Grand Theft Auto
The best-selling video game in America last year was “Grand
Theft Auto: San Andreas.” The recent controversy over this popular video game
is just another reminder of the deception of ratings and the need for parental
direction and discernment when it comes to buying video games.
The game in question already has a bad reputation. The
National Institute on Media and the Family described it this way: “Raunchy,
violent and portraying just about every deviant act that a criminal could think
of in full, living 3D graphics. Grand Theft Auto takes the cake again as one of
the year’s worst games for kids. The premise—restore respect to your
neighborhood as you take on equally corrupt San Andreas police.”{1}
Ironically what caused the controversy over the game was not
its overt violence and sexuality. What caused a national stir was what was
hidden within the game. Those playing the game (known as gamers) could download
a modification of “Grand Theft Auto” that would allow them to see graphic sex
scenes on screen.
Initially the distributor distanced itself from what hackers
could do with their product once it was on the market. But that argument fell
flat when it was found that the downloaded modification merely unlocked pornographic
material already within the game. It now turns out that skilled players can
unlock the pornographic content without downloading the key from the Internet.
The game initially had a “Mature” rating. The Entertainment Software Ratings
Board now requires that it be labeled “Adults Only.”
“Grand Theft Auto” has already been a lightning rod for
controversy because it rewards players for committing crimes and engaging in
dangerous and immoral behavior. Gamers can buy and sell drugs, steal cars, run
down pedestrians, even feed people into a wood chipper. Nevertheless, the game
has sold more than five million copies in the United States.
Who is buying this game? Some are adults buying the game for
themselves, but a large percentage of the people buying this game are parents
or grandparents buying the game for their kids or grandkids.
Columnist Mona Charen points out that the original concerns
about this game surfaced when a Manhattan grandmother bought the game for her
fourteen-year-old grandson. Then she was shocked to find out that he could
modify the game by downloading material from the Internet. Charen asks, “So, a
kindly eighty-five-year-old lady has no qualms about purchasing a
gang-glorifying, violence-soaked, sick entertainment for her teenage grandson,
but is shocked when it turns out to contain explicit sex? Wasn’t the rest
enough?”{2}
In most cases, parents and grandparents are buying these
games and need to exercise discernment. Many games are harmless and even can
help stimulate the mind. Some are questionable. And others are violent and
sexually explicit. We need to use discernment in selecting these games.
Benefits of Video Games
A recent article in Discover magazine talked about
the perception most people have of video game players. It said this is “the
classic stereotype of gamers as attention-deficit-crazed stimulus junkies,
easily distracted by flashy graphics and on-screen carnage.”{3} Yet new
research shows that gaming can be mentally enriching with such cognitive
benefits as: pattern recognition, system thinking, and even patience.{4}
One of the best-known studies (done by Shawn Green and
Daphne Bavelier) found that playing an action video game markedly improved
performance on a range of visual skills related to detecting objects in briefly
flashed displays. They found that gamers exhibit superior performance relative
to non-gamers on a set of benchmark visual tasks.{5}
What they found was the action video gamers tend to be more
attuned to their surroundings. While this occurs while performing within the
video game, it also transfers to such things as driving down a residential
street where they are more likely than a non-gamer to pick out a child running
into the street after a ball.
They found that gamers can process visual information more
quickly and can track 30 percent more objects than non-gamers. These
conclusions came from testing both gamers and non-gamers with a series of three
tests.
The first test flashed a small object on a screen for 1/160
of a second and the participant would indicate where it flashed. Gamers tended
to notice the object far more often than non-gamers.
The second test flashed a number of small objects on a
screen at once. The subjects had to type the number of objects they saw. Gamers
saw the correct number more often than non-gamers.
The third test flashed black letters and one white letter on
a screen in fast succession. The one white letter was sometimes followed by a
black “X.” Gamers were able to pick out the white letter more often than
non-gamers and could more accurately say whether it was followed by a black
“X.”
The researchers also wanted to know whether the superior
performance of gamers was acquired or self-selected. In other words, do video
games actually improve visual attention skills or is it possible that visually
attentive people choose to play video games?
Green and Bavelier trained a selection of non-gamers on one
of two video games. One group played the World War II action video game “Medal
of Honor.” The other group served as the control group and played the puzzle
game “Tetris.” The researchers found that after two weeks, the group trained on
the World War II game showed a marked increase in performance over the control
group.
The researchers therefore concluded: “By forcing players to
simultaneously juggle a number of varied tasks (detect new enemies, track
existing enemies and avoid getting hurt, among others), action-video-game
playing pushed the limits of three rather different aspects of visual
attention.”{6}
Video games can also train our brain to be more efficient.
In the early 1990s, Richard Haier (University of California at Irving’s
Department of Psychiatry and Human Behavior), scanned the brains of “Tetris”
players. He found that in first-time users, the brain requires lots of energy.
In fact, cerebral glucose metabolic rates actually soar. But after a few weeks,
these rates sink to normal as performance increases seven-fold.{7} In essence,
“Tetris” trains your brain to stop using inefficient gray matter.
Types of Video Games
Let’s now focus on the rating of video games and the major
video game categories. As we mentioned earlier, the video game industry is
self-regulated, so we need to exercise discernment.
EC – Early Childhood (age 3 and older) – These games
are appropriate for anyone who can play a video game and contains no
inappropriate material.
E – Everyone (age 6 and older) – These games are
designed for younger players and are the equivalent of a PG movie.
T – Teen (age 13 and older) – Generally these games
are not appropriate for younger ages and are equivalent of a PG-13 movie.
M – Mature (age 17 and older) – These games are not
appropriate for children. They may be rated as such because of overt violence,
sexual content, and profanity.
AO – Adults Only (ages 18 and older) – These games
involve excessive violence, sexual content, and explicit language.
There are a number of different types of video games.
Puzzles – Puzzle games are usually acceptable for all
ages and generally are rated “E.” These games involve logic and spatial
arrangements. The best known puzzle game is “Tetris.”
Strategy – These games may be as straightforward as
“Chessmaster” or involve the use of tactical moves of troops or players such as
“Advanced Wars.”
Simulation games – Some games like “SimCity” require
creativity and advanced problem-solving skills. Others involve driving or
flying simulations that can be relatively tame or highly offensive such as the
“Grand Theft Auto” series of video games.
Arcade games – The classic arcade games include such
favorites as “Pacman” or “Frogger.” However, the newer arcade games may include
games like the violent “Street Fighter.”
Role playing games – This is a type of game where players assume the
roles of via role-playing. Although these games may be less graphic, they often involve fantasy and even the occult.
Action games – These games most often have an “M”
rating. Many of these action games involve point-and-shoot games that are
especially dangerous.
Violent Video Games
There is cause for concern about violent video games.
According to the American Academy of Pediatrics, playing violent video games
increases the likelihood of adolescent violent behavior by as much as 13
percent to 22 percent.{8}
A 2005 meta-analysis of over thirty-five research studies
(that included 4000 participants) found that “playing violent video games
significantly increases physiological arousal and feelings of anger or
hostility, and significantly decreases pro-social helping behavior.”{9} Another
study has shown a relationship between playing violent video games and being
involved in violent acts.{10}
Testimony before the United States Senate documents the
following: (1) that violent video games increase violent adolescent behavior,
(2) that heavy game players become desensitized to aggression and violence, (3)
that nearly 90 percent of all African-American females in these games are
victims of violence, and (4) that the most common role for women in violent
video games is as prostitutes.{11}
One of the people speaking out against violent video games
is Lt. Col. Dave Grossman, whom I have interviewed on a number of occasions. He
is a former West Point professor and has written books on the subject of
killing.{12} He has also testified that these violent video games are
essentially “killing simulators.”
Grossman testified on the shooting in Paducah, Kentucky.
Michael Carneal, a fourteen-year-old boy who had never fired a handgun before,
stole a pistol and fired a few practice shots the night before. The next
morning he fired eight shots and had eight hits (four of them head shots, one
neck, and three upper torso). This is unprecedented marksmanship for a boy who
only fired a .22 caliber rifle once at a summer camp.
The typical response in firing a gun is to fire at the
target until it drops. Carneal instead moved from victim to victim just like he
had learned in the violent video games he played.
The goal in these games is to rack up the “highest score” by
moving quickly. Grossman points out that many of the games (such as “House of
the Dead” or “Goldeneye” or “Turok”) give bonus points for head shots.{13}
Does that mean that anyone who plays these games will be a
killer? Of course not. But Grossman says that the kind of training we give to
soldiers (operant conditioning, desensitization, etc.) is what we are also
giving to our kids through many of these violent video games.
Ironically, the U.S. Marine Corps licensed one of these
popular video games (“Doom”) to train their combat fire teams in tactics and to
rehearse combat actions of killing.{14} The video game manufacturers certainly
know these are killing simulators. In fact the advertising for one game (“Quake
II” that is produced by the same manufacturer as “Doom”), says: “We took what
was killer, and made it mass murder.”
Biblical Discernment
If we look back at the list of different types of video
games, it is pretty easy to see that it is possible to find acceptable games as
well as questionable and even dangerous video games in just about any category.
That is why parental direction and discernment are so important.
The latest controversy over “Grand Theft Auto” demonstrates
that the video game industry has not been effective at self-regulation. And
children cannot be expected to exercise good judgment unless parents use
discernment and teach it to their kids.
Paul tells us in Philippians 4:8, “Finally, brothers,
whatever is true, whatever is noble, whatever is right, whatever is pure,
whatever is lovely, whatever is admirable—if anything is excellent or
praiseworthy—think about such things.” We should focus on what is positive and
helpful to our Christian walk.
As Christians, we should develop discernment in our lives.
See my article on “Media and Discernment” (www.probe.org/content/view/1066/169/)
for suggestions on how to develop discernment in your life and the life of your
child.
Parents need to determine the possible benefits to playing
videos and whether those benefits outweigh the negatives. Many of the games
available today raise little or no concern. As one commentator put it, “The majority
of video games on the best-seller list contain no more bloodshed than a game of
Risk.”{15}
But even good, constructive games played for long periods of
time can be detrimental. Over the last few years I have been compiling
statistics for my teen talk on media use. The number of hours young people
spend watching TV, listening to music, surfing the Internet, going to movies,
etc. is huge and increasing every year. Young people spend entirely too much
time in front of a screen (TV screen, computer screen, movie screen).
So even good video games can be bad if young people are
staying indoors and not going outdoors for exercise. Obesity is already a
problem among many young people. And good video games can be bad if they take
priority over responsibilities at home and schoolwork.
Parents should understand the potential dangers of video
games and make sure they approve of the video games that come into their home.
They may conclude that the drawbacks outweigh the benefits. If their children
do play video games, they should also set time limits and monitor attitudes and
behaviors that appear. They should also watch for signs of addiction. The dangers
of video games are real, and parents need to exercise discernment.
Notes
1. National Institute on Media and the Family, "Expanded Game Reviews," www.mediafamily.org/kidscore/games_gta4.shtml
2. Mona Charen, "Grand Theft Auto and us," 5 August 2005, www.townhall.com/columnists/monacharen/mc20050805.shtml.
3. Steven Johnson, "Your Brain on Video Games," Discover, July 2005, 40.
4. Ibid.
5. C. Shawn Green and Daphne Bavelier, "Action video game modifies visual selective attention," Nature 423 (2003), 534-537.
6. Ibid., 536.
7. Jeffrey Goldsmith, "This is Your Brain on Tetris," Wired, Issue 2.05, May 1994, 2.
8. Lori O'Keefe, "Media Exposure Feeding Children's Violent Acts," American Academy of Pediatrics News, January 2002.
9. Henry J. Kaiser Family Foundation, "Generation M: Media in the Lives of 8-18 Year Olds," A Kaiser Family Foundation Study, March 2005.
10. Jeanne B. Funk, et. al. "An Evidence-Based Approach to Examining the Impact of Playing Violent Video and Computer Games," Studies in Media and Information Literacy Education, Vol. 2, Issue 4 (November 2002), University of Toronto Press.
11. Craig Anderson, "Violent Video Games Increase Aggression and Violence," U.S. Senate Testimony, Hearing on The Impact of Interactive Violence on Children, Committee on Commerce, Science and Transportation, 106th Congress, 1st Session.
12. David Grossman, On Killing: The Psychological Cost of Learning to Kill in War and Society (New York: Little, Brown and Co, 1995) and David Grossman and G. DeGaetano, Stop Teaching Our Kids to Kill: A Call to Action Against TV, Movie and Video Game Violence (New York: Crown Books, 1999).
13. Statement of Lieutenant Colonel Dave Grossman, given before the New York State Legislature, October 1999, www.fradical.com/statement_of_lieutenant_colonel_dave_Grossman.htm.
14. Ibid.
15. Johnson, Discover, 41.
© 2005 Probe Ministries
About the Author
About the Author
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is National Director of Probe Ministries International. He holds masters degrees from Yale University (science) and from Georgetown University (government). He is the author of several books, including Christian Ethics in Plain Language, Genetic Engineering, Origin Science, and Signs of Warning, Signs of Hope. His new series with Harvest House Publishers includes: A Biblical Point of View on Islam and A Biblical Point of View on Homosexuality. He is the host of "Point of View" (USA Radio Network) and regular guest on "Prime Time America" (Moody Broadcasting Network) and "Fire Away" (American Family Radio). He produces a daily syndicated radio commentary and writes editorials that have appeared in papers such as the Dallas Morning News, the Miami Herald, the San Jose Mercury, and the Houston Post. What is Probe? Probe Ministries is a non-profit ministry whose mission is to assist the church in renewing the minds of believers with a Christian worldview and to equip the church to engage the world for Christ. Probe fulfills this mission through our Mind Games conferences for youth and adults, our 3-minute daily radio program, and our extensive Web site at www.probe.org. Further information about Probe's materials and ministry may be obtained by contacting us at: Probe Ministries1900 Firman Drive, Suite 100 Richardson, TX 75081 (972) 480-0240 FAX (972) 644-9664
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