Suppr超能文献

青少年分级电子游戏中的暴力内容。

Violence in teen-rated video games.

作者信息

Haninger Kevin, Ryan M Seamus, Thompson Kimberly M

机构信息

Center on Media and Child Health, Children's Hospital Boston and Kids Risk Project, Harvard School of Public Health, Harvard University, Boston, Massachusetts, USA.

出版信息

MedGenMed. 2004 Mar 11;6(1):1.

Abstract

CONTEXT

Children's exposure to violence in the media remains a source of public health concern; however, violence in video games rated T (for "Teen") by the Entertainment Software Rating Board (ESRB) has not been quantified.

OBJECTIVE

To quantify and characterize the depiction of violence and blood in T-rated video games. According to the ESRB, T-rated video games may be suitable for persons aged 13 years and older and may contain violence, mild or strong language, and/or suggestive themes.

DESIGN

We created a database of all 396 T-rated video game titles released on the major video game consoles in the United States by April 1, 2001 to identify the distribution of games by genre and to characterize the distribution of content descriptors for violence and blood assigned to these games. We randomly sampled 80 game titles (which included 81 games because 1 title included 2 separate games), played each game for at least 1 hour, and quantitatively assessed the content. Given the release of 2 new video game consoles, Microsoft Xbox and Nintendo GameCube, and a significant number of T-rated video games released after we drew our random sample, we played and assessed 9 additional games for these consoles. Finally, we assessed the content of 2 R-rated films, The Matrix and The Matrix: Reloaded, associated with the T-rated video game Enter the Matrix.

MAIN OUTCOME MEASURES

Game genre; percentage of game play depicting violence; depiction of injury; depiction of blood; number of human and nonhuman fatalities; types of weapons used; whether injuring characters, killing characters, or destroying objects is rewarded or is required to advance in the game; and content that may raise concerns about marketing T-rated video games to children.

RESULTS

Based on analysis of the 396 T-rated video game titles, 93 game titles (23%) received content descriptors for both violence and blood, 280 game titles (71%) received only a content descriptor for violence, 9 game titles (2%) received only a content descriptor for blood, and 14 game titles (4%) received no content descriptors for violence or blood. In the random sample of 81 T-rated video games we played, 79 games (98%) involved intentional violence for an average of 36% of game play time, and 34 games (42%) contained blood. More than half of the games (51%) depicted 5 or more types of weapons, with players able to select weapons in 48 games (59%). We observed 37 games (46%) that rewarded or required the player to destroy objects, 73 games (90%) that rewarded or required the player to injure characters, and 56 games (69%) that rewarded or required the player to kill. We observed a total of 11,499 character deaths in the 81 games, occurring at an average rate of 122 deaths per hour of game play (range 0 to 1310). This included 5689 human deaths, occurring at an average rate of 61 human deaths per hour of game play (range 0 to 1291). Overall, we identified 44 games (54%) that depicted deaths to nonhuman characters and 51 games (63%) that depicted deaths to human characters, including the player.

CONCLUSIONS

Content analysis suggests a significant amount of violence, injury, and death in T-rated video games. Given the large amount of violence involving guns and knives, the relative lack of blood suggests that many T-rated video games do not realistically portray the consequences of violence. Physicians and parents should appreciate that T-rated video games may be a source of exposure to violence and some unexpected content for children and adolescents, and that the majority of T-rated video games provide incentives to the players to commit simulated acts of violence.

摘要

背景

儿童接触媒体中的暴力内容仍是公共卫生关注的一个问题;然而,娱乐软件分级委员会(ESRB)评定为T级(“青少年”级)的电子游戏中的暴力内容尚未得到量化。

目的

量化并描述T级电子游戏中暴力和血腥场面的呈现情况。根据ESRB的标准,T级电子游戏可能适合13岁及以上人群,可能包含暴力、温和或强烈的语言及/或暗示性主题。

设计

我们创建了一个数据库,涵盖截至2001年4月1日在美国主要电子游戏主机上发布的所有396款T级电子游戏,以确定游戏按类型的分布情况,并描述分配给这些游戏的暴力和血腥内容描述符的分布情况。我们随机抽取80个游戏(其中包括81款游戏,因为有1个游戏包含2个独立游戏),每个游戏至少玩1小时,并对内容进行定量评估。鉴于两款新电子游戏主机微软Xbox和任天堂GameCube的发布,以及在我们抽取随机样本后发布的大量T级电子游戏,我们又对这些主机上的9款额外游戏进行了游玩和评估。最后,我们评估了与T级电子游戏《进入矩阵》相关的两部R级电影《黑客帝国》和《黑客帝国:重装上阵》的内容。

主要观察指标

游戏类型;呈现暴力场面的游戏时长百分比;受伤场面的呈现;血腥场面的呈现;人类和非人类角色死亡数量;使用的武器类型;伤害角色、杀死角色或摧毁物体是否会得到奖励或是否是游戏推进所必需的;以及可能引发对向儿童营销T级电子游戏担忧的内容。

结果

基于对396款T级电子游戏的分析,93款游戏(23%)同时获得了暴力和血腥的内容描述符,280款游戏(71%)仅获得了暴力的内容描述符,9款游戏(2%)仅获得了血腥的内容描述符,14款游戏(4%)未获得暴力或血腥的内容描述符。在我们游玩的81款T级电子游戏随机样本中,79款游戏(98%)涉及故意暴力,平均占游戏时长的36%,34款游戏(42%)包含血腥场面。超过一半的游戏(51%)呈现了5种或更多类型的武器,48款游戏(59%)玩家能够选择武器。我们观察到37款游戏(46%)奖励或要求玩家摧毁物体,73款游戏(90%)奖励或要求玩家伤害角色,56款游戏(69%)奖励或要求玩家杀死角色。在这81款游戏中,我们总共观察到11499次角色死亡,平均每小时游戏时长有122次死亡(范围为0至1310次)。其中包括5689次人类死亡,平均每小时游戏时长有61次人类死亡(范围为0至1291次)。总体而言,我们发现44款游戏(54%)呈现了非人类角色的死亡,51款游戏(63%)呈现了人类角色(包括玩家)的死亡。

结论

内容分析表明T级电子游戏中存在大量暴力、伤害和死亡内容。鉴于大量涉及枪支和刀具的暴力场面,相对较少的血腥场面表明许多T级电子游戏没有真实地描绘暴力的后果。医生和家长应该认识到,T级电子游戏可能是儿童和青少年接触暴力及一些意外内容的一个来源,而且大多数T级电子游戏会激励玩家做出模拟暴力行为。

相似文献

1
Violence in teen-rated video games.
MedGenMed. 2004 Mar 11;6(1):1.
2
Content and ratings of teen-rated video games.
JAMA. 2004 Feb 18;291(7):856-65. doi: 10.1001/jama.291.7.856.
3
Violence in E-rated video games.
JAMA. 2001 Aug 1;286(5):591-8. doi: 10.1001/jama.286.5.591.
4
Content and ratings of mature-rated video games.
Arch Pediatr Adolesc Med. 2006 Apr;160(4):402-10. doi: 10.1001/archpedi.160.4.402.
5
Unsafe and violent behavior in commercials aired during televised major sporting events.
Pediatrics. 2004 Dec;114(6):e694-8. doi: 10.1542/peds.2004-0105.
6
Age and violent-content labels make video games forbidden fruits for youth.
Pediatrics. 2009 Mar;123(3):870-6. doi: 10.1542/peds.2008-0601.
7
Tobacco imagery in video games: ratings and gamer recall.
Tob Control. 2016 Sep;25(5):587-90. doi: 10.1136/tobaccocontrol-2015-052286. Epub 2015 Sep 14.
8
Factors correlated with violent video game use by adolescent boys and girls.
J Adolesc Health. 2007 Jul;41(1):77-83. doi: 10.1016/j.jadohealth.2007.01.001. Epub 2007 Apr 12.
10
Longitudinal effects of violent video games on aggression in Japan and the United States.
Pediatrics. 2008 Nov;122(5):e1067-72. doi: 10.1542/peds.2008-1425.

引用本文的文献

1
Association between media use in adolescence and depression in young adulthood: a longitudinal study.
Arch Gen Psychiatry. 2009 Feb;66(2):181-8. doi: 10.1001/archgenpsychiatry.2008.532.
2
Kids and media: learning happens.
MedGenMed. 2005 Jun 10;7(2):47.

本文引用的文献

1
An update on the effects of playing violent video games.
J Adolesc. 2004 Feb;27(1):113-22. doi: 10.1016/j.adolescence.2003.10.009.
2
Content and ratings of teen-rated video games.
JAMA. 2004 Feb 18;291(7):856-65. doi: 10.1001/jama.291.7.856.
3
Action video game modifies visual selective attention.
Nature. 2003 May 29;423(6939):534-7. doi: 10.1038/nature01647.
5
Television viewing and aggressive behavior during adolescence and adulthood.
Science. 2002 Mar 29;295(5564):2468-71. doi: 10.1126/science.1062929.
6
American Academy of Pediatrics. Media violence. Committee on Public Education.
Pediatrics. 2001 Nov;108(5):1222-6. doi: 10.1542/peds.108.5.1222.
8
Violence in E-rated video games.
JAMA. 2001 Aug 1;286(5):591-8. doi: 10.1001/jama.286.5.591.
9
Effects of reducing children's television and video game use on aggressive behavior: a randomized controlled trial.
Arch Pediatr Adolesc Med. 2001 Jan;155(1):17-23. doi: 10.1001/archpedi.155.1.17.
10
Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life.
J Pers Soc Psychol. 2000 Apr;78(4):772-90. doi: 10.1037//0022-3514.78.4.772.

文献AI研究员

20分钟写一篇综述,助力文献阅读效率提升50倍。

立即体验

用中文搜PubMed

大模型驱动的PubMed中文搜索引擎

马上搜索

文档翻译

学术文献翻译模型,支持多种主流文档格式。

立即体验