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(The first part of this article ap- research on the psychological and published a study in which
peared in volume 26, numbers 1-2 motivations that underlie judg- they gathered new data to test
of Pediatrics for Parents.) ments about which games are the scientific hypotheses about po-
most fun and worthy of repeat tential media violence effects. In
Marketing Violence business. Scholars at the Univer- other words, they are not truly
Clearly, violence sells, at least in sity of Rochester conducted six experts on media violence re-
the video game market. But it is studies on game players’ ratings search. To get at the truth, one
not clear whether the dominance of game enjoyment, value, and must distinguish between actual
of violent video games is due to an desire for future play. They found versus self-proclaimed (and often
inherent desire for such games, or that games that give the player a industry-backed) experts.
whether this is merely the result lot of autonomy (lots of choices
of the fact that most marketing within the game) and feelings of Interestingly, a number of profes-
dollars are spent on promoting competence (for example, suc- sional organizations have asked
violent games instead of nonvio- cess in overcoming difficulties with their own experts to evaluate the
lent ones. practice) were rated much more media violence research literature.
positively than games without One of the most recent products
One great irony in all of this is that these characteristics, regardless of of such an evaluation was a “Joint
the industry belief that violence is whether or not the games included Statement on the Impact of En-
necessary in their product in order violence. In other words, violent tertainment Violence on Children,”
to make a profit may be hurting games are so popular mainly be- issued by six medical and public
their overall sales by failing to cause such games tend to satisfy health professional organizations
satisfy the market for nonvio- both autonomy needs and com- at a Congressional Public Health
lent games. Another unfortunate petence needs, not because they Summit on July 26, 2000. This
consequence of the extreme contain violence. statement noted that “...enter-
marketing emphasis on violence tainment violence can lead to
is that the media industries have Media Violence “Experts” increases in aggressive attitudes,
convinced many people in the U.S. The media industries seek out, values, and behavior, particularly
that they like only violent media promote, and support “experts” in children.” The statement also
products. But nonviolent and low- who make claims that there is no noted that the research points “...
violent products can be exciting, valid scientific evidence that links overwhelmingly to a causal con-
fun, and sell well. media violence to aggression. nection between media violence
There are several such “experts” and aggressive behavior in some
Myst is a good example of an early who have made their careers by children.” The six signatory organi-
nonviolent video game that sold bashing legitimate research. Ex- zations were: American Academy
extremely well for quite some amining their credentials is quite of Pediatrics, American Academy
time. More recent examples in- revealing. of Child & Adolescent Psychiatry,
clude The Sims, many sports and American Medical Association,
racing games, and many simula- Many do not have any research American Psychological Associa-
tion games. In some of our studies training in an appropriate dis- tion, American Academy of Fam-
college students are required to cipline. Of those who do have ily Physicians, and the American
play nonviolent video games. In- advanced degrees in an appro- Psychiatric Association.
terestingly, some of the these stu- priate discipline (for example,
dents report that they have never social psychology), almost none Along the same line, several re-
played nonviolent games, and are of them have ever conducted and ports by the U.S. Surgeon General
surprised to learn that they like published original media violence have concluded that exposure to
some of the nonviolent ones as research in a top-quality peer- media violence is a significant risk
much as their violent games. reviewed scientific journal; they factor for later aggression and
have never designed, carried out, Continued on page22
Even more intriguing is recent