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This is a locally hosted version of the 7.30 Report transcript,
Call
for review of game classification guidelines.
The story appeared on ABC TV on the 16th September 2003.
KERRY O'BRIEN: As if there's not enough violence in the real world,
imagine one where you can kill with impunity and even earn bonus
points for maximising the massacre.
That's the world inhabited by many thousands of young people who
are devotees of violent computer and video games.
The gamers, as they're known, say games of this type are pure
fantasy.
But one of the world's leading experts on the topic - who's currently
visiting Australia - claims there's now enough research to prove
the games can cause very real harm.
His warnings are endorsed by some medical professionals and children's
advocacy groups, who say Australia's new classification guidelines
for video games are failing.
Michele Fonseca reports.
And we must warn - this story contains some images unsuitable
for younger viewers.
ANDRE FONTANINI: I don't play it for the violence.
I play it for the thrill of the game.
PROFESSOR CRAIG ANDERSON, IOWA STATE UNIVERSITY: We have some
reason to believe that violent video games will have an even bigger
impact, a bigger negative impact, than violent television.
We may well be creating a larger group of essentially non-functional
adults.
MICHELE FONSECA: Professor Craig Anderson from Iowa State University
is a world renowned expert in computer and video game violence.
PROFESSOR CRAIG ANDERSON: This idea that somehow if you can tell
it's fantasy it's not going to have any negative impact on you,
there's no evidence that that statement has any validity whatsoever.
MICHELE FONSECA: He admits to receiving piles of hate mail from
14-year-old boys.
But, in this room, the professor, currently on tour in Australia,
is getting a grilling from teenage girls at Melbourne's Methodist
Ladies College.
LILLEY STALEY, STUDENT, MELBOURNE'S METHODIST LADIES' COLLEGE:
My brother and I, we're not violent in the slightest.
And, so how can you sort of get conclusive evidence when it's
just people in different circumstances?
PROFESSOR CRAIG ANDERSON: First of all, how do you know that you're
not more aggressive now than you would have been had you not had
a different environment?
There's no way that you can know.
MICHELE FONSECA: In Australia, young people like Lilley Staley
and her friends are fuelling a boom economy.
Last year, sales of computer and video games hit $825 million.
But, as their popularity grows, so too does concern about the
potential impact of games with violent content.
BARBARA BIGGINS, YOUNG MEDIA AUSTRALIA: We are raising the risk
that more people -- children when they've perhaps even grown up
-- will be more inclined to use violence when put in a conflict
situation and they're more likely to become desensitised to the
use of violence by other people.
MICHELE FONSECA: In between their studies, sport and socialising,
the Fontanini brothers spend up to 10 hours a week playing video
games, with their parents' consent.
ANDRE FONTANINI: It's not just about the violence in the games.
I mean, there's a lot of aspects of the game and, I guess, there's
a sense of accomplishment that you get at the end that you've beaten
the computer.
MICHELE FONSECA: The boys aren't at all concerned about any potential
for harm.
In fact, 14-year-old David often feels better for playing them.
DAVID FONTANINI: I'll use it as means of letting off a bit of
steam, a bit of tension, after a hard day.
MICHELE FONSECA: But psychologists, paediatricians, researchers
and children's advocacy groups are worried on their behalf.
DR ANNIE MOULDEN, PAEDIATRICIAN, ROYAL CHILDREN'S HOSPITAL: Children
actually come in and describe to me their newest game and how real
it is and that they can actually see blood.
They actually don't discern that there's anything wrong in it
and it actually becomes a reality of their life, and that's a real
issue.
MICHELE FONSECA: Because it's a relatively new form of entertainment,
no long-term research into violent computer and video games is available.
But children's advocate Barbara Biggins and Professor Craig Anderson
say short-term studies prove a gamer's behaviour can change immediately
after playing.
PROFESSOR CRAIG ANDERSON: We're most concerned about children
and youths, of course.
Increased aggressive behaviour, increased aggressive thinking
are probably the two biggest problems.
MICHELE FONSECA: Barbara Biggins believes Australia's classification
guidelines are a big part of the problem.
She thinks the guidelines are failing because they're too focused
on blood and gore while overlooking what she regards as the real
danger.
BARBARA BIGGINS; It's the glamorised violence that's the big problem.
And by "glamorised violence" I mean the violence is
performed by a hero, it's done in a good cause, it's justified,
it's applauded, it's rewarded, and there are very few real-life
consequences.
MICHELE FONSECA: Six months ago, the Office of Film and Literature
Classification introduced new guidelines for games, bringing them
into line with film ratings.
Unlike film, R-rated games are banned.
But, within the MA category, which children under 15 can access
with parental consent, gamers can embark on random shooting sprees
and decapitate their onscreen enemies.
Not all researchers think that's a problem.
PROFESSOR JEFFREY BRAND, COMMUNICATIONS AND MEDIA, BOND UNIVERSITY:
The evidence that exists, if we take a pyrotechnic scale, the evidence
is a spark, not an explosion.
MICHELE FONSECA: Professor Jeffrey Brand was a consultant to the
review of classification guidelines.
PROFESSOR JEFFREY BRAND: The preponderance of evidence in the
bulk of the community actually weighs on the side of saying that
there isn't a very serious concern.
We don't have an epidemic here.
MALE GAME CHARACTER: Now I'm really pissed off!
BARBARA BIGGINS: There's a myth out there that the jury is still
out on media violence.
I can tell you the jury is not out.
The jury reported back years ago.
We just refuse to accept the evidence.
MICHELE FONSECA: But Barbara Biggins is unlikely to see her wish
for tougher, more prescriptive guidelines granted any time soon.
The games industry and the Office of Film and Literature Classification
think the system is working very well.
DES CLARK, OFFICE OF FILM & LITERATURE CLASSIFICATION: In
the advice we give, most of it is directed at parents and saying,
"Look, here we've made these recommendations to you. It's up
to you how you are going to use them and interact with your children
in applying that advice."
DR ANNIE MOULDEN: Parents actually take much more attention to
what their children are watching on TV and perhaps hiring from a
video shop rather than games.
They see games as being games.
They're promoted as games, and I think they pay very little attention
to the classification of games, because that's how they're sold.
MICHELE FONSECA: So, as the offscreen debate continues, in this
household at least, the Fontanini brothers will continue waging
their celluloid battles.
ANDRE FONTANINI: There's still just as much violence on the football
field, if not more, than there is on the computer games.
So I really think that their fears and concerns are pretty much
unfounded.
© 2003 Australian Broadcasting
Corporation
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Original story: http://www.abc.net.au/7.30/content/2003/s947262.htm

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