Feature: Growth of video game industry raises concerns

Feature: Growth of video game industry raises concerns

By Steve Rabey
Fellowship of Christian Newspapers

VIDEO GAMES made their debut in arcades across America in the 1970s. Soon, millions of people were plugging quarters into massive consoles to play favorites such as Pong, Space Invaders and Pac-Man.

Like the rest of the computer industry, gaming has undergone a technological revolution in the past few decades. Today's home game consoles -- like Microsoft's Xbox, the Sony PlayStation and Nintendo's Wii -- pack big computing power into small devices, allowing gamers to enjoy powerful graphics, booming audio and amazingly lifelike simulations.

Such thrills and chills have made games as popular as movies or music with many young people. Studies say 86 percent of kids between the ages of eight and 16 play video games at home.

But it's the controversial themes and gory violence at the heart of some games that raise questions for parents and other adults who care for kids.

On April 29 Grand Theft Auto 4, the latest installment of the popular and controversial computer game, debuted with 3.6 million copies sold in 24 hours. Before the week was out gamers had spent more than $500 million on GT4 -- breaking the record set in 2007 by Halo 3, which had first-week sales of $300 million.

The game delivers the kinds of thrills teenage boys love, with plenty of high-speed chase scenes, noisy shoot-'em-ups and risque sexuality. But questions about the game's violence and the ability of some gamers to unlock explicit sex scenes in an earlier version of the game have led to complaints and a class action lawsuit against GT4's manufacturer, Rockstar Games.

Others raise questions about the social impact of role-playing games like World of Warcraft. More than 8 million people around the world make significant sacrifices of time and treasure to play the game with others in real-time, online matches that cost $15 a month in fees to participate. And a study done by the Palo Alto Research Center showed that it takes the average World of Warcraft player about 372 hours of gameplay to reach level 60 in the game. That's more than two months' worth of eight-hour workdays.

The companies that create games are increasingly focusing on younger children, says Paul Asay, a writer who covers games and pop culture for Focus on the Family and publications like YouthWorker Journal.

"There are virtual worlds for children, such as PenguinClub.com and Subeta.org, that charge kids or their parents for virtual doodads with which they can decorate their virtual pads," says Asay. "In other words, they're shelling out real cash for imaginary products."

The gaming industry has created games for every kind of player, both young and old. There are constructive ones like the Sim City games, in which gamers literally build cities and worlds. There are multiplayer live action games that allow players to compete with each other in digital versions of golf, ping-pong and baseball. There are games that are just plain fun, like Guitar Hero -- which has allowed millions of kids to play along with some of the rock era's best-known solos. And there are destructive games like Manhunt 2, a grisly gore fest that features executions, electrocution and strangulation.

Evaluating the impact

But how are parents supposed to know the difference between the good and the bad? And what are the long-term emotional and social impacts of gaming?

Pastor Kody Kirchhoff has been observing "video game culture" for years, and he is concerned by what he sees.

"Aside from the violence, obscenity and negative themes, the larger and greater problem lies in the fact that video games control many people's hearts and minds, creating a monotonous, zoned-out new reality," says Kirchhoff, who leads LiveWire Youth Ministries at Calvary Lutheran Church in Omaha, Nebraska.

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For Kirchhoff, one of the problems with games is the many activities they replace in kids' lives.

"God, family and friends do not exist in many games," he says. "Activities like camping, playing catch with Dad, swimming, or just being a kid have vanished."

It is equally hard to assess the long-term impact of game violence.

Some researchers are convinced that repetitive play of violent games instructs kids in violence, making violent acts more likely. But others argue that video violence is a cathartic replacement for real violent crime, which has gone down since the advent of video games.

After the 1999 killings at Colorado's Columbine High School, some parents sued the makers of Doom, a violent game that was one of the killers' favorites. But such lawsuits have been no more successful than earlier efforts to link teen violence to heavy metal music. There may be a link, but the social science research remains ambiguous.

Playing alone

While many kids game, most of them do so alone and without any supervision or interaction with adults. That concerns Al Menconi, who has spent more than two decades studying culture and entertainment from a biblical perspective.

Menconi says some leaders in the mental health field speak of gaming as an addiction. He says one treatment center in Peoria, Illinois specializes in video game addictions; several online sites also offer 12-step programs and other support; and the American Psychiatric Association has been asked to add video game addiction to its American Diagnostic and Statistical Manual of Mental Disorders.

"It's a very big epidemic," said Menconi, who operates his Al Menconi Ministries from Carlsbad, California. "Withdrawal is very similar to drug withdrawal."

Menconi says parents ought to get involved, limiting kids to no more than two hours of daily use, or 15 hours a week.

Getting involved

Meanwhile, one Alabama mother and grandmother wishes parents would get involved in helping kids choose healthy games.

"While shopping for a new video game recently with my 13-year-old grandson, I previewed several of the latest releases," said Margie Tanner. "Most were filled with intense violence, involving killing and torture. Others involved witches and wizards.

"Many parents do not have a clue what kind of gaming activity kids are participating in. Many don't preview the games their kids buy. I encourage parents to know what kind of games their children are playing, and restrict the amount of time they spend playing them."

Carey Casey, CEO of the Kansas City-based National Center for Fathering, agrees. "Games are a way of life," he says, "devouring our children's time, energy and brainpower."

Casey says games steal time from meaningful family time and from other activities such as reading. The answer is for parents to get involved.

"Parents should place limits on children's media use, including when, where and how much they can participate. And we should be ready to address common myths that are often portrayed in the media: such as the myths that to be worthwhile you have to be beautiful, that money buys happiness, that sex is merely recreation and has no consequences, and that violence solves problems."

Millions of kids are very serious about gaming, as are the game companies that are part of this nearly $10 billion industry.

And now, Christian experts say, parents should be getting serious, too.

-- Steve Rabey is an award-winning writer from Colorado.

August 7/2008

Comments

We recently read a report that indicated the average age of gamers is 39 - it is grasping young professionals. There are groups of young Pastors spending hours playing each other.
There is a new company XRkade that are providing Gaming Equipment that is powered by exercise equipment... the harder you exercise the more power your race car or on screan person has.
#1 Ged Stonehouse - 08/08/2008 - 02:10

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