Education.com

Playing the Blame Game (page 2)

By Jeremy Adam Smith
Greater Good Magazine

Playing together

Olson, Kutner, and colleagues ultimately analyzed 1,254 junior high school students, making their $1.5 million study the largest and most authoritative of its kind. They gave written surveys to the entire student body at schools across the country and organized in-depth focus groups with kids in the Boston area who had played M-rated games. In the focus groups, they also talked to about half of the kids' parents—which, Kutner says, revealed that many moms and dads had little idea of what went on in the games their kids played.

In addition to game-playing habits, the researchers looked at the emotional, psychological, and socioeconomic situations of the kids, trying to understand which kids were most at risk to engage in violent behavior. Their results, which they started to publish last year, challenge many popular assumptions, while also validating some existing concerns and raising a few new ones.

Their study immediately debunked two myths: that gamers are antisocial, and that the kids who play them are out of shape. For boys especially, they found that today video games are a way to socialize and connect with their friends, and that this bonding sometimes facilitates, rather than discourages, participation in physical play. "Since game play is often a social activity for boys, nonparticipation could be a marker of social difficulties," Olson and Kutner, along with their Harvard colleague Eugene V. Beresin, write in last October's issue of the Psychiatric Times. "These boys [who rarely played games with friends] were also more likely than others to report problems such as getting into fights." Olson suggests that today's video games can serve as a source of social prestige for otherwise dorky teenage boys, in the same way that sports bolster the popularity of athletic boys. It's an inversion of the older concern that video game play might cause social isolation.

And instead of siphoning time away from sports and outdoor activities, Olson and Kutner discovered that boys who played sports video games were actually much more likely to play those games in real life. "These are kids who are already into football or skateboarding," says Kutner. In focus groups, the researchers heard that "they will use it as a way of improving their skills, for mastering a new move. They'll perfect it virtually, and then go out on the court or the street and try it with a real basketball or a real skateboard."

This finding is echoed in another new study led by University of Texas, Austin, psychologist Elizabeth A. Vandewater. Based on surveys of 1,491 kids, Vandewater and her colleagues also found that playing video games didn't take time away from sports or other active leisure activities. And like Olson and Kutner's study, their research discovered that game-playing and non-gaming adolescents spent the same amounts of time with family and friends. Moreover, gamers often played with friends and saw it as a way of bonding.

But if video games are not displacing real-world play and socializing, then where is the time to play them coming from? When the University of Texas researchers compared game-playing and non-gaming adolescents, they found that playing games cut into reading and homework. In results published last year in the journal Archives of Pediatric and Adolescent Medicine, they report that "adolescent gamers spent 30 percent less time reading and 34 percent less time doing homework." (Depressingly, even non-gaming boys spent only eight minutes a day with a book.)

Iowa State University psychologist Craig Anderson, a leading expert on research into video-game violence, says that while video-game play does appear to hurt school performance, this has little to do with the content of the games. "The best bet at this point is that it has to do with the amount of time taken away from other activities that would typically improve school performance," he says. "It's no different from TV: Kids who watch a lot of TV typically are not spending it on educational programs."

The bottom line, according to both studies, is that video games become a social, health, and educational problem when played to the exclusion of other activities—which, Olson points out, can be true of any pastime, from sports to hanging out with friends.

"I played games along with other things," says Olson's son Michael of his childhood. "It never really supplanted anything. I was outside. I was meeting with friends, building forts in the backyard. But everyone else was playing the games and that was part of how we played together."

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