Adolescent males blamed for violent gaming trend
October 16, 1996
Web posted at: 9:00 a.m. EDT
From Correspondent Don Knapp
SAN FRANCISCO (CNN) -- When the sight of a flesh-eating
zombie gorging on his latest victim is the most entertaining
aspect of a video game, people begin to ask if the virtual
world of modern gaming has not gone too far over the edge.
(17 sec./680K QuickTime movie)
Sega, one of video gaming's giants, is one interested party
that says the question of violent content in video games is
one that needs to be addressed.
They are concerned about games where violence is the only
acceptable answer to solving problems, and where women are
almost universally portrayed as scantily clad victims waiting
to be saved by a weapon-wielding male.
To air such concerns, Sega has sponsored a series of round
table discussions where experts explore what impact, if any,
today's obscenely violent games have on kids.
Sega says it's not attempting to control the direction of
gaming content, but that it does want to influence the
industry.
"We're not trying to be the industry censor," said Sega's Ted
Hoff. "What we're really trying to do is set an example."
The conclusion of many experts who have looked into the
effect of violent video games is that they are more a
reflection of the target audience, adolescent males, rather
than a trigger to producing a dangerous generation of
blood-splattering youth.
Indeed, the Massachusetts Institute of Technology's Henry
Jenkins thinks that gory gaming may be a convenient vent for
youths traumatized by the pressures of growing up.
"A video game where you pretend to beat someone up is
probably preferable to actually beating someone up in the
back yard," Jenkins said.
The University of California-San Diego's Ellen Seiter is
another who sees the video violence as a result, rather than
a cause, of youthful male hormones.
"The games are focused on adolescent male fantasy, and the
people who are the designers are not very far from that,"
Seiter said.
Seiter's concern with the violent gaming scene is not that it
reflects an already violent society, but that girls may be
left out.
She believes, as do many others, that playing video games is
one the easiest ways to bring children into the information
age.
"That's why I want girls to start playing video games," said
Seiter, "because unless they're comfortable with the
technologies, they're not going to succeed."
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