And, if they are like 50 percent of boys and 14 percent of girls, they prefer games with “mature” – read: violent -- themes, such as Grand Theft Auto, an urban dystopia of gun fights, car chases, pole dancers and prostitutes, where blood splatters realistically on the “camera lens.” (http://www.scientificamerican.com) Should you worry whether such a game will warp your children’s minds? A new paper by Cheryl Olson, a public health specialist at Harvard. (http://www.scientificamerican.com) Olson surveyed children’s reported motivations for video game playing and found that their top rated choices were to have fun, compete well with others, and to be challenged. (http://www.scientificamerican.com) She then elaborates on the psychological benefits such play might afford, describing how video games facilitate self-expression, role play, creative problem-solving, cognitive mastery, positive social interactions and leadership. (http://www.scientificamerican.com) If only it were that simple. (http://www.scientificamerican.com) As laudable as it is to debunk negative stereotypes about non-violent game play, it is less laudable to gloss over the negative effects of violent video games. (http://www.scientificamerican.com) Olson’s rosy spin on violent video games positions her on one side of a heated academic debate with staggering stakes in policy and industry. (http://www.scientificamerican.com)Also troubling is the speculation that because play-fighting is one way boys negotiate intimacy with girls, violent game play may “have a role in promoting healthy boy-girl friendships.” (http://www.scientificamerican.com) I don’t think you have to be a feminist social psychologist to imagine that punching half-dressed prostitutes to steal their money does little to prepare young boys for healthy relationships with women. Even brief exposure to these images
And, if they are like 50 percent of boys and 14 percent of girls, they prefer games with “mature” – read: violent -- themes, such as Grand Theft Auto, an urban dystopia of gun fights, car chases, pole dancers and prostitutes, where blood splatters realistically on the “camera lens.” (http://www.scientificamerican.com) Should you worry whether such a game will warp your children’s minds? A new paper by Cheryl Olson, a public health specialist at Harvard. (http://www.scientificamerican.com) Olson surveyed children’s reported motivations for video game playing and found that their top rated choices were to have fun, compete well with others, and to be challenged. (http://www.scientificamerican.com) She then elaborates on the psychological benefits such play might afford, describing how video games facilitate self-expression, role play, creative problem-solving, cognitive mastery, positive social interactions and leadership. (http://www.scientificamerican.com) If only it were that simple. (http://www.scientificamerican.com) As laudable as it is to debunk negative stereotypes about non-violent game play, it is less laudable to gloss over the negative effects of violent video games. (http://www.scientificamerican.com) Olson’s rosy spin on violent video games positions her on one side of a heated academic debate with staggering stakes in policy and industry. (http://www.scientificamerican.com)Also troubling is the speculation that because play-fighting is one way boys negotiate intimacy with girls, violent game play may “have a role in promoting healthy boy-girl friendships.” (http://www.scientificamerican.com) I don’t think you have to be a feminist social psychologist to imagine that punching half-dressed prostitutes to steal their money does little to prepare young boys for healthy relationships with women. Even brief exposure to these images