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The Guardian - UK
The Guardian - UK
Technology
Aleks Krotoski

The Byron Review: The evidence

Chapter 6 of the government's independent report on the effects of internet content and video game violence on kids and young people, has a detailed analysis of the evidence on video games.

The Byron Review, released today, provides an excellent and balanced view on what the outcomes of playing actually games has on the players, based on the scant academic research in this area. Without a doubt, this is the most important chapter for anyone with an interest in this area to read, as it presents the research rather than the knee-jerk reactions of both gamers and anti-gamers alike.

First, it argues that psychologists based in the UK and Europe have a very positive approach to conducting research in this area, subscribing to what Byron describes as an 'Active Users' perspective,



which is social scientific in orientation and argues that reactions to media content are context-dependent. Research from this tradition does not directly ask about questions of effect but seeks to understand player's interpretations and response to technology and the influence of wider social and cultural factors on this (e.g. see work by Buckingham e.g. 2006).



This approach considers the gamut of media - from entertainment to news broadcasts - rather than approach the issue as if it was isolated from these spheres of potential influence. Interestingly, one of Byron's arguments is that US-based psychologists argue 'much more strongly' for a link between violent games and anti-social behaviour than their UK or European counterparts (what's been called an 'Active Media' perspective).

Other content-based hypotheses considered:

  1. There is little evidence of a 'Catharsis effect'
  2. There may be wider effects (i.e. beyond violence) on children's attitudes, values and beliefs
  3. Realism, interaction and repetition may lead to deeper learning
  4. The arousal brought on during some game play may have the same impact on children as high levels of stress
  5. There is no clear evidence of desensitisation in children
  6. There is little analysis of the role played by the developmental stage of children


Byron also examines excessive use, including research on addiction (evidence suggests that there are very few true 'addicts', but many 'high-users'), the impact of games on social behaviour, the impact of gender differences on excessive use and any differences in excessive use by age. In her conclusion to this section, she argues for age ratings, proposing that young kids' 'limited ability to interpret content using context and decider reality from fantasy' are particularly relevant to this issue.

But this chapter doesn't only focus on the negative - there are sections on the benefits of games, both online and off, and potential effects of new and emerging technologies.

An excellent, well-balanced and well-informed read, and highly recommended to anyone who's ever stood up for games with only the pathetic argument, 'Well, I'm not a serial killer and I play games'.

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