Inside the Industry: Game Companies, Inequality, and the Cultivation Effect

Can a novel turn its readers into killers? Can a video game make a teenager commit murder? Nowadays, laypeople and scientists alike almost always answer this too-simple question with a resounding “nay.” The Catcher in the Rye didn’t make Mark David Chapman shoot John Lennon, and Wolfenstein 3D didn’t make the Columbine shooters commit the atrocity they did – but don’t dot that period quite yet. The issue of media’s effect on the individual has been a sore topic for ages, with examples ranging from loincloths being added to Michelangelo’s nude works to movies being regulated with age ratings – point being, that this centuries-old issue is one that must be treated with nuance. A metaphorical semicolon, then, would be more appropriate instead; media still holds massive influence on the individual. Can fiction affect the realities of those who consume it? Absolutely – a resounding “yea” to that – but how, why, and in what ways? Different media will influence its consumers through different methods, but in the last twenty to thirty years, as its industry has grown, the realm of video games has received a lot of criticism in regards to perpetuation of harmful stereotypes and misinformation.

What our team has proposed is a non-profit website whose purpose is to provide factual, scholarly evidence to combat the misinformation that popular video games can unintentionally perpetuate. Each article on the website will be aimed at a particular video game – new or old – and will first deconstruct which parts of the game we feel may be harmfully misleading. Second, the article will present the reality of the elements that its target video game has misrepresented, and provide suggestions to writers, artists, and other current or potential industry employees on how to avoid these harmful social pitfalls.

A mock-up of our proposed website

It might seem silly at first, but the goal of our website is not to nitpick plotholes, cliches, or argue against the realism of game mechanics – it is to amend the distorted social realities that many games unintentionally cultivate in their consumers.

Distortion of social reality through media, fictional or fantastical as that media may be, is common enough to have its own name: the cultivation effect, which Campbell (2014) defines as “[suggesting] that heavy viewing of television leads individuals to perceive the world in ways that are consistent with television portrayals” (p.533). This effect is, of course, not just limited to television. Frequent playing of video games can and does lead gamers to unconsciously absorb the social info their games provide. Trouble is, that social info is often incorrect, with storytelling crutches that are normalized and prevalent within a game’s world – “storytelling crutches,” in this instance, meaning writing elements born from audience pandering or ill-informed writing, like stereotyped or absent minorities, over-representation of men, or portrayal of foreign countries as radically different.

Now consider a less extreme example, of a study done in 2015 concerning exactly what it sounds like: Portrayal of radiology in a major medical television series: How does it influence the perception of radiology among patients and radiology professionals? The study by Heye (2015) found that “the perception of radiology is accurately portrayed for patients and technologists, but not for radiologists” (p.1). “Radiologists should be aware,” Heye continues, “of this cultivation effect to understand their patients’ behaviour which may create false expectations towards radiological examinations and potential safety hazards” (p.1) Perhaps subverting expectations, video games are not distinct from shows like the ones mentioned, even with unrealistic mechanics like infinite lives or instant healing. Teng (2017) lays out the reason why in his study on violent video game exposure:

First, violent video games trigger automatic social perceptions, creating real sensations. Accordingly, a qualitative analysis suggested that the role played in a violent video game is also consistent with a virtual society where morality exists (Hartmann et al., 2014). Second, although violent video games involve a virtual environment, users’ default mode of perception appears to be to perceive things as real, which is likely to be the result of automatic processes, and exciting violent cues or motivational effort are required to restrain awareness in an ‘‘apparent reality’’ (p.55)

The cultivation effect and gender roles, Blackstone, Amy (2003)

With this in mind, the cultivation effect, unsurprisingly, can be observed in all kinds of mediums, interactive or not, fictional or not, and across all genres – and though much of the research concerning the cultivation effects’ link to video games focuses on violence, our website aims at more overarching issues. A study by Hopp (2017) neatly explains the need for focus on greater issues – he says that “about 20 percent of all video games sold in United States are first-person shooter (FPS) games” which he believes is an issue because most of these games take the same approach to “[employing] an identifiable metamessage, or an overall logical depiction of how social relations ought to be conducted” (pp. 1-2). The message of these games, Hopp argues, is that “serious – sometimes existential – geopolitical issues are most effectively solved using armed confrontation,” and that as a result, these games unintentionally brew militarism in gamers (p.2).

Call of Duty Black Ops II, an FPS which received criticism for its portrayal of middle-eastern countries, via callofduty.com

So how do we fix it? One of the main goals behind our website is to give our readers another perspective on cultural reality, but that’s just treating the symptom. The greater goal of ours is to get those same readers to demand more of the companies and individuals who develop their favorite games, to enter the game industry themselves, and to change the shape of the industry as a whole. However,the pandering nature of many AAA games has created a self-fulfilling barrier to entry for many women and minorities, making our goal a hard task to accomplish. As Harvey (2015) says, “despite the range of statistics showing nearly equal play across males and females, and an increasingly wide range of games, platforms, and controllers available on the market, on the production side, the constitution of the labour force remains strikingly homogeneous” (p.578) It seems, though, that things are starting to look better in recent years.

The disproportionate gender ratio of game developers, via forbes

Looking for a fresh perspective, we contacted Randall Mosey, a former EA employee and current 1099 contractor. “I think we’ve made a lot of progress in addressing social issues,” Randall says, when asked how today’s game developers are responding to demands to address social issues. “But I feel,” he continued, “ that we still have a long way to go. The pressure to meet these demands should feel natural like any other requirement.”

EA, one of the biggest game companies in the world, via @inside_EA 

Randall doesn’t believe his opinions make him an outlier in the industry either – he thinks the tides are beginning to turn, but not as smoothly as he’d hope. We asked him if misrepresentation of foreign countries and minorities was still an issue throughout the American and global game industry, and he responded with the following:

The concern with whitewashing and the lack of deep understanding has definitely lead to some serious misrepresentation in the past and I feel that we could be doing a much better job bringing diversity into the gaming communities. European and Japanese markets are no exception to this and I feel we should be working together as a global industry to bring us together.

Randall is hopeful for a future where the industry has dealt with the massive problem of unfair representation, since “the misrepresentation or general disregard for the culture and conduct of nations other than our own can lead to misinformation being understood as fact. Video games have a large impact on the mindset.”

It’s clear that the homogeneous nature of the American game industry has created a number of issues – those that self-perpetuate throughout the industry, those that cultivate misinformed social realities in the general public, and those that create a barrier to entry for minorities looking to enter the industry. But if the public can become more aware of the existence and consequences of the cultivation effect – and they can and have become more aware over time – we can slowly burn away at the inequality and misinformation cultivated within and by the industry.

 

 

 

References

Campbell, R., Martin, C. R., & Fabos, B. (2014). Media & culture: Mass Communication in a Digital Age (9th ed.). Boston: Bedford/St. Martinʼs.

Harvey, A., & Fisher, S. (2015). “Everyone Can Make Games!”: The post-feminist context of women in digital game production. Feminist Media Studies, 15(4), 576-592.

Heye, T., Merkle, E., Leyendecker, J., Boll, D., Gupta, R., Merkle, E. M., & … Gupta, R. T. (2016). Portrayal of radiology in a major medical television series: How does it influence the perception of radiology among patients and radiology professionals?. European Radiology, 26(8), 2863-2869. doi:10.1007/s00330-015-4079-3

Hopp, T. (2017). Use of military-themed first-person shooter games and militarism: An investigation of two potential facilitating mechanisms. Computers in Human Behavior., 78, 192-199.

Teng, Z., Nie, Q., Guo, C., & Liu, Y. (2017). Violent video game exposure and moral disengagement in early adolescence: The moderating effect of moral identity. Computers In Human Behavior, 7754-62.

Cultivation Effect and Influenced Perception

Video games have a great effect on people, especially today when video games are advanced and really detailed. Video games can tell really detailed and complex stories while involving beautiful graphics and good movement systems with many different decisions to make in the game that affect the outcome of the story. The cultivation effect is a big part or effect of playing video games. The cultivation effect can alter people’s perspectives on the real world. For example there are many places in video games around the world whether it is a city, state, or country that can change how people think and view these places based on what they played in the video game. Let’s say the antagonist in a game is from Russia and it shows him and all of his allies doing bad things and now you have this idea that Russia is bad and the people from it are bad all because you played this game where that was their role. The cultivation effect is also related to violence, a lot of the video games today are violent and this is very controversial.

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The main concern are the kids playing violent video games and growing up thinking that it is normal and ok to be violent and see violent things. A game that is really violent and can have an effect on kids is grand theft auto, this game contains a lot of things that young kids should not see or hear, many kids play this game and other games similar to it anyways. Kids can see these things in video games and go to school and replicate what they see without trying to do so. Many games portray women in different ways and this has a great effect on how people who play the games portray women, this is a positive and negative thing depending on how they are portrayed.

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Some kids may not even be affected by what they see in video games, it wont matter what they play or what they see it will not have an effect on the them but many kids are effected. A study in the Journal of Communication in 2006 found that players changed their perceptions of real-world dangers based on the dangers present in the game. Interestingly, this only appears to have applied to those dangers specifically present in the game, rather than a more generalized “mean world” sort of attitude. Television also has its

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cultivation effect but I think that the cultivation effect of video games is stronger because with tv you are just watching things happen, but in the game you are controlling the character and what they do making good decisions or bad decisions that can affect you.

Video games are played on many different systems ranging from consoles to mobile phones. The most popular forms of gaming are through consoles, the main consoles today are the Sony PlayStation and the Microsoft Xbox. These console companies are huge competitors and release new versions of them almost yearly to keep up with the competition. These companies often make their own games or pay developers to make games that can only be played exclusively by the PlayStation or the Xbox. Some major video games can only be played on one console such as Halo, Halo is one of the biggest first person shooters (fps) to have ever existed. The first Halo was released in 2001 with many more games to follow each game seemed to be a little better than the previous one until after halo three. A game that is really popular that is only exclusive to PlayStation is the uncharted series, the story of this game is a man named Drake that treasure hunts and seems to run into conflict everywhere he goes. Xbox and PlayStation are not the only gaming consoles, in fact these consoles are newer and there were consoles released earlier than these ones. The Atari Pong was so popular that it was released as a home console for people to play. The Nintendo 64 was released in 1996 and was really popular, Nintendo not only has consoles but have the Nintendo DS which is a portable device similar to the PSP of PlayStation. Mario is one of the most popular games of all time with nearly everyone knowing of it, Mario has many different games and they are exclusive to Nintendo. Companies such as Microsoft and Sony often pay video game developers to release the game early on one console or the other to try to give people a reason to choose their console. A great example of this is the call of duty multiplayer beta which is a sample of the game that people can play before the real game is released to give feedback about the game or to just get people excited about the game which will give them a reason to then buy it.

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In the early days of gaming they were played by a single person with or against the “ai” or the computer in the game. Games then became multiplayer meaning that multiple players can play with or against each other on the same console using split screen. As the internet progressed online gaming was then born. Platforms such as Xbox live and PlayStation network made their appearance, these networks allowed players to play against each other online or play with their friends, the network allowed friends to talk to each other through party chat or game chat. With online gaming you are able to keep a profile with all of your stats and history of the game which was fun to compete with your friends to see who had the best stats or who had the highest level of experience. The idea of online gaming is much more attractive to people than playing against the ai or the computer because there is satisfaction in beating real life people instead of the computer it gives people the feeling of being better or superior than other online players, this is why there are so many online video game players in the worlds because the idea of it is appealing.

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There are many more features to gaming consoles than just playing video games. People can stream tv shows and movies through Netflix or hulu. People can stream all the music they want through consoles using platforms like Spotify and Pandora. You can download endless amounts of applications like YouTube to stream videos that people upload. Television providers make deals with the console companies so people can stream tv and movies through the console instead of having cable. Video games are one of the biggest industries that have grown in a short period of time.

 

Sources

Tyson, Jeff. “How Video Game Systems Work.” The History of Video Games – The History of Video Games | HowStuffWorks, HowStuffWorks, 16 Oct. 2000, electronics.howstuffworks.com/video-game2.htm.

“Video Game History Timeline.” The Strong, 24 Mar. 2016, www.museumofplay.org/about/icheg/video-game-history/timeline.

PBS, Public Broadcasting Service, www.pbs.org/kcts/videogamerevolution/history/.

Burke, E. (2015, March 10). On Media Effects, Cultivation Theory, and Video Games. Retrieved December 03, 2017, from https://medium.com/@CalliopeAnim/on-media-effects-cultivation-theory-and-video-games-df2393eab9f8

(n.d.). Retrieved December 03, 2017, from http://ucur.org/abstracts/?p=1136

Cultivation Effect – Violent Video Games and Children

Blame Video Games

While the initial studies involving the cultivation effect primarily relied on television viewers in the study. Some have suggested that the same might be true for children and videogames. The general argument for the theory is that the more exposure that one has to a form of media, in this case videogames and the violence, misogyny, etc. within, alter the viewer’s, or player’s, perception of the outside world resulting in a “mean world”. George Gerbner contended that this would result in the perceptions of the individual to see the world as far more “mean” in nature than it might be. (Richard Campbell, Christopher, & Bettina, 2014, p. 533). In Gerbner’s studies, the subjects were television viewers. Some have argued that this could present the same kind of perception adjustments for those that play videogames, particularly violent ones. However, there are contenders to this theory and there are piles of articles that have asked the same question over and over again. Do violent videogames inspire violence in children? There is an interesting pattern that emerges as you read these side by side. The general consensus seems to be that they are no more impactful than other types of media, insofar as we have seen to date.

From Psychology Today, in an earlier study from 2004, it was found that there was “a relationship between about 5-6% of kids who get into trouble, sometimes violent, and the amount of time playing violent games.” (Beresin & Schlozman, 2012) However, it is explicitly stated that there was no casual relationship found between violent videogames and violent children, only correlations. In other words, there could be outside and unaccounted-for factors contributing to the disruptions in behavior outside of simply just the videogames. In the same article, it is noted that there were other findings within the study that Dr. Beresin and Dr. Schlozman both felt should be mentioned. First, that about 95% of the parents were not aware of the contents of the games that their kids were playing. Second, that there were no casual relationships between violent videogames and violent behavior, in this study. Third, what impact other media has had on the behavior of the children within the study. (Beresin & Schlozman, 2012) The authors go on to say that the link between violence and videogames has not been demonstrated by scientific research. Being from a psychology publication, Beresin and Schlozman bring up a couple of additional points about parentage that I believe are very good, if not better questions to be asking with regard to this dilemma.

Controller

Another article from The Telegraph cited an Oxford study that was aimed in a similar direction. Their data showed that “playing violent video games is no more likely to be damaging to young children’s behaviour than those considered harmless” (Bingham, 2015) This study concluded that it seemed as though there was no link between the violence of videogames and aggression. However, what struck me as interesting in this article was the second point that the study made. It stated that, “those who spend more than three hours a day displayed higher levels of aggression and were less academically engaged.” (Bingham, 2015) It seems that, in this dataset, it was observed that time spent performing the action of playing was more influential than what they were actually doing within the game. I admittedly have a strong personal curiosity regarding this subject and this is the first time I have seen this point made. It’s very interesting to be sure. It seems to suggest that maybe a game is really just a game after all.

With the never-ending article and questions associated with the violence of videogames, it would seem that, if there was any merit to these claims, trends in violent crimes data would support the claim that violence in videogames correlates to violence in real life. However, according to data from the FBI’s UCR database overall violent crime rates are down.

Crime rate per 100,000

(Federal Bureau of Investigation, 2017)

In fact, the overall totals for violent crimes as dropped since peaking at around 1991 despite a rather consistent increase in population. This does not indicate that videogames are even remotely responsible for a decease in violent crime, but it does show that overall violent crime is down despite the claim that violence in videogames spurs violence in real life.

Crime Totals

(Federal Bureau of Investigation, 2017)

But what about when you are thrust into the middle of the narrative, such as in a Virtual Reality or Augmented Reality environment? Do things change when you are one step less removed from the situation playing out in front of your television? In 2015, WIRED magazine wrote a piece about this very subject. In it, Piers Jackson of Guerilla Games, states that there was a conscious decision to not kill people in an upcoming game that they are developing for the Playstation VR system stating with regard to VR, “”It’s more intense, you can look away from it but you can’t escape it. You will feel it, like everything in VR, you will feel everything much more intensely” (Rundle, 2015). This is an interesting quote from the developer of Killzone for the PS4. A game that has a tag line of “ENTER THE MOST BRUTAL THEATER OF WAR YOU’VE EVER SEEN”. Seems to be quite the shift for this studio to make when confronted with the challenges of VR.
VR

Aside from violence, what other things could be impacted due to videogame play, and are they the same? Due to the limited number of studies addressing these questions, and the even more prevalent question of what, if any, changes there are to this dynamic when applied to VR, my team as created a non-profit website to provide information concerning the negative themes in videogames. This challenge goes beyond the violence discussed previously. It also applies to things such as misogyny, social challenges, and aggression, which are much harder to track than violent crime. Just as with any new form of media. It is unclear exactly what impact it could have on children or even adults. Aggregating this information could provide some insights and reveal patterns that were previously invisible to better understand the impact to players and those around them. In researching this, we decided to ask game designer, Randall Mosey, about some of his opinions on these topics. Two questions stood out to me as a sticking point to creating something like this. In response to a question regarding the effects of violent videogames and their impact on people he stated,

I don’t want to comment too much on this, but I feel that it needs said that video games are powerful forms of media. Whether they be an outlet for these potential violent crimes or a catalyst to commit them is still under debate. There is evidence for both, I think.

In response to a question regarding moral obligation for portraying other countries in a more informed manner,


Absolutely. The misrepresentation or general disregard for the culture and conduct of nations other than our own can lead to this misinformation being understood as fact. Video games have a large impact on the mindset

These ideas, moral obligations, and competing views points seem to guide us in a direction of a need to clarify the impact videogames have on children. Though there is far more data concerning violence, the effect of videogames could have harsh impacts in other areas such as political views, racial views, socially acceptable behavior, and more. Understanding these impacts is imperative to ensuring that our children grow up with a healthy consumption of media and understanding of the difference between reality and fantasy.  While I do not subscribe to the belief that videogames cause people to be inherently violent, I do believe that videogames, as well as other media, can be a catalyst toward violent tendencies that were already present. This in my opinion isn’t necessarily something to blame the media for, but with additional data gathered, I believe that patterns can be deciphered that could afford us the time and effort to be able to intervene and prevent an otherwise violent break.

Works Cited

Beresin, E., & Schlozman, S. (2012, December 22). Violent Video Games and Movies Causing Violent Behavior. Retrieved from Psychology Today: https://www.psychologytoday.com/blog/inside-out-outside-in/201212/violent-video-games-and-movies-causing-violent-behavior

Bingham, J. (2015, April 1). Study finds no evidence violent video games make children aggressive. Retrieved from The Telegraph: http://www.telegraph.co.uk/science/2016/03/12/study-finds-no-evidence-violent-video-games-make-children-aggres/

Federal Bureau of Investigation. (2017, December 3). Uniform Crime Reporting Statistics. Retrieved from Uniform Crime Reporting Statistics: https://ucr.fbi.gov/?came_from=https%3A//ucr.fbi.gov/word/

Hollingdale, J., & Greitemeyer, T. (2014). The effect of online violent video games on levels of aggression. PLOS ONE, 9(11). Retrieved 12 2, 2017, from https://ncbi.nlm.nih.gov/pmc/articles/pmc4229070

Richard Campbell, Christopher, M. R., & Bettina, F. (2014). Media and Culture: Mass Communication in a Digital Age. Boston: Bedford/St. Martins.

Rundle, M. (2015, October 28). Death and violence ‘too intense’ in VR, developers admit. Retrieved from Wired: http://www.wired.co.uk/article/virtual-reality-death-violence

 

 

Video Games and Console Wars: Augmented Reality and Game Play – Violence and The Cultivation Effect

Hello, my name is Elliot Macpherson, and for my CMST 203 final project our group will be covering the topic of Video Games and Console Wars: Augmented Reality and Game Play. More specifically, we will be focusing on the cultivation theory by video games and how it can effect video game users. Since the creation of video games, many buyers and users have asked the question of whether the exposure to these violent themes and topics within certain video games and consoles can change their perception of reality and modern society.

To better answer this ongoing question,  my group has created a website that will focus on a variety of video games and their consoles that have unintentionally portrayed some aspects of social reality in a misleading and inaccurate way. Our website will be a non-profit based site that is publicly run and continuously updated by dedicated supporters. The focus of this website is to provide information concerning the influence of negative themes within video games on its users and players. For my section of the website, I will be focusing specifically on violence within video games, and how the cultivation theory effects these video game users and players.

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Works Cited: https://www.pinterest.com/pin/486248091005846079/

In modern times, video games and video game consoles have become one the hottest media/entertainment devices to date. A study done by the PEW research center shows that today nearly half of American play video games with 10% of that population considering themselves ‘gamers’ (“Survey: Half of Americans play games, but only 10 percent say they’re gamers”, 2015). In the past 5 years, the three major video game console producing companies have released a wide assortment of new gaming consoles and games to compete with one another in a growing market. These three companies are Nintendo, Sony, and Microsoft. Nintendo’s most popular gaming consoles currently are the Nintendo Wii and the Nintendo Switch. Sony’s most popular consoles today is the PlayStation, with editions 1-4 including their newly released PlayStation Virtual Reality. In regard to Microsoft, their most popular console today is the Xbox, from edition xbox – xbox 360- xbox one – and now the xbox one x (Campbell, 2015). Nintendo was the first console to introduce the idea of augmented reality with their invention of the WII and its hands on form of game-play. This past year, both Sony and Microsoft have released new 4k gaming systems with Virtual Reality capability and headsets in an effort to compete with one another in a forever changing market. For the purpose of our website, I will focus on the cultivation effect by violent video games produced by each of these three consoles, specifically in the last few years.

As stated previously, the purpose of our website is to focus on the cultivation effect these consoles games may have on the public with my article specifically focusing on violence. Originally designed for television, the cultivation effect is defined as “the more time people spend ‘living’ in the television world, the more likely they are to believe social reality aligns with reality portrayed on television” (“Cultivation Effects of Video Games: A Longer-Term Experimental Test of First- and Second-Order Effects”, 2012). For this portion of our website, we will be looking at how “cultivation theory suggests that through continuous exposure to the video game world, players’ views of their real world will become more akin to that of the game world” (“Cultivation Effects of Video Games: A Longer-Term Experimental Test of First- and Second-Order Effects”, 2012), and more specifically the potential link between playing violent video games and real-life aggression.

video-game-kid
Works Cited: http://blogs.longwood.edu/ranilew92/2012/01/07/do-video-games-really-cause-violence/

According to the pew research center, a “notable portion” of the American population seems to see a link between violence in video games and violence in society (“Survey: Half of Americans play games, but only 10 percent say they’re gamers”, 2015). In recent years, the advances in gaming consoles by mainly Sony and Microsoft have brought the violence portrayed in many of their games to a whole new level. To better narrow it down, one game specifically that has been considered the “front-runner” for its violent in-game content is the Grand Theft Auto, which is now available across multiple gaming consoles. Grand Theft Auto is a video game series has been named “the most violent of all time” as it portrays multiple criminal characters who the user has full control over in what is an open world with unlimited criminal possibilities. GTA’s most recent addition to the franchise, GTA 5, has players take control of three main characters who have the ability to carve their story lines and actions. Because of this, GTA’s video game’s franchise has been criticized for its excessive in game violence and seemingly endless violent outlets for its main characters. In a study done on the cultivation effect in video games (specifically GTA 4) by the Journal of Social and Clinical Psychology revealed that their is in fact slight repercussion of playing violent video games for extended periods of time (“Cultivation Effects of Video Games: A Longer-Term Experimental Test of First- and Second-Order Effects”, 2012).

GTA 5
Works Cited: https://gta5redux.com/2017/09/grand-theft-auto-v-update-1-0-1180-1/

In this study by the Journal of Social and Clinical Psychology, the experiment examined “cultivation effects resulting from a repeated, longer term exposure to Grand Theft Auto IV. Over a period of three weeks, participants played GTA for 12 hours in a controlled setting and then completed a questionnaire containing demographics as well as
first- and second-order cultivation measures and their scores were compared with the control group of participants who did not play the game” (“Cultivation effect in Video Games”, 2012). The first-order measures were derived from three broad categories, perception of violence, causes of death, and likelihood of crime (“Cultivation Effects of Video Games: A Longer-Term Experimental Test of First- and Second-Order Effects. Retrieved from”, 2012). Second-order measures are categorized as themes/ideas the game gives, Law and Order, Fear of Crime, Car Theft, Drug Problem, and Traffic Accidents. The results revealed that there much fewer first-order cultivation effect than the second. Simply put, the results revealed a smaller number of players participating in violent crime (assault, murder) than those participating and showing signs of car theft, Drug Problems, and Traffic Accidents (“Cultivation Effects of Video Games: A Longer-Term Experimental Test of First- and Second-Order Effects. Retrieved from”, 2012). Although the evidence is clear that the cultivation effect can take place in violent games, it is still not entirely proven whether or not violent traits are acquired by playing games such as GTA.

GTA 5 2
Works Cited: https://i.ytimg.com/vi/hvlHnMkdflI/hqdefault.jpg

So what real life consequences has society seen where violence in video games is to blame? To answer this questions one must simply look at the character background of violent real world criminals. According to studies done by Forbes, Eric Harris – the Columbine High School Shooter, Dylan Klebold – the Virginia tech shooter, James Holmes – the Aurora shooter, and Adam Lanza – the sandy hook shooter, are all described as being essentially addicted to violent video games (“Do Games Like ‘Grand Theft Auto V’ Cause Real-World Violence?”, 2013). Another big area of concern for many people is the continuous updating of the gaming consoles these violent games are played through. As previously mentioned, both SONY and Microsoft have released Virtual Reality and 4k gaming consoles in attempt to compete with another over the holidays. SONY has created their new Playstation Virtual Reality which has the user wear virtual reality goggles to immerse themselves in entirely fictional world of holograms and sensor located movements. Naturally, there is a large concern that this new form of VR gaming will heighten the effects of violence as these gaming consoles are having users physically act out the violence they are performing.

ps-vs-xbox
Works Cited: http://geekintown.com/gaming/best-gaming-consoles-available/

Although the technology itself is fairly new, the biggest concern many researchers of the cultivation effect have is the type of stimuli being activated when playing in this virtual world. Many Virtual Reality games are set in the first-person, where the user is not witnessing the actions of another character but rather are the character themselves in the game. Elder Scrolls: Skryim VR and Farpoint VR are both newly released games for the Playstation VR that feature first person action. According to a study done by Hofstra University, “VR violent video games are replete with visual and audio effects designed to arouse the player” (The Comparison of Violent Video Games to a Virtual Reality Exposure Therapy Model, 2005). What’s most concerning about this is the realistic qualities embedded within these games. Players now physically act out acts of violence while wearing these VR headsets when once only pressed a few buttons, because of this, the involvement of physical action in certainly a cause for concern. VR users report that during gameplay  “During especially difficult levels of play, my palms would sweat. My heart would race. I’d have knots in my stomach from anxiety” (“The Comparison of Violent Video Games to a Virtual Reality Exposure Therapy Model”, 2005).

ps-vr-product-shots-screen-21-ps4-eu-14oct16-1061250
Works Cited: http://comicbook.com/gaming/2017/11/27/playstation-vr-sales-soar-during-black-friday-rivals-launch-week/

To support this website and articles thoughts on the cultivation effect from violent video games my group interviewed Randall Mosey, an employee at EA studios who has small hand in the design process. A few questions we asked him in support of our topic were…

There are a number of games out there that are often criticized for excessive violence – Grand Theft Auto, Call of Duty, etc – is there anything to suggest that the violent themes of these games effect the real lives of the people who play them?
His response: “I don’t want to comment too much on this but I feel that it needs said that video games are powerful forms of media. Whether they be an outlet for these potential violent crimes or a catalyst to commit them is still under debate. There is evidence for both, I think.” 

and

Do you feel that censorship is a significant issue in the American game industry? Is it fair for content perceived as insensitive to be met with public backlash?
His response: “It depends on what the content being censored would be. Understanding your target demographic and delivering a product that meets their wants and expectations should always be the core focus of a videogame studio. If what your audience feels insensitive, you should too. [sic] (I didn’t understand what he meant) If you are unable to understand that the content you are producing is insensitive and the backlash that comes from it is detrimental to your business, you are doomed to fail.”

Works Cited

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Chong, Y. G., Siew, S. A., Skoric, M. M., & Teng, K. S. (2012, November). Cultivation Effects of Video Games: A Longer-Term Experimental Test of First- and Second-Order Effects. Retrieved from https://www.researchgate.net/publication/273929301_Cultivation_Effects_of_Video_Games_A_Longer-Term_Experimental_Test_of_First-_and_Second-Order_Effects

Vail-Gandolfo, N. J. (2005, Jan. & feb.). The Comparison of Violent Video Games to a Virtual Reality Exposure Therapy Model. Retrieved from http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.585.3792&rep=rep1&type=pdf

Kain, E. (2014, June 12). Do Games Like ‘Grand Theft Auto V’ Cause Real-World Violence? Retrieved December 03, 2017, from https://www.forbes.com/sites/erikkain/2013/09/18/do-games-like-grand-theft-auto-v-cause-real-world-violence/

Campbell, R., Martin, C. R., & Fabos, B. (2015). Media & Culture: Mass Communication In A Digital Age (9th ed.). Boston: Bedford/St. Martins.