6. Video games
RCN Students
(R) That this meeting of RCN Congress asks RCN Council to lobby for better education programmes to raise awareness of the effects on children of adult rated video games
Result
The resolution was passed.
For: 321 (75.89%)
Against: 102 (24.11%)
Abstain: 39
Debate report
Jessica Curtis proposed the item; highlighting that we are living in an ever evolving technological society, through which we are constan changing how we interact with each other.
This proposal recognises that video games are cognitively stimulating, but certain themes are too extreme for children.
Until June 2012 the code for video game production was voluntary for companies to follow. This has now changed so that games ratings are more strictly regulated in the UK, so those under the age limit on them cannot purchase them. However, the RCN Students Committee believes more must be done to educate parents and guardians about potentially harmful content, so they are able to make more informed decisions about what their children are exposed to.
It was also noted that this work should be coupled with more of a focus on healthy lifestyles; encouraging families to get active and spend quality time with each other.
Minty Mcloed seconded the proposal, underlining potential detrimental effects on children’s behaviour that is already happening, and reiterated the need to focus on family life, encouraging more of a mix of activities.
Several members wished to see the proposal extended to include other areas of digital communication, such as online forums and social media. And significant mention was also made about expanding the age range to include vulnerable young adults, including those with learning difficulties and others in forensic settings.
Background
The idea that violent computer games increase aggressive and antisocial behaviour and reduce empathy is strongly contested and receives much media attention. Take for example, a 2003 study in which Dr Craig Anderson asserted: “We now know that playing violent video games increases aggressive behaviour and decreases prosocial behaviour in children and young adults.”
Yet in his 2004 review of the research evidence concerning media violence and its effects in the real world, with additional reference to video games for the Video Standards Council, Dr Guy Cumberbatch concluded that: "The research evidence on media violence causing harm to viewers is wildly exaggerated and does not stand up to scrutiny.” (Cumberbatch, 2004)
A key issue is that research studies do not use a standardised factor of ‘violence’, while the majority of correlational surveys have found little to support concerns about the harm of violent video games.
Indeed, many recent studies have failed to find the ‘expected’ effects. For example, in a study by Funk, Hagan et al., (Aggressive behaviour 2002) surprise was expressed that preferences for violent video games were not related to ‘negative externalising behaviours’, including aggression, in 11-15 year olds. Meanwhile, Colwell and Kato (2003) found that those who preferred aggressive video games had lower aggression scores.
However, the conclusion of the majority of media reports is that it is up to parents to monitor the exposure of their children to video games and other violent media. Parents can find out about the standards UK media regulators expect from the media, make a complaint and share their views through ParentPort, a website run by the UK regulators.
Recently the Digital Economy Act (2010) was passed into law and as a result the Pan European Game Information (PEGI) standard of age rating for video games was adopted as the UK classification standard.
Implementation of this Act will tighten the controls governing the supply of adult-rated video games. Previously, the games industry used a voluntary code of conduct and it was not an offence to sell a PEGI rated game to someone under the age rating. In addition, the Video Recordings Act (1984) (Parliament, 1984) is being amended to create the Games Rating Authority, which will become the video game wing of the Video Standards Council. This amendment requires EU ratification, as these regulations are considered technical regulations under the Technical Standards Directive 83/189/EEC.
In January 2011 the Scottish Affairs Select Committee produced a report on the video games industry in Scotland, recommending that more should be done to future-proof age verification for video games accessed online. In the Westminster Government’s response (April 2011) it pledged to continue to work with the industry to encourage their endeavours to provide better information for parents on video game content and on improved parental controls on equipment. It also pointed to the responsibilities of the UK Council for Child Internet Safety, which is currently examining how to limit the availability of age-inappropriate content in all online environments, including video games.
References and further reading
Cumberbatch, G.(2004) A review of research evidence concerning media violence and its effects in the real world with additional reference to video games. Borehamwood : Video Standards Council Available at: http://www.videostandards.org.uk/ (Accessed 02/03/12) (Web)
Parliament (1984) Video Recordings Act 1984: Schedule 1: Classification of Video Games Etc: Supplementary provision London: Stationery Office Available at: http://www.legislation.gov.uk/ukpga/2010/24/schedule/1 (Accessed 02/03/12) (Web)
Parliament (2010) Digital Economy Act 2010: Video Recordings Section 40: classification of video games etc. London: Stationery Office Available at: http://www.legislation.gov.uk/ukpga/2010/24/section/40 (Accessed 02/03/12) (Web)
