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October 3, 2008
Video Games Myths Revisited: New Pew Study Tells Us About Games and YouthSome years ago, I published an essay, "Eight Myths About Video Games Debunked" in conjuncton with the PBS Documentary, The Video Game Revolution. At least once a month, I see the article has been discovered by another blogger who is bringing it to the attention of his or her community, so I know that there continues to be interest and uncertainty about many of the issues that it sought to address. A recent report released by the Pew Internet & American Life Project offers some valuable new data about the place video games play in the lives of American young people. T
A decade ago, when Justine Cassell and I edited From Barbie to Mortal Kombat: Gender and Computer Games the picture was dramatically different: many were worrying that girls were being left out of this particular version of the digital revolution and that there would be social and educational consequences of this "gender gap." The new statistics show that this gap has significantly closed and that even other patterns people have observed (that boys play games more often, that boys play more different kinds of games, and that boys play games over a longer period of their lives) are starting to shift, though we can still see traces of these earlier patterns in their data. If you are interested in the gender-specific nature of game playing, you should check out Beyond Barbie® and Mortal Kombat: New Perspectives on Gender and Gaming (Edited by Yasmin B. Kafai, Carrie Heeter, Jill Denner and Jennifer Y. Sun) and due out from MIT Press any day now. This book updates our earlier collection with cutting edge perspectives from a new generation of games scholars who grew up with this medium. Justine and I wrote a new piece for the book reflecting back on the context of gender and games in the mid-1990s and looking forward to new challenges confronting the industry today. The Pew Data complicates easy generalizations about the place of violent entertainment in the lives of American teens. For example, the five most popular among young Americans are Guitar Hero, Halo 3, Madden NFL, Solitaire, and Dance Dance Revolution. Of these, only Halo 3 would qualify as a violent game. Over all, non-violent genres were the most popular. But, 50% of boys name a game with an M or A/O rating as one of their current top three favorites, compared with 14% of girls. (0ne of those places where gender really does make a difference in how people relate to games.) 32% of gaming teens report that at least one of their three favorite games is rated Mature or Adults Only. 12- to 14-year-olds are equally as likely to play M- or AO-rated games as their 15- to 17-year-old counterparts. The Pew Research also challenges the prevailing myth that most parents are worried or alarmed about their young people's relations to games. 62% of parents of gamers say video games have no effect on their child one way or the other. 19% of parents of gamers say video games have a positive influence on their child. 13% of parents of gamers say video games have a negative influence on their child. 5% of parents of gamers say gaming has some negative influence/some positive influence, but it depends on the game. I see this data less as an indication of the "actual effects" of game play on children but rather as an indication that most parents have come to accept games as a normal part of American childhood and that more of them now see positive benefits than negative harms. After all, a significant number of contemporary American parents were part of that first Nintendo generation, grew up playing Super Mario Bros. and Sonic the Hedgehog, and are thus less likely to be panicked by an unfamiliar technology in their living rooms. Many discussions about games and parenting fail to reflect this generational shift in who these parents are and how they think about this medium. There's lots more to chew on in the Pew report, including some interesting suggestions about the civic impact of games and whether online play has the same social value as face to face play. I am hoping that this new data will further sharpen the conversations around games. For more interesting insights on these questions, check out the podcast of a recent CMS colloquium, "The Myths and Politics of Video Games Violence Research," featuring Lawrence Kutner and Cheryl Olson, authors of the recent book, Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do. If you don't know this book, you should since like the Pew research, it challenges many common assumptions about this issue, daring to ask and find answers to basic questions about the place of violent games in young people's lives. Henry Jenkins is the Provost's Professor of Communications, Journalism, and Cinematic Art at the University of Southern California. Until recently, he served as the co-founder of the Comparative Media Studies Program at the Massachusetts Institute of Technology. More about Henry Jenkins is available here. |