By Scott Hillis
SAN FRANCISCO (Reuters) - Playing video games does not turn children into deranged, blood-thirsty super-killers, according to a new book by a pair of Harvard researchers.
Lawrence Kutner and Cheryl Olson, a husband-and-wife team at Harvard Medical School, detail their views in "Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do", which came out last month and promises to reshape the debate on the effects of video games on kids.
"What I hope people realize is that there is no data to support the simple-minded concerns that video games cause violence," Kutner told Reuters.
The pair reached that conclusion after conducting a two-year study of more than 1,200 middle-school children about their attitudes towards video games.
It was a different approach than most other studies, which have focused on laboratory experiments that attempt to use actions like ringing a loud buzzer as a measure of aggression.
"What we did that had rarely been done by other researchers was actually talk to the kids. It sounds bizarre but it hadn't been done," Kutner said.
They found that playing video games was a near-universal activity among children, and was often intensely social.
But the data did show a link between playing mature-rated games and aggressive behavior. The researchers found that 51 percent of boys who played M-rated games -- the industry's equivalent of an R-rated movie, meaning suitable for ages 17 and up -- had been in a fight in the past year, compared to 28 percent of non-M-rated gamers.The pattern was even stronger among girls, with 40 percent of those who played M-rated games having been in a fight in the past year, compared to just 14 percent for non-M players.
One of the most surprising things was how popular mature games were among girls. In fact, the "Grand Theft Auto" crime action series was the second-most played game behind "The Sims", a sort of virtual dollhouse.
Kutner and Olson said further study is needed because the data shows only a correlation, not causation. It is unclear whether the games trigger aggression or if aggressive children are drawn to more violent games.
"It's still a minority of kids who play violent video games a lot and get into fights. If you want a good description of 13-year-old kids who play violent video games, it's your local soccer team," Olson said.
The researchers also try to place video games in a larger context of popular culture. The anxiety many parents voice over video games largely mirrors the concerns raised when movies, comic books and television became popular.
"One thing I like about their approach is that they've tried to historicize the whole concept of a media controversy and that we've seen this before," said Ian Bogost, a professor at Georgia Tech known for his studies on video games.
The book urges a common-sense approach that takes stock of the entire range of a child's behavior. Frequent fighting, bad grades, and obsessive gaming can be signs for trouble.
"If you have, for example, a girl who plays 15 hours a week of exclusively violent video games, I'd be very concerned because it's very unusual," Kutner said.
"But for boys (the danger sign) is not playing video games at all, because it looks like for this generation, video games are a measure of social competence for boys."Many video game fans have embraced the pair as champions of the industry, a label that makes them uncomfortable.
"We're not comfortable doing pro and con. We've been asked to do the pro-game side in debates, and I don't consider myself a pro-game person. Video games are a medium," Olson said.
source : reuters
Jumat, 09 Mei 2008
Video games don't create killers, new book says
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Jumat, 21 Maret 2008
Gibson sues MTV, EA over "Guitar Hero"
By Ilaina Jonas
NEW YORK (Reuters) - Gibson Guitar said on Friday that it filed a patent infringement lawsuit against Viacom Inc's MTV networks and Harmonix as well as Electronic Arts relating to the wildly popular "Guitar Hero" video games.
The lawsuit, filed in Federal District Court in Tennessee, relates to the same patent involved in another suit Gibson filed earlier against various retailers, the Tennessee-based guitar maker said in a statement.
The "Guitar Hero" series has sold more than 14 million units in North America and raked in more than $1 billion since its 2005 debut.
Gibson said the games, in which players use a guitar-shaped controller in time with notes on a television screen, violate a 1999 patent for technology to simulate a musical performance.
Harmonix developed the first "Guitar Hero" game and was later bought by MTV. Electronic Arts and another company, Activision Inc, as well as several retailers, either develop, distribute or sell one or several of the games in the "Guitar Hero" series.
"This lawsuit is completely without merit and we intend to defend it vigorously," Harmonix said in a statement.
A spokesperson for Electronic Arts could not be reached for comment.
Earlier this month, Activision filed a preemptive suit against Gibson, which had complained that the games infringe upon one of its patents.Activision filed a lawsuit asking the U.S. District Court for Central California to declare Gibson's patent invalid and to bar it from seeking damages.
Gibson, whose electric guitars are used by legendary blues and rock artists such as Eric Clapton, B.B. King and Slash, has been a high-profile partner in the "Guitar Hero" games.
Activision licensed the rights to model its video controllers on Gibson guitar models and to use their likenesses in the game.
Activision has said that by waiting three years to raise its claim, Gibson had granted an implied license for any technology.
Label: EA, Games, News, Technology
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Kamis, 13 Maret 2008
Take Two is offered by EA ( Electronic Arts )
SAN FRANCISCO (Reuters) - Electronic Arts Inc (ERTS.O: Quote, Profile, Research) on Thursday launched a tender offer for rival video game maker Take-Two Interactive Software Inc (TTWO.O: Quote, Profile, Research) at $26 a share, indicating its $2 billion bid is turning hostile.
Take-Two, publisher of the popular "Grand Theft Auto" video games, last month rejected EA's unsolicited all-cash offer at the same price. The bid represents a 64 percent premium over Take-Two's closing stock price on February 15, the last trading day before EA sent the proposal to the company.
"We believe Take-Two investors will see our tender offer as the best way to maximize the value of their investment in Take-Two," EA Chief Executive John Riccitiello said in a statement.
Take-Two Chairman Strauss Zelnick has said the bid was "the wrong price and the wrong time," arguing that EA was trying to buy his company on the cheap just before the April 29 launch of "Grand Theft Auto 4."
Take-Two this week forecast quarterly earnings above Wall Street estimates, saying orders for "Grand Theft Auto 4" were better than expected.
Earlier this week, Take-Two's two biggest shareholders disclosed that they had drastically cut their stakes, potentially undermining management's stance that the $1.9 billion buyout offer was too low.
U.S. mutual fund company Oppenheimer Funds, Take-Two's biggest shareholder, halved its holdings to 8.8 million shares, reducing its stake to 11.5 percent from 23 percent, according to U.S. regulatory filings.
FMR LLC, the parent company for the Fidelity mutual funds and the second-largest owner of Take-Two shares, reported that it had slashed its stake to 2.75 percent from 14.7 percent.But Zelnick said earlier in the week that the big stock sales did not cause executives to reconsider their rejection of EA's offer.
"It certainly doesn't put any pressure on us," Zelnick said. "Who owns your shares isn't really the issue; after all, we're here for all the shareholders."
Take-Two shares closed up 1 percent at $24.91 on Wednesday, but have fallen from a high of $27.61 set on February 28, shortly after EA announced its offer.
EA's tender offer will expire at midnight on April 11, but could be extended. Take-Two's annual meeting is scheduled for April 10.
Morgan Stanley & Co Inc is dealer manager for the tender offer, for which Georgeson Inc is information agent.
