From the East to the West (Zhuo Li)

Friday, April 04, 2008

A different voice about violence in computer games

We have been exploring the values of computer games and trying to legitimatize gaming’s role in learning. If we talk about the downsides of computer games, the first thing most people would sue computer games for is violence. Though not all computer games are violent, violence existing in some computer games makes people associate computer games with bloody scenes. For example, after Virginia Tech. massacre happened last year, violence in video games was blamed. Even in academia, people would have the same response. In “forward” of Gaming Lives in the Twenty-first Century: Literate Connections (Selfe & Hawisher, 2007), Gee (2007a) mentioned that no remark about violence and gender in his book angered some of his colleagues more than when he wrote.

The news today Computer games make players less violent lets us hear a different voice about violence in computer game. The researcher, Jane Barnett from Middlesex University, found that a session in front of World of Warcraft made players “less stressed and more calm.” In this study, 292 online gamers of World of Warcraft between 12 and 83 were questioned about anger and stress. After they played the game for two hours, they were retested and the result showed there were “higher levels of relaxation before and after playing the game as opposed to experiencing anger.” But, the researcher adds that it to a large degree “depended on personality type.” When it comes to personality of gamers, this news mentions another study by Dr John Charlton, of the University of Bolton, and Ian Danforth, of Whitman College. It is found that people who are heavily involved in game playing is more likely to suffer from autistic spectrum disorders than those who are not interested in gaming.

Gee (2007b) emphasizes that technologies, such as movies, television, or video games and so on, “do not have any effects, good or bad, all by themselves.” What must be considered when we evaluate effects of a certain technology is its contexts. In Gee’s words (2007b), “[t]echnologies have effects – and different ones – only as they are situated within specific contexts” (Gee, 2007b, p.15). To discuss if violence in video games, it is dangerous to say that violence in virtual world causes violence in real life. Though Barnett’s study of World of Warcraft gamers’ stress needs more examinations on its validity and reliability (e.g. Is that possible some gamers intentionally hide their stress in retest? How about more than two hours of game playing? How about having the test in a longer term?), it demonstrates other factors, such as personality, cannot be ignored.

References

Gee, J. P. (2007). Good video games + Good learning. New York: Peter Lang.

Gee, J. P. (2007). Foreward. In L. S. Cynthia & G. E. Hawisher (Eds.), Gaming lives in the twenty-first century. New York: Palgrave macmillan.

Selfe, C. L., & Hawisher, G. E. (Eds.). (2007). Gaming lives in the twenty-first century : Literate connections: New York: Palgrave Macmillan.

3 Comments:

  • Hi Zhuo,

    It is good to hear the opposing opinion about computer games because it helps us understand the barriers.

    In my search this week for simulations, I have reviewed several which are also classified as games and there are some great ones which are not violent at all.

    Changing perceptions is tough but by sharing great examples of education games and simulations, I think we can do it.

    :) Garnette

    By Blogger Garnette Knapp, at 8:58 PM  

  • Hi Zhuo,

    Good search on the issue of the violence in the gaming area. I strongly agree that the context and player personalities play essential roles in dertermining the influence of the violence aspect of the game.

    The player should have the ability to balance the game time and the time involved in other activities. If so, the game could serve for players as a relaxing tool and a learning tool. Otherwiese, the downsides of the game will appear.

    Thanks for your sharing :)

    By Blogger Jiao Li, at 12:54 PM  

  • Hi Zhuo,

    I believe that the release of violence in some way is a good aspect of our own human nature and violent past. Everything in our existence predicates itself on some violent level, this perspective shares with the violent creation of the universe with the big bang and our subsequent evolution.

    People may like to think we are civilized in society and that violent games or sports degrade our collective culture but I completely disagree. I believe that the expression of violence in non-violent ways, such as competition or virtual entertainment remains a crucial part of our society not releasing our violent subconscious impulses upon one another. This may seem abstract in reference to your article but I support the idea that violence in video games does not lead to real world violence and in fact produces the opposite effect.

    By Blogger Ben Emihovich, at 9:01 PM  

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