The impact of Computer Games
on Children's aggressive behaviour and learning abilities
Bulletin of Information Technology Research. Vol 1, Issue 1 (June 2003).
ISSN 1176-3108.
Paul R. Kearney
School of Computing
and Information Technology
UNITEC
Auckland, New
Zealand
pkearney2@unitec.ac.nz
Abstract
A search of the Internet
for views on whether video games are good or bad for children will result
in over three million hits, the majority being negative. One could surmise
that only people with negative views on video games would post such comments,
the positive views remaining unheard. However, the majority of completed
academic research tends to lean towards the view that many of today's
games do in fact elicit unwanted behaviour from children, specifically
short term aggression.
This paper discusses
some of the concerning results from research into action video games,
as well as highlighting the cognitive effects of games such as Tetris.
The paper concludes by questioning whether the negative effects of one
can be attributed to the other, and whether or not children can benefit
from playing a first person shooter game such as Doom.
Introduction
"I hope we kill 250 of you", Klebold says. He thinks it
will be the most "nerve-racking 15 minutes of my life, after the bombs
are set and we-re waiting to charge through the school. Seconds will be
like hours. I can't wait. I'll be shaking like a leaf. It's going to be
like f---ing Doom", Harris says. "Tick, tick, tick, tick… Haa! That f---ing
shotgun is straight out of Doom!" (Gibbs & Roche, 1999, p.1)
Dylan Klebold and
his friend Eric Harris were avid players of the computer game, Doom. Using
a game editor, the pair modified the game to be a two player game - two
shooters, unlimited health and ammunition, extra weapons and pipe bombs.
They created non-player characters with no weapons or defences to be the
victims within the game. On the 20th of April, 1999, Dylan Klebold and
Eric Harris planted three sets of pipe bombs in and around Columbine High
School. Between 11:19am and 12:05pm, the pair embarked on a 46 minute
Doom-style rampage wounding 23 and murdering 13 defenceless victims. They
then used 'Arlene', the sawn-off shotgun named from Doom, to take their
own lives on the day they had named 'Judgement Day'. From this tragic
event, one might conclude that such games should be banned due to their
negative on young people. But are these games entirely negative? The majority
of literature relating to computer games, and particularly first-person
games such as Doom, is negative. Literature on the negative implications
for children ranges from the daily press to academic journals. The aim
of this paper is to identify and discuss some of the potentially beneficial
effects of two dimensional puzzle games on children in relation to the
literature reviewed, and to explore the assumptions that lie behind the
negative aspects of first person shooter games. The literature review
carried out for this paper was not exhaustive but was considered to be
representative of the current state research into video games.
The Development of the Computer
Game
A first person shooter
computer game (FPS) is a 3D interactive animation where the computer user
is the person holding the weapon and moves forward through the game making
it appear real. The FPS game called Doom was released by id Software in
December 1993. However, thirty two years earlier in 1962, the game that
is thought to have started the computer game phenomenon, and some believe
ultimately led to the Columbine High School massacre, ironically was invented
by a student. Spacewar, developed for a PDP-1 computer, involved two players
each controlling a spaceship with 31 torpedoes. The goal of the game was
to shoot and destroy your opponent. Many simple yet novel electronic gaming
devices followed, but it was not until 1972 that the computer game era
started to develop momentum with a game called Pong. Originally run on
an arcade style platform, Atari launched Pong on to the world market and
launched an industry that returned 25 Billion US Dollars last year - 2002.
In 1976, Zircon developed
the first Shooting Gallery game for the home market. Run on a console
style device, these games utilised the home television. The release of
many handheld devices and early gaming consoles followed, but it was not
until the early 1980's when computers like Amiga, C64, and Vic20 became
prevalent, that the industry moved into high gear. Games like Zork and
Ultima captured the imagination of game players and cults developed to
the extent that these games are still played twenty years later. The character
Super Mario has also developed a cult following, earning over half a billion
dollars for Nintendo. It was in 1989 that Nintendo released the original
Gameboy with Donkey Kong and the Mario brothers, and some 14 years later
in 2003, the Gameboy Advanced SP with Super Mario had a world-wide waiting
list when it was released.
With the entry of
the Personal Computer from IBM and Apple, the corporate sector of America
started to invest in software companies that developed computer games.
This financial backing gave birth to icons like Electronics Arts, Lucas
Arts and Sierra. They quickly dominated the game industry and still publish
world-wide titles today, but these large conglomerates were not prepared
for what was about to happen. It was in 1991 that a fledgling software
company simply called id, put the gaming phenomenon into overdrive. A
young pizza boy by the name of John Carmack, invented a technique that
scrolled 2D graphics smoothly and seamlessly. He used this in the now
infamous Commander Keen - a game in which an eight year old boy shoots
aliens. Id Software's first royalty cheque was 10,000 US Dollars. Carmack
then channelled his talents to produce a revolutionary 3D graphics engine.
In late 1991, id Software produced the first of what we now know as first
person shooters - Hovertank one and Catacombs 3D. They then went on to
develop Wolfenstein, Doom, and Quake, and today they licence their 3D
technology for games like Heretic and Half-Life. In 1999 id's revenue
exceeded 22 million US Dollars. The company is still privately own by
three of the original four developers.
Around the same time
that Carmack was developing ground breaking graphics techniques, a Russian
government scientist became fascinated with a children's toy called Pentominos.
The object of the toy was to fit the different shaped pieces back into
the box that they were removed from. He devised a way of displaying this
on his computer and later developed it into a game. The scientist was
Alexey Pajitnov and the game was Tetris. Still played today, Tetris is
ported to more platforms and played in more countries than any other game.
Nintendo alone have shipped more than 70 million Tetris modules on its
Gameboy platform.
Positive aspects of the Game
The other claim to
fame of Tetris, is its use as an education tool. Mental rotation (MR)
is the ability to imagine what two and three dimensional objects would
look like after being rotated. This ability, termed spatial visualisation,
is required in occupations involving engineering and conceptual tasks.
Research completed by Dorval and Pepin (1986) suggests that students with
spatial visualisation abilities are generally high achievers and excel
in subjects like maths and science. Tetris was also used in a study by
Okagaki and Frensch (1994). They found that spatial visualisation abilities
were improved in college students after 6 hours of playing. Similarly,
research done by De Lisi and Cammarano (1996), showed that students playing
a game called Block Out, also improved their mental rotational skills.
Massendorf (1955),
in discussing his research with learning-disabled children, concludes:
Thus we can say that it is proven that two-dimensional
and three-dimensional spatial abilities can be cultivated in learning-disabled
children by purposeful training in how to manipulate geometrical figures
and bodies, as provided by the computer game programs Tetris and Block
Out. Both programs, ensconced in a motivating and exciting game, permit
the child to explore working geometrical shapes and bodies, to shift
them about, and to reflect on the fact that they will look different
depending on the angle form which they are viewed. (p.51)
Dolittle (1995) recorded
data over 8 years showing that students who played computer games, solved
riddles and tackled problems with more imagination than those who did
not play games. The game playing students excelled in critical thinking
courses and were able to overcome statistical problems by thinking outside
the square. He concludes with:
The principle barriers to a society of better problem solvers
may simply be that too few teachers are attempting to teach students
the skills of creativity. (p.35)
The obvious negative effect
Dolittle (1995) might
be correct, most teachers do not encourage computer games, and FPS games
like Doom or Quake are generally banned in schools and on campus. Hardly
surprising when the Columbine incident still haunts many teachers. Concerning
issues other than behavioural ones number many - cardiovascular problems,
anxiety issues, and game induced seizures have all been cited as negative
impacts on children from playing computer games (Dorman, 1997). Dorman
also cites a study completed by Dinubile (1993), highlighting the fact
that children today are more overweight, less active, and adopt a more
sedentary lifestyle than those of twenty years ago - mainly attributed
to television viewing and computer games. We even have a new term for
severe pain caused by spending too much time playing on a Gameboy. Nintendinitis
(Brasington, 1990), was reported and treated with ibuprofen plus the removal
of the batteries from the offending device.
Beazzant (1999) sets
out to refute the hypothesis that "children's physical and psychological
health is at risk and being damaged through the use of games consoles
and the games being played through them" (p.1). However, he draws the
following conclusion:
These games are intrinsically compelling
to play, which is shown not to be a damaging effect upon the health of
children, but that some of the extrinsic qualities that these games posses
may evolve games players into becoming compulsive players forming an addiction.
The addiction is not seen as the primary problem but a secondary effect
of an original problem. If an external problem exists which a child cannot
solve without help or that the problem doesn't involve them they may find
that continuous playing that involves them takes them away from the external
real life problems. This addiction which then sets in can become a medium
for other problems to come into light such as unsatisfactory behaviour
and aggression. (p.23)
"Unsatisfactory behaviour"
does not described the Columbine incident, however Beazzant does make
an interesting point. The computer game is used as a diversion from the
problems that the child cannot deal with alone. Rollings & Morris (2000,
p.329) believe that "there is no way a computer game can turn a reasonable
human being into a deranged killing machine without there being something
seriously wrong with them in the first place". But if the original problems
are of a behavioural or aggressive nature, the diversion may in fact add
to the problem.
Ivory (2001) cites
a study by Anderson and Dill (2000) which concluded that short-term aggression
is increased after playing violent computer games. However he also cites
an earlier study by Kestenbaum and Weinstein in 1985 (cited in Dorman,
1997) in which computer games showed a calming effect on students. But
the 1985 research was completed 6 years prior to Carmack's FPS environment,
when the popular games were 2D fantasy games and very much of a cartoon
style. Computer games of the late 1990s and the ones used for the Anderson
and Dill (2000) study, are far more realistic. For example, the game Counter
Strike, a popular version of the FPS Half-life, has accurate weapons configuration,
credible technical specifications, and life-like 3D graphics. Because
of this, many people lay the issues of Dylan Klebold and Eric Harris from
the Columbine tragedy, firmly in the hands of John Carmack from id Software.
Families of the victims
from Columbine filed a 5 billion US dollar lawsuit against id software
and other gaming companies. The case was dismissed by U.S. District Court
Judge Lewis Babcock. He said that "there was no way the makers of violent
games including Doom and Redneck Rampage, and violent movies such as The
Basketball Diaries, could have reasonably foreseen that their products
would cause the Columbine shooting or any other violent acts." He went
on to "reject the argument that the video games were defective because
they taught Harris and Klebold how to point and shoot guns without teaching
them the responsibility or consequences of using weapons" (The Associated
Press, 2002, p.1).
Therefore it could
be concluded that either the games are teaching responsibility and consequence,
or they are not teaching players how to point and shoot. Why then has
"America's military elite swapped their rifles for joysticks by turning
to a British computer game to fine-tune their combat training"? Further
more "US Marines will play the game as a way of running through combat
scenarios with the most serious risk being only blisters on their fingers"
(Harris, 2001, p.1). U.S. District Court Judge Lewis Babcock (The Associated
Press, 2002) does not believe these games teach players about weapons,
yet the US Military has invested millions of dollars in a game for recruiting
potential soldiers. "America's Army" is an online FPS game that is free
to all players. Normally, games that run over the Internet are subscriber
based. The player pays a monthly fee to be connected to the game server.
Goamericasarmy.com, the server that hosts this FPS game, currently boasts
1.2 million subscribers. They have recently moved the game to the worlds
first Super Computer dedicated to hosting such games.
In summary, studies
show that some computer games add to the learning abilities of many students
and often create high achievers in mathematical and scientific industries.
Studies also show that the same learning abilities will benefit children
who struggle in conceptual areas and as such, have been used successfully
for this task. Other studies highlight the fact that the more recent 1st
person shooter games create short-term aggressive tendencies that can
lead to behavioural problems. The US military supports similar games for
recruiting soldiers and uses the same type of game to train US Marines.
Discussion: The next level
If these findings
are to be believed, it could argue that the addictive nature of computer
games and the resulting arousal from playing, triggers the aggression
in some people. Why then, did the Tetris players not show short-term aggression
like players in the other studies? Perhaps they were not tested for it.
Further to this, if the US marines use 1st person shooter games to hone
their military skills, what benefits could these 3D games have in other
areas of development?
In an informal survey
of 25 avid computer game players, conducted by the author, most on them
suggested that FPS games not only enhanced hand-eye co-ordination, but
also increased their ability to multi-task. A typical FPS involves controlling
the player movement, aiming and firing the chosen weapon, evading being
a target for other players, monitoring health status and ammunition supplies,
and devising a seek and destroy strategy in order to complete the level.
All this is done in unison, in a pressure situation.
If in fact, the playing
this type of game does increase the players multi-tasking abilities, games
like Doom may have the same, if not a greater positive impact on society,
than that of Tetris. Tetris is shown to increase spatial visualisation,
in particular mental rotational abilities, in both the average and the
learning-disable child. Furthermore, multi-tasking abilities are required
for some of the most mentally demanding tasks that Humans embark upon.
Fighter pilots and Astronauts are both required to score well above the
average on the computer test called Synwork1, which is designed to measure
test multi-tasking.
Further to this,
children suffering from Attention Deficit Hyperactivity Disorder (ADHD)
are know to have difficulty focusing on detail and completing tasks which
require multiple concurrent actions ie: multi-tasking. Could ADHD sufferers
benefit from playing FPS games or would the rise in short term aggression
have an adverse affect? (Anderson and Dill, 2000).
The first step in
furthering this study would be to test the multi-tasking abilities of
a group of game playing students. An upgraded version of Synwork1, called
SynWin is produced by Activity Research Services (ARS). The program,
presents four simultaneous tasks to the user, each in one
quadrant of the screen. The tasks comprising SynWin (derived from the
DOS program SYNWORK1) were selected to provide a generic work environment
where the operator is required to remember and classify items on demand
(MEMORY (Sternberg) TASK), perform a self-paced task (ARITHMETIC PROBLEMS),
and monitor and react to both visual (VISUAL MONITORING) and auditory
information (AUDITORY MONITORING). The goal of the program was to create
a prototypical PC-based synthetic work task.
At the end of every SynWin session, the summary data are
appended to the file "SYNWIN.LOG" located in the \data folder. The first
record (line) in the log file contains labels for the fields in subsequent
records. The fields in data records are identical to the fields in summary
data files, described above, except the subject ID and session number
are added as the first two fields. Fields in the file are comma delimited.
Thus, the LOG file is an historical record of all SYNWIN sessions run
on the computer. This file can be conveniently imported into Microsoft
EXCEL for analysis (Activity Research Services, 2000, p.1).
A program of continuous
play of a chosen 1st person shooter, interleaved with scheduled tests
using Synwin, would ascertain whether multi-tasking abilities are improved
or not. This could be tested further and results compared on both genders,
seasoned game players compared to beginner players, and ADHD children.
Conclusion or game over?
This paper initially
set out to summarise the impact of computer games on society, specifically
children's aggressive behaviour on the negative side and learning abilities
on the positive. Puzzle games like Tetris have been studied extensively
for their apparent ability to improve cognitive skills. Other games such
as DOOM have been embroiled in controversy after the many studies completed
show a link to aggression and the Columbine tragedy.
However, if FPS computer
games increase the ability to multi-task, the impact on many areas of
society would be dramatic. The acceptance of these "violent" games may
improve and the negative aspects may be tolerated, particularly if aggression
is shown to be due to the addictive/arousal aspect of the game - also
present in games like Tetris. Although the literature review was not exhaustive,
somewhere in the process of compiling this data, it became apparent to
the author that the resulting negative and positive effects of one, may
be attributed to the other. Further study is planned, as suggested in
the discussion, to prove or disprove this theory.
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