So the balance between child protection and adult freedom has not been achieved with these formats. Why then, would we want to compound parents’ problems by adding in R18+ games? Responsible parenting needs the whole community’s support.
Third, we must take note of the many who are already concerned about the impact of the strong violence found in MA15+ games. Again the classification system requires that we take note of community concerns about young people’s access to “depictions that condone or incite to violence”.
And can playing violent games cause harm? There are now reliable indicators from research reviews (which now include longitudinal studies) that playing (and being rewarded for being the best at it), rather than watching, is more influential; that gamers can become desensitised to the use of violence by repeated exposure; that players of games where violence is glamorised risk more hostile thoughts and feelings, and display more aggressive behaviours.
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Long time video game researcher Craig Anderson with seven other cross-national researchers sum up their latest meta-analytic review of the video game research studies, with:
The pattern of results for different outcomes and research designs (experimental, cross-sectional, longitudinal) fit theoretical predictions well. The evidence strongly suggests that exposure to violent video games is a causal risk factor for increased aggressive behavior, aggressive cognition, and aggressive affect and for decreased empathy and prosocial behavior.
It is not surprising that when the game involves rehearsing aggressive and violent thoughts and actions, such deep game involvement results in antisocial effects on the player … (Anderson, CA et al, Psychological Bulletin, in press)
So there are many issues of concern to consider. We need more informed responses than have been so far evident whenever anyone dares to stand up for the rights of children on this issue. The outcome has almost always been a stream of abuse from angry, aggressive, abusive (and frequently anonymous) gamers.
I want to encourage Australian parents, educators and children’s professionals and educators to be actively involved in a full debate on the issues.
As Anderson et al point out: “Video games are neither inherently good nor inherently bad. But people learn. And content matters.”
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