The Gender of Video Games
In the next issue of Greater Good (Spring 2008), I have an essay on new research into video games. My focus is on the mental and physical health impacts of playing the games, but one of the other things I discovered is that video games continue to be something boys play: today around 80 percent of boys play a game on a typical day compared to 20 percent of girls. (It’s worth noting that the number of girls playing the games has skyrocketed in recent years, but a big disparity persists.) And many of those boys are playing games rated M (”Mature”) for violence or sexual content.
Why? Boys are generally more attracted to violent play than girls and men are disproportionately responsible for the world’s violence, a situation that predates video games and mass media–in his book Children at Play (reviewed in the Fall 2007 issue of Greater Good), historian Howard P. Chudacoff describes antebellum boys repurposing sticks as swords and fighting epic battles with each other.
It’s tempting to blame testosterone, as many people do. But the relationship between hormones and behavior is tricky: As neuroscientist Robert Sapolsky points out, a great deal of evidence reveals that behavior drives hormonal changes, rather than the other way around. Biology and environment interact to shape behavior, in ways that are difficult for observers to untangle and which encourage bias. (If a man screws up a math problem, it’s because he sucks at math; if a woman flubs it, it’s because women suck at math. If a woman is violent, it’s because she was mistreated; if a man is violent, it’s because he’s a man.)
Instead, writes Sapolsky in his essay “The Trouble with Testosterone,” it might be more accurate to say that hormones have a “permissive effect”–their presence makes certain behaviors possible, but not inevitable.
This suggests that it might be a good idea for parents to keep their boys away from violent video games–and, as I report in my article, there is a great deal of evidence that playing them can indeed trigger aggression. Researchers recommend unequivocally that boys and girls prone to violence or depression should not have easy access to violent games.
Reprinted with the permission of the Greater Good Science Center.
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