Gaming and Aggression: The Importance of Age-Appropriateness in Violent Video Games

Gaming and Aggression: The Importance of Age-Appropriateness in Violent Video Games

Eva-Maria Schiller, Marie-Thérèse Schultes, Dagmar Strohmeier, Christiane Spiel
Copyright: © 2011 |Pages: 22
ISBN13: 9781609602093|ISBN10: 1609602099|EISBN13: 9781609602116
DOI: 10.4018/978-1-60960-209-3.ch018
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MLA

Schiller, Eva-Maria, et al. "Gaming and Aggression: The Importance of Age-Appropriateness in Violent Video Games." Youth Culture and Net Culture: Online Social Practices, edited by Elza Dunkels, et al., IGI Global, 2011, pp. 316-337. https://doi.org/10.4018/978-1-60960-209-3.ch018

APA

Schiller, E., Schultes, M., Strohmeier, D., & Spiel, C. (2011). Gaming and Aggression: The Importance of Age-Appropriateness in Violent Video Games. In E. Dunkels, G. Franberg, & C. Hallgren (Eds.), Youth Culture and Net Culture: Online Social Practices (pp. 316-337). IGI Global. https://doi.org/10.4018/978-1-60960-209-3.ch018

Chicago

Schiller, Eva-Maria, et al. "Gaming and Aggression: The Importance of Age-Appropriateness in Violent Video Games." In Youth Culture and Net Culture: Online Social Practices, edited by Elza Dunkels, Gun-Marie Franberg, and Camilla Hallgren, 316-337. Hershey, PA: IGI Global, 2011. https://doi.org/10.4018/978-1-60960-209-3.ch018

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Abstract

Video games play an important role in the modern entertainment industry and determine the leisure time activities of many children and adolescents. A huge amount of video games are available, but many of them are not suitable for youth because of their violent content. Violent content in video games became an issue of public concern, not only in cases of extreme violent acts, such as school shootings (e.g. Littleton, Colorado, 1999; Kauhajoki, Finland, 2008; Winnenden, Germany, 2009) but also concerning the question of whether playing violent video games generally influences the development of aggressive behavior in children and adolescents. Considerable research showed that playing violent video games increases aggressive cognitions, and aggressive behavior (e.g., Anderson et al., 2010). A crucial issue in studies concerned with violent video games is the question of how to assess the presence of violent content in games. Most of the studies used expert ratings (e.g. Krahé & Möller, 2004), some studies asked study participants themselves (e.g., Gentile & Gentile, 2008; Wallenius, Punamäki, & Rimpelä, 2007), and only a few studies used categorizations directly displayed on games (e.g. Schiller, Strohmeier, & Spiel, 2009). In 2003, the Pan European Game Information (PEGI) system was established, aiming at the protection of children and adolescents from unsuitable video games. PEGI evaluates games according to five age categories (+3, +7, +12, +16, +18) and seven content descriptors (bad language, discrimination, drugs, fear, gambling, sexual content, and violence). These age categories and content descriptors are printed on games to inform customers about their appropriateness for children and adolescents. Although these descriptors are highly visible for parents and adults in 30 European countries, they are rarely used in research. The current chapter presents a study on pre-adolescents in which violent content of games was categorized based on PEGI descriptors. A distinction between playing age-appropriate violent video games and age-inappropriate violent games was made. The main goal of the study was to examine whether pre-adolescents who play non-violent or age-appropriate violent games systematically differ in aggression from youth who play age-inappropriate violent games. Gender differences were also examined. Conclusions for practical implications for adolescents and for parents are discussed.

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