enjoy these games, but there are other equally enjoyable games on the market that are less likely to increase aggression or diminish empathy towards others. Finally, an important aspect of research that is still needed, especially with respect to the effects of violent games, are longer-term studies.
Most studies on games to date have either been conducted as lab experiments over a few hours, or by finding a sample of people who have been serious gamers for several years. The ESRB provides ratings with in-depth descriptions to help families understand what each rating means and why a given game falls under the given rating category. Try our Request for App worksheet to give yourself extra time to decide when kids come to you for immediate approval of a new game.
Access is a huge factor when it comes to curbing the potential negative effects of games. A number of teens interviewed by researchers said they had received games intended for a mature audience from adult family members as gifts on birthdays and holidays. Parents can help teens steer clear of potentially problematic games by purchasing others instead, and by encouraging friends and relatives who give games as gifts to do the same. The ESRB also offers a parent resource center with helpful tips and even a family discussion guide.
In addition to consulting game ratings, we also highly recommend talking with other parents and reading online reviews from sites like Common Sense Media. And if your family discovers a game you all love or hate , give it a shout-out on social media to help other families in your social network navigate this alongside you. The most important considerations for parents are where, how , and for how long a young person plays games. Gamers who play in public parts of the house with subtle but consistent parental supervision, for limited amounts of time, typically rate substantially lower on all the various negative effects researchers have investigated, no matter what the content of the game.
Creating expectations for self-regulation, or setting up limits through monitoring services or device-specific settings see Apple Families and Google Family Link for examples of ways major device and platform developers are helping can empower parents to draw the commonsense limits that feel right for our family.
In a separate experiment it investigated whether increasing the realism in a combat game influenced the aggression of those playing. A different study from other academics published in March, showed no significant changes in behaviour between a group of players who played Grand Theft Auto V daily for two months compared with those who played the non-violent video game The Sims 3 or no game at all. The views expressed in this article are those of the author alone and not the World Economic Forum.
Examples of media, entertainment and sports brands that are bringing their diversity commitments to life. Squid Game, an original Netflix drama produced in South Korea, has now become the most watched Netflix show in 76 countries.
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