Computer Games Research
When considering the short history of computers, video and PC gaming are very recent on the timeline of technology. This is one of the reasons why there have not been many conclusive studies on the negative and/or positive effects of electronic games on children and young adults -- the most formative years. With the ever-increasing interest and involvement of children in this activity, much concern has been expressed about the impact of these games, especially ones of a more violent nature, on physical and psychological development. At the crux of the debate is the question of whether they are detrimental to a young person's health. There are specific concerns about such factors as aggression, addiction, criminal activity, obesity and reduced academic achievement.
Studies thus far show both positive and negative results from playing video and PC games. Some research finds that the playing or observing of violent games does affect young children negatively, with increased levels of short-term aggressive behavior. Further, some children exhibit addictive behavior and become less sociable and less academically capable. Other studies suggest that computer games have little or no impact on factors such as aggression and can even be a positive educational tool.
A number of problems have been recognized with most of the research done to date. These include concerns with cultural differences, varied choice of games used in the research, the studies' short-term focus and failure to consider whether game-playing has longer-term effects and objections to the research methodology. Such concerns show the need for more research into the long-term effects of computer games on children and youth is required.
This paper will present a review of some of the literature that both supports and negates the use of computer games for children and youth. Because the studies to date have been very broad -- a wide range of games, ages and backgrounds -- the literature review here will be as varied. As noted above, this is a major concern of game playing studies. The report will then proceed in providing the methodology of a possible study to look at the longer term impact of video games. Middle-school boys will play a video game that has been deemed violent (through the rating and number of defined violent incidents) and be tested for aggressive factors immediately after the game and then again at a later time. A control group will also be tested.
VIDEO GAMES AND VIOLENCE
In 1978, the Japanese company Taito & Midway introduced a tall cabinet full of electronics and bright 14-inch screen for the latest offering in electronic entertainment. For years, other companies had played with the concept of the "video game." No one had achieved widespread success. So, there was not much interest in Taito & Midway's latest venture. It was called "Space Invaders" and consisted of a simple black-and-white game where the player shoots aliens in spaceships. It even had disturbing sound effects. Despite its simplicity, the world has never been quite the same since. The space invaders did, indeed, take over the earth. This nondescript game made an everlasting impact on the development of every computer and video game to come. As with some modern games, it invited controversy and was almost banned. Yet, it also created a new cultural event and language, as well as changed generations of entertainment to come.
At first, the video games reflected traditional themes of children's literature including fantasy, horror, and adventure stories or backyard play such as space exploration and sports. Such interests contributed to the popularity of early console games such as "Super Mario Brothers," "The Legend of Zelda," "Sonic the Hedgehog," and "Megaman." However, the success of the gaming companies rose and fell. In the late 1980s and early 1990s firms such as Nintendo, Sega and Sony decided to establish electronic games as a central feature of American childhood and significantly increased their marketing efforts.
The growing popularity of computer games stimulated a certain degree of research interest. Although Funk identified computer game playing as a relatively high frequency activity among adolescents, most studies were related to who played (males over females) rather than why they played. Then, when the gaming companies began their marketing push and fighting games, such as Mortal Kombat and Streetfighter II, became best sellers, more educators and researchers began to take notice of this new form of entertainment.
Little research had been conducted on non-arcade electronic game playing, because it was originally recognized as a harmless and enjoyable pastime. However, with the ever-increasing interest and participation of children, concern increased about the effects of these games on psychological and physiological development....
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