ERIC Number: ED463092
Record Type: RIE
Publication Date: 2001
Fair Play? Violence, Gender and Race in Video Games.
Glaubke, Christina R.; Miller, Patti; Parker, McCrae A.; Espejo, Eileen
Based on the view that the level of market penetration of video games combined with the high levels of realism portrayed in these games make it important to investigate the messages video games send children, this report details a study of the 10 top-selling video games for each of 6 game systems available in the United States and for personal computers. The report identifies some of the unhealthy social messages such games may be sending to young players about violence, gender, and race and contains ideas for improving games for children. The report also answers frequently asked questions about video violence. Findings of the study of 70 games revealed that video games often glorified violence, ignored women and people of color, and reinforced racial and gender stereotypes. Video games were overwhelmingly violent, with nearly every game containing some violent content and too often without consequence to the perpetrator or the victim. Comparisons across game systems revealed considerable variation. A list of the video games examined completes the report. (Contains 25 endnotes.) (KB)
Descriptors: Children, Computer Games, Games, Mass Media Effects, Racial Balance, Sex Differences, Sex Stereotypes, Stereotypes, Video Games, Violence
Children NOW, 1212 Broadway, 5th Floor, Oakland, CA 94612. Tel: 510-763-2444; Fax: 510-763-1974; e-mail: firstname.lastname@example.org; Web site: http://www.childrennow.org.
Publication Type: Reports - Research
Education Level: N/A
Authoring Institution: Children Now, Oakland, CA.
Note: Research was conducted by Katharine Heintz-Knowles and Jennifer Henderson. Support provided by the Atlantic Philanthropic Service Company, Inc.