Violence in E-rated Video Games by Kimberly M. Thompson and Kevin Haninger, JAMA 286(5):591-598 Abstract Related letter Press
Release - July 31, 2001 Corrections to printed article: On page 594, Table 2 should list “Genres” as the column heading instead of “Content Descriptors,” and on the bottom of page 596, left column, the phrase “curb your desire” from the Ridge Race V game should be “control your desire.” Answers to frequently asked questions -
What are the study’s main findings?
How did you select the video games? How many video games did you play and review? We developed a database of all 672 E-rated video game titles released on the
major video game consoles in the United States by April 1, 2001. The database
contained each game title's genre, console, release year, and ESRB-assigned
content descriptors. The game titles can be viewed alphabetically
or by genre. To quantitatively
assess the content of E-rated video games, we selected 55 games that were released
in the United States between 1985 and 2000. To explore the possibility of trends
in two popular video game series, we played two additional games that were released
prior to the creation of the Entertainment Software Rating Board (ESRB). Finally,
for historical comparison, we played eight classic arcade games that were re-released
as an E-rated anthology. Overall, we played a total of 65 video games. For consistency,
an undergraduate student (Seamus Ryan) with considerable video gaming experience
played all of the video games. The player first familiarized himself with each
video game, then restarted the video game and recorded at least 90 minutes of
game play or until the game's conclusion, whichever occurred first. We defined violence as acts in which the aggressor causes or attempts
to cause physical injury or death to another character. We did
not include damage to objects, accidental actions that unintentionally
harmed another character, the effects of natural disasters, or the presence
of dangerous obstacles that could not be attributed to the actions of
a particular character. We also did not count as violence any
intentional acts of physical force that represented normal play in a
sports game (e.g., tacking in football or checking in hockey), because
the intention of the player is technically to stop the other player
without causing injury. We did count excessive physical contact
in sports games, such as punching or otherwise attacking another player
(e.g., after the football play was over). One author (Kevin Haninger) reviewed and coded all of the recorded
game play, noting the starting and ending times of each incident of
violence toward other characters, the type of weapons used for violence,
whether the violent incident resulted in injury or death, and the number
of character deaths attributable to the violent incident. The JAMA
article contains a table that lists each video game we played, as well
as the genre, console, release year, ESRB-assigned content descriptors,
and our measures of violence. Which games contained the most violence as a percentage of game play time?
Which games contained the most deaths per minute of game play?
Are video games getting more violent? While our study focused on currently available E-rated video games,
we did explore trends in two of the most popular video game series ever
released: The Legend of Zelda series in the adventure genre and
the Super Mario Bros. series in the action genre. We played
all of the games in these series, including older games for Nintendo
Entertainment System and Super Nintendo Entertainment System.
We observed that each successive game in The Legend of Zelda
series had progressively less violence and fewer deaths per minute;
a less clear trend was demonstrated for the Super Mario Bros.
series. One explanation that is consistent with our experience
is that successive games in series may tend to involve more complexity
in character development and engage the player in more exploration and
discovery activities that will help him or her achieve a goal.
However, as console technology advances, this trend of less violence
may be offset by the tendency for successive games to portray violence
more graphically and more realistically. The limited evidence of these
two series should not be overgeneralized.
Why should parents be concerned about violence in video games? Parents should be concerned about violence in all contexts, not just
in video games, but also in films, books, television, music, and the
world around us. We are highlighting an important opportunity for parents
to use video games to talk with their children about violence and other
important content. That is a question for all of us. Our study finds that many E-rated
video games contain a significant amount of violence. Once parents
are aware of the violence, they can talk to their children about this
question. The Entertainment Software Rating Board (ESRB) is a self-regulatory body created
in 1994 by the computer and video game industry. The ESRB is responsible for
applying and enforcing the rating and advertising standards adopted by the industry.
The ESRB video game ratings
include age-based rating symbols and content descriptors. Age-based rating symbols
include EC (for "Early Childhood"), E (for "Everyone"),
E10 (for "Everyone 10+"),T (for "Teen"), M (for "Mature
17+"), and AO (for "Adults Only 18+") that game manufacturers
display on the front of the game box. Content descriptors are short phrases
that indicate game content (e.g., "Violence" or "Mild Language")
that game manufacturers display on the back of the game box. To receive
a rating, game manufacturers provide the ESRB with videotaped game footage and
other information about game content. Three trained ESRB raters independently
review the materials submitted by manufacturers and assign the rating and content
descriptors they believe are appropriate, but they do not play the final games
that consumers ultimately purchase as part of the process of assigning the rating. http://www.kidsrisk.harvard.edu/faqs3.html |