Moral Panics around Videos Games Flashcards
Who are video game age ratings made by?
The video standards council - aim to inform consumers about content and age suitability of games prior to purchase
They conduct a rating process and provide an age rating
What age ratings are used?
PEGI - pan European game information
Each age rating has a descriptor which indicates the main reasons why a game has received a particular age rating - the majority of ratings in 2017 were 12
What is a PEGI of 3?
Suitable for all age groups
No sounds or pictures that are likely to frighten young children
Very mild (comical or childlike) violence is acceptable
No bad language
What is a PEGI of 7?
Scenes or sounds that can possibly be frightening to younger children
Very mild forms of violence (implied, non-detailed or non-realistic violence)
What is a PEGI of 12?
Scenes or sounds that show violence of a slightly more graphic nature towards fantasy characters or non-realistic violence towards human-like characters
Sexual innuendo or sexual posturing can be present
Bad language must be mild
Gambling as it is normally carried out in real life can also be present
What is a PEGI of 16?
Depiction of violence or sexual activity reaches a stage where it is realistic (e.g. death and injury to humans)
Use of bad language can be more extreme
Games of chance, and the use of tobacco, alcohol or illicit drugs can also be present
What is a PEGI of 18?
Depiction of gross violence (blood and gore), apparently motiveless killing, or violence towards defenseless characters
Violence is realistic and severe
Glamorization of the use of illegal drugs and explicit sexual activity
How much time is spent weekly gaming?
Substantial increase in number of hours children are spending gaming in all age groups - upward trend, largest increase in 12-15-year olds
12-15-year olds: ~14 hours per week (3 hours more than in 2013); 3-4 year olds: ~6 hours per week
What is the % of shame of parents concerned about gaming?
24 – 45% of parents report being very or fairly concerned about the content of their child’s games
What are the 2 theoretical explanations for video game use?
Social learning theories - e.g. general aggression model
Diathesis stress/biological vulnerability theories - e.g. catalyst model
What is the social learning theory?
Builds on premise that individuals imitate the aggression they see and then become more prone to aggression themselves
Violent video games directly cause aggressive behavior
Causal relationship - imitation of behaviour
What is the diathesis stress/vulnerability model?
Aggressive behaviour is largely biologically driven
Violent video games only incidentally correlated and may act to moderate the relationship between biology and aggression
What is the general aggression model?
Aggression is influenced by knowledge structures we hold, how we interpret things etc
Influences either proximal or distal
Action influences the social encounter and feedbacks to influence person and situational factors
Violent video games - aggression bc they impact our knowledge structures over time, priming activation of thoughts
Playing video games primes knowledge structures in brain, making them more prominent, meaning if in an aggressive situation, you’re more likely to act aggressively - learnt behaviour
What are proximal factors in the general aggression model?
Stage 1: Risk/protective factors - inputs. Either increase or decrease likelihood of aggressive behaviour, via cognition, affect and arousal
Stage 2: Routes through which person/situation factors influence appraisal/decision processes. Influence the persons internal state arousal etc
Stage 3: Person appraises the situation and decides how to act - outcomes. Decision occurs automatically
What are the distal processes in the general aggression model?
Include environment (watching video games, family violence) and biological factors (testosterone) which then impact personality
Chronic exposure to VVG acts as an environmental modifier
Acute exposure to VVG acts as a proximal situational risk factor