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Rachel Stanton

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Title: Rachel Stanton


1
  • Rachel Stanton
  • Project report
  • STS390, Media, war and peace
  • Spring session, 2008
  • Science, Technology Society
  • University of Wollongong
  • The report has two parts.
  • 1. A response pack for an actual organisation.
    This is not an official document and does not
    necessarily represent the views of the
    organisation.
  • Rachel Stantons response pack for EB Games
    includes a slide show (starting on the next
    slide), a cover for the CD containing the slide
    show (in a separate file) and a poster (in a
    separate file).
  • 2. A dialogue between two students discussing the
    project. This dialogue is fictional. Pseudonyms
    were used so that the marker, Brian Martin, would
    not know the identity of student authors.
  • Rachel Stantons dialogue is in a separate file.

2
Violent Videogames What every parent
should know And the knowledge every EB Games
(1) Employee has to know.
3
What makes children go from this.
To this
The excessive playing of violent video games is
believed to increase the aggressive thoughts,
feelings and actions of the children who play
such games. Violent video games seemingly
causing an innocent child to become outwardly
aggressive Or does it?
You need to know Fact from Fiction!
4
Where does the speculation about the effects of
violent video games come from? (1)
  • It comes from the belief that through
    demonstration (modelling), reward (reinforcement)
    and practice (rehearsal), violent videogames
    cause children to perceive real life violence as
    a common aspect of everyday culture and to
    believe that pleasure can be gained from
    inflicting pain on other individuals (2).

5
  • These findings however were discovered before the
    explosion of new generation videogames and
    virtual reality games.
  • The concern with the emergence of these types of
    games is the graphic nature of the violence and
    the increasingly real feel of the games

6
How Young is too young?
  • Videogames can alter the players perception of
    the real world - children, as old as nine or ten,
    perceive what is acceptable on screen and what is
    acceptable in reality as one and the same(1).
  • Therefore there is a reason for the
    classification of Videogames!! As an EB Games
    employee it is your duty to be socially
    responsible and follow the law in the sale of
    videogames

7
  • A Case Study - Have violent crimes ever
    happened as a result of videogames before? (1)
  • Michael Carneal, 14yrs old, Paducah, Kentucky
    America (2).
  • Michael took a gun to school one day having never
    fired a real gun before he fired eight shots,
    hitting eight kids.
  • A military leader asked, Where does a fourteen
    year old boy who never fired a gun get the skill
    and the will to kill? and his answer was Video
    Games and media violence (3).

Michael Carneal
8
  • Michael Carneal has been described as an
    excessive player of videogames visiting arcades
    and playing at home.
  • His conditioning has been equated with operant
    conditioning the training undergone by military
    personnel to shoot targets without hesitating.
  • - They are trained to fire at
    realistic, man shaped silhouettes that pop
    up in their field of view. That is the
    stimulus. The conditioned response is to shoot
    the target, and then it drops. Later, when
    they are in combat and somebody pops up with a
    gun, reflexively they will shoot and shoot to
    kill (1).

Michael Carneal
9
  • The law found that videogames could not be blamed
    because the makers of videogames could not
    foresee what Michael Carneal would do (1).
  • - "We find that it is simply too far
    a leap from shooting characters on a video
    screen (an activity undertaken by millions) to
    shooting people in a classroom (an activity
    undertaken by a handful, at most)," Judge Danny
    Boggs said (2)
  • As an employee of EB Games you have here at your
    disposal the basic facts concerning the case, and
    what the law stipulates, you can use to inform
    parents and answer queries.
  • Its up to the parents to make up their own mind!

Michael Carneal
10
Whats the difference between watching a movie
and playing a video game?(1)
  • The key difference is interaction!
  • Because they require the player to identify with
    the aggressor, often viewing the victims in the
    first person field of reference, videogames are
    subsequently believed to have a greater impact on
    aggressive behaviour (2).

11
What is aggression?(1)
  • Aggression is behaviour that is intended to cause
    harm it can be physical, mental or verbal (2).
  • There exists two forms of aggression seen in
    real life and in
  • videogames(3)
  • 1. Proactive aggression (4) is goal oriented
    and calculated.
  • - This can be seen in video games through
    being rewarded for killing a target to complete
    a mission.
  • Reactive aggression (5) occurs in response to
    behaviour perceived as threatening.
  • - This can be seen in video games
    through killing an opponent before
  • they kill you.

12
Does simulated aggression result in children
acting aggressively in everyday life?(1)
  • Exposure to violent video games causes no
    difference in aggression (2).
  • A childs school, family and social environment
    and whether violence exists here, reinforces the
    likelihood of aggressive and anti social
    behaviour (3).
  • But NO evidence supports, without a doubt, that
    violent videogame violence results in real life
    violence!! (4)

13
Is There a link at all then or just media hype?
  • Already aggressive children, those who exhibit
    aggressive behaviour without violent stimuli such
    as violent videogames, were found to seek out
    violent video games as a way to act out their
    frustration (1).
  • The link between violent video games and violent
    crime is that aggressive individuals actively
    seek out media models for ways to act out
    aggressive acts but not a reason for committing
    the crime (2).

14
To illustrate this to customers, draw upon the
following example
  • Six New York teens were arrested for robbery in
    June of 2008.
  • Police said they emulated the notorious
    characters of video game Grand Theft Auto a
    group of young men armed with crowbars, sticks
    and metal bars surrounded a car and stole the
    occupants money (1).
  • This is a case of aggressive individuals seeking
    out ways to commit violent crime, not a reason
    too.

15
Can Violent Videogames be good for children?
  • Some scholars suggest they can
  • Videogames can be empowering children are weak
    in the real world, but in the game world they
    posses unopposed strength (1).
  • Children can vent their rage through a videogame
    rage that would otherwise resurface in a way
    that would have a greater impact on more people,
    for instance verbal, physical or mental rage or
    aggression.
  • Videogame consoles such as the Wii are receiving
    praise for fighting childhood obesity.

16
As Parents, What Can they Do?
  • Three simple things can be done to ensure you
    stay in control of what your child plays (1)
  • Become familiar with the content of games (access
    information at whattheyplay.com and
    gamespot.com).
  • Monitor what and for how long your child plays by
    keeping gaming consoles in common living areas
  • Ask older siblings to be careful where they stow
    their mature games.
  • Know, understand and respect the classifications
    system it is there for the welfare of your
    child.

17
Comply with the classifications markings
  • The classification markings, G, PG, M, MA15, are
    there to ensure children are protected from
    unsuitable content relative to their age.
  • It is your duty as an employee of EB Games to
    ensure you do not sell MA15 rated games to
    minors it is illegal.
  • It is also your duty to ensure that the Correct
    Classification Notice is displayed prominently
    within the store.

18
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19
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20
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21
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22
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