|
|
 |
Fair Play?
Violence, Gender and Race in Video Games, December 2001


Introduction
There are probably few adults these days who don't remember the
excitement of playing early video games such as Pac Man, Space Invaders
and Frogger. The ability to interact with a machine in a game situation
was thrilling-and still is. Today, the little yellow dot-eater and
the highly pixilated spaceships have evolved into seamlessly animated
characters, graphic images of demons, and lifelike humans complete
with lifelike weapons and lifelike blood.
Video games were a $6 billion industry in 2000 and sales are projected
to reach as high as $8 billion in 2001. Over 280 million units were
sold in 2000 alone, and it is estimated that 60% of all Americans,
or about 145 million people, play video games on a regular basis.
This level of market penetration, combined with the high levels
of realism makes it important to investigate the messages video
games send children.
There are some benefits to video games. Studies have found that
playing video games can improve children's visual attention skills,
their spatial skills, their iconic skills and their computer literacy
skills. In addition, the use of educational games, which are almost
exclusively sold for the PC, have been shown to help improve academic
performance.
However, many more studies have shown relationships between playing
video games and unhealthy outcomes, such as isolation and loneliness,
obesity, belief in gender stereotypes and increased aggressive behavior.
In fact, video games' unique interactive capabilities may make them
even more likely to influence children's attitudes, beliefs and
behaviors than more traditional forms of media.
Fair Play? Violence, Gender and Race in Video Games examines the
top-selling video games for each of the seven different game systems.
Fair Play? identifies some of the unhealthy social messages that
video games may be sending to young players about violence, gender
and race and contains ideas for improving games for children.
|