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The Role of Violent Video Game Content in

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Olson et al. / <strong>Violent</strong> <strong>Video</strong> <strong>Game</strong>s and Adolescent Boys 67<br />

When pressed, they could not <strong>of</strong>fer examples from their lives; the risk was<br />

theoretical. For example:<br />

[Moderator: Do you th<strong>in</strong>k that play<strong>in</strong>g a lot <strong>of</strong> games like this makes kids th<strong>in</strong>k,<br />

act, or talk differently?]<br />

Yeah, def<strong>in</strong>itely. ’Cause you might not want to fight a lot, and then when you<br />

play one <strong>of</strong> these games, you might want to fight more, so you might get <strong>in</strong><br />

trouble a lot more. (Boy 19)<br />

[Has that ever happened to you?]<br />

No, not really. (Boy 19)<br />

[Has anybody you know gotten <strong>in</strong>to trouble because they play a lot <strong>of</strong> violent<br />

games?]<br />

No, not really. (Boy 19)<br />

[But you just figure it’s logical, or . . . ?]<br />

Yeah, it could happen. (Boy 19)<br />

———<br />

[Moderator: Do you th<strong>in</strong>k play<strong>in</strong>g violent games makes you any more violent?]<br />

Depends, if you’re like really, really <strong>in</strong>to games. (Boy 40)<br />

[What about you personally?]<br />

Me? No, I’m not. I have no urge to pick up guns and shoot people. (Boy 40)<br />

Boys repeatedly made dist<strong>in</strong>ctions between the game world and real life.<br />

<strong>The</strong>ir dist<strong>in</strong>ctions focused less on the realism <strong>of</strong> visual images, and more on<br />

whether actions or situations were realistic:<br />

I th<strong>in</strong>k the really violent games like Vice City where you can just go around<br />

kill<strong>in</strong>g anybody, that’s pretty much less realistic. <strong>The</strong> environment, the<br />

people are real, but not the actions. (Boy 26)<br />

I like the gore [<strong>in</strong> Mortal Kombat]. . . . <strong>The</strong> special moves that kill them, and how<br />

they f<strong>in</strong>ish the moves. <strong>The</strong>y made the graphics good. (Boy 35)<br />

[Moderator: Good like realistic, fun?]<br />

It’s not realistic; it’s fancy and fun. (Boy 35)<br />

Several boys thought violent games could actually <strong>in</strong>crease understand<strong>in</strong>g<br />

<strong>of</strong> the real world and <strong>of</strong> consequences to actions. For example:<br />

If you’ve never seen someone get hurt or someth<strong>in</strong>g, like you see <strong>in</strong> a video<br />

game, then you probably wouldn’t know that that could happen. (Boy 1)<br />

Many boys felt that the <strong>in</strong>fluence <strong>of</strong> a game with violent content would<br />

depend on the cognitive maturity <strong>of</strong> the player. <strong>The</strong>y focused on the ways<br />

Downloaded from<br />

http://jar.sagepub.com at Iceland Telecom on February 16, 2009

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