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The idea that violence within computer games creates violent children has for many years now been used by the media to sell papers, and by politicians to climb political ladders.
On 6th September 2007, the Prime Minister asked Dr Tanya Byron to conduct an independent review looking at the risks to children from exposure to potentially harmful or inappropriate material on the internet and in video games.
After months of interviews and feedback from all interested parties, she has finished the task set for her by the Prime Minister.
Are the game designers at fault or are the parents that allow their children free unsupervised access to computers, the internet and computer games at fault?
For those of you who perhaps do not want to read through the entire report, read below Dr Byrons foreword. It really says a lot ...
When I was asked by the Prime Minister to carry out an independent review of the risks children face from the internet and video games, I realised two things. First, how integral these new technologies have become to the lives of young people and second, how important it is that we educate ourselves about the benefits and dangers they bring. As a clinical pyschologist specialising in child and adolescent mental health – and as the mother of two children – I wanted to understand how and why young people use the internet and video games. Hardly a day goes by without a news report about children being brutalised and abused in the real world or its virtual counterpart. Some make links between what happens online or in a game, and what happens on the streets or at home. These headlines have contributed to the climate of anxiety that surrounds new technology and created a fiercely polarised debate in which panic and fear often drown out evidence. The resultant clamour distracts from the real issue and leads to children being cast as victims rather than participants in these new, interactive technologies. It quickly became apparent that there was a big difference between what concerned parents understand and what their technologically savvy children know. The rapid pace at which new media are evolving has left adults and children stranded either side of a generational digital divide. Put bluntly, the world of video games has come a long way since the early days of Pac Man. And while change and innovation are undoubtedly exciting, they can also be challenging or just plain scary. But panic or no panic, the virtual world and the real world do contain risks, and children left to navigate a solo path through either, face many dangers. The trouble is that although as adults we instinctively know how to protect our children offline, we often assume that their greater technological expertise will ensure they can look after themselves online. But knowledge is not the same as wisdom. This review is about the needs of children and young people. It is about preserving their right to take the risks that form an inherent part of their development by enabling them to play video games and surf the net in a safe and informed way. By listening to children and young people and putting them at the heart of this review – and by replacing emotion with evidence – I hope I have provided some very necessary focus to what is a very necessary debate. Dr Tanya Byron Consultant Clinical Psychologist March 2008
"replacing emotion with evidence" - this in my opinion is key to understanding this whole debate.
As a keen gamer I can see how some people may think there is a link between violent games resulting in a violent personality. I see the points but I completely disagree with them. How can computer games be to blame when all you have to do is turn on the television at night to see what chaos has spread over the world during the day.
Movies have been around alot longer than computer games yet they are dismissed? Im sure many people have seen 'Saving Private Ryan' and the amount of detail the movie goes into. What are you more likely to believe and be affected by? A movie which is filmed using real actors and makeup or a computer generated video game?
I feel the problem relating to this topic lies with the parents and the child's upbringing. There is an age restriction for a reason, perhaps people should start to take notice of it.
Well said lads. I think that Daniel makes a good point about the age re-striction. I think people should start to take note of that, like you say they are put there for a reason.
Well said lads. I think that Daniel makes a good point about the age re-striction. I think people should start to take note of that, like you say they are put there for a reason.
Problem with that is that these days most parents are not as computer literate as their children are and as a result do not really understand how a 'game' can have an age restriction. It is after all only a game right?
I feel that there are far too many variables that 'can' cause the kind of behaviour which Mr Jack Thompson has been trying to fight. I am not denying that playing video games does affect the minds of children and the likes, but no more then the violent movies we see in the cinema today, or the news footage we see on the 6pm news.
All the other mediums are just as guilty as games. The only difference is, you can spot a game from a mile away compared to a computer generated movie or news report. Its that unique difference in visual quality that seperates so called 'violent' videogames from the movies. Im sure many of you have watched the many SAW movies? Which are you more likely to be affected by? Which is more likely to inspire you? I feel the politicians and lawyers are failing to look at the big picture.
The individual hair that is known as gaming is part of a sculp with millions of other hairs. Should they succeed in banning violent video games, they will simply be creating a far greater problem. Imagine how many kids, teenagers and adults will protest against that. Imagine how many of those will get sucked into the hooliganism that is already on our streets. Violent games are mearly an ice particle attached to a 1000 tonne ice shelf.