VIOLENT VIDEOGAME SCREEN TIME OF CHILDREN: ASSESSING PARENTAL AWARENESS, EFFECTS OBSERVATION AND EXPOSURE MODERATION IN AWKA URBAN, NIGERIA

Charles Chukwuemeka Okika, Gabriella Izuchukwu Nwakasi

Abstract


The science on which the harmfulness of violent videogames to children is founded on is widely controversial, inconsistent and disputed among scholars and researchers. This study assessed parents awareness of violent videogame screentime of children, their observation of effects as well as moderation of exposure in Awka urban, a state capital city in South-East Nigeria. This study intended the following; To ascertain parents awareness of violent videogame screentime of their children, to find out from parents the effects of these violent videogame screen time observable in their children, to know if parents moderated their childrens violent videogame screentime, to ascertain the effectiveness of measures adopted by parents to moderate the violent videogame screentime of their children. A survey of 400 parents in Awka urban whose children played violent videogames was conducted. Findings from the research showed that a less than a third of parents studied were aware of the violent video game screentime of their children while just a few parents observed certain effects of the violent gameplay on their children such as hostility and aggressiveness, insensivity to violence, use of violent gestures, use of profanity and swearing, mimicking of violent speech, hate catch phrases by game characters, poor academic performance as well as mimicking weapon sound effects. Results also showed that there was poor parental moderation of violent videogame screentime of children as well as checking videogame age ratings before play. The study also revealed that the violence exposure moderation measures adopted by these parents were usually effective in diminishing effects if sustained for longer periods. The study recommended long-term sensitization of parents on reading videogame disc pack age ratings and game reviews before purchase for children, mimimizing gameplay time and game developers incorporating in-game content filters in user interface.


Full Text:

PDF

References


Adaja TA & Ayodele FA. (2013). Nigerian Youths and Social Media: Harnessing the potentials for Academic Excellence. Kuwait Chapter of Arabian Journal of Business and Management Review Vol 2, No 5,67-69. Retrieved from: http://arabianjbmr.com/pdfs/KD_VOL_2_5/8.pdf

Adigwe I.(2012). Mothers Perception of the Influence of Interactive Media on Children Cognitive and Social Development in Lagos, Nigeria. (2012). Library Philosophy and Practice (e-journal). 873.

Ahinda AA, Murundu ZO, Okwara MO, Odongo BC, Okutoyi J. (2014)Effects of television on academic performance and languages acquisition of pre-school children. International Journal of Education and Research Vol. 2 No. 11 November 2014. Retrieved from: http://www.ijern.com/journal/2014/November-2014/40.pdf

American Academy of Pediatrics (2016). American Academy of Pediatrics Announces New Recommendations for Childrens Media Use. Retrieved from:https://www.aap.org/en-us/about-the-aap/aap-press-room/pages/american-academy-of-pediatrics-announces-new-recommendations-for-childrens-media-use.aspx

Anderson CA & Dill KE. (2000). Video games and aggressive thoughts, feelings and behavior in the laboratory and in life. Journal of personality and social psychology 2000 Apr;78(4):772-90.

Anderson CA. (2004) An update on the effects of playing violent video games. Journal of Adolescence.; 27(1):113122. DOI:10.1016/j.adolescence.2003.10.009

Asplund KM, Kair LR, Arain YH, Cervantes M, Oreskovic NM & Zuckerman KE. (2015). Early Childhood Screen Time and Parental Attitudes Toward Child Television Viewing in a Low-Income Latino Population Attending the Special Supplemental Nutrition Program for Women, Infants and Children. Childhood obesity (Print), 11(5), 590-9.

Barlett CP, Harris RJ and Baldassaro R. (2007) Longer you play, the more hostile you feel: Examination of first person shooter video games and aggression during video game play. Aggressive Behaviour. 2007 Nov-Dec;33(6):486-97.

Barlett CP, Harris RJ & Bruey C. (2008). The effect of the amount of blood in a violent video game on aggression, hostility, and arousal. Journal of Experimental Social Psychology - J EXP SOC PSYCHOL. 44. 539-546. 10.1016/j.jesp.2007.10.003.

Bartholow BD & Anderson CA. (2002). Effects of Violent Video Games on Aggressive Behavior: Potential Sex Differences. Journal of Experimental Social Psychology, 38, 283-290. doi:IO.1O06/jesp.2001.1502

Blake CS & Hamrin V. (2007). Current approaches to the assessment and management of anger and aggression in youth: a review. Journal of Child and Adolescent Psychiatric Nursing,20 (4),209-221.

Bushman B. (2013). Do video games play a role in shootings? CNN.com. Retrieved from http://www.cnn.com/2013/09/18/opinion/bushman- video-games/

Bushman BJ (2016). Violent media and hostile appraisals: A meta?analytic review. Aggressive Behaviour. Volume 42, Issue 6 November/December 2016 Pages 605-613. https://doi.org/10.1002/ab.21655

Business Software Alliance (2011). News Release. BSA Report finds software piracy rates in Nigeria remain stagnant. Value of PC software theft in the region totals more than $251 in the region. Retrieved from https://gss.bsa.org/wp- content/uploads/2018/06/2018_BSA_GSS_InBrief_A4_en.pdf

Carlsson U and von Feilitzen C (2006) In the Service of Young People? Studies and Reflections on Media in the Digital Age. Violence and Pornography in the Media Public Views on the Influence Media Violence and Pornography Exert on Young People. Gteborg: Nordicom, The International Clearinghouse on Children, Youth and Media, 2006. 437 pp. (2007). European Journal of Communication, 22(2), 258258. https://doi.org/10.1177/02673231070220020705. https://pdfs.semanticscholar.org/988a/5c28cbc3e6cd27c83792305fd48c4334a36a.pdf

Carnagey NL, & Anderson CA. (2005). The Effects of Reward and Punishment in Violent Video Games on Aggressive Affect, Cognition, and Behavior. Psychological Science, 16 (11), 882-889. Doi: 10.1111/j.1467-9280.2005.01632.x

Carnagey NL, Anderson CA & Bushman BJ. (2007). The effect of video game violence on physiological desensitization to real-life violence. Journal of Experimental Social Psychology, 43(3), 489- 496. http://dx.doi.org/10.1016/j.jesp.2006.05.003

Cheng TL, Brenner RA, Wright JL, Sachs HC, Moyer P, & Rao MR. (2004). Children's violent television viewing: Are parents monitoring? Pediatrics, 114(1), 94-99. https://doi.org/10.1542/peds.114.1.94

Childcare.co.uk. Half of parents allow young kids to play 18+ games unsupervised. Retrieved from https://www.childcare.co.uk/blog/video-games

Child-Responsible Media Campaign. (2007). Current legislation. Retrieved February 25, 2007, from http://www.medialegislation.org/States.html

Choat E. (2004). Children, Television and Learning in Nursery and Infants' Schools. Educational Studies, 14, 9-21.

CNBC (2016) Munich gunman, a fan of violent video games, rampage killers, had planned attack for a year. https://www.cnbc.com/2016/07/24/munich-gunman-a-fan-of-violent-video-games-rampage-killers-had-planned-attack-for-a-year.html

Colwell J & Kato M. (2003). Investigation of the relationship between social isolation, self-esteem, aggression and computer game play in Japanese adolescents. Asian Journal of Social Psychology, 6 (2), 149-158.

Coyne SM, Stockdale LA, Nelson DA, Fraser A.(2011) Profanity in Media Associated With Attitudes and Behavior Regarding Profanity Use and Aggression. Pediatrics. 2011 Nov;128(5):867-72. doi: 10.1542/peds.2011-1062.

Croteau D & Hoynes W. (2003) Media Society: industries, images and audiences (third edition) California . Pine Forges Press.

Dailytrust, June 2016. Cult killings: States in grip of deadly rise. https://www.dailytrust.com.ng/cult-killings-states-in-grip-of- deadly-rise.html

Diamond SA. (2010) Avoidance, Sobriety and Reality: The Psychology of Addiction: The antidote for addiction is learning to tolerate reality. https://www.psychologytoday.com/us/blog/evil- deeds/201002/avoidance-sobriety-and-reality-the-psychology- addiction

Dworak M, Schierl T, Bruns T, Strder HK (2007). Impact of Singular Excessive Computer Game and Television Exposure on Sleep Patterns and Memory Performance of School-aged Children. Pediatrics November 2007, VOLUME 120 / ISSUE 5. DOI: 10.1542/peds.2007-0476

Eisenman R. (2004) Videogame Technlogy and Social Issues. Journal of Evolutionary Psychology. Vol. 25, No. 3-4

Elson M & Ferguson CJ. (2013). Twenty-five years of research on violence in digital games and aggression: Empirical evidence, perspectives and a debate gone astray. European Psychologist. Advance online publication. doi: 10.1027/10169040/a000147

Engelhardt CR, Bartholow BD, Kerr GT, & Bushman BJ. (2011). This is your brain on violent video games: Neural desensitization to violence predicts increased aggression following violent video game exposure. Journal of Experimental Social Psychology, 47(5), 1033-1036. http://dx.doi.org/10.1016/j.jesp.2011.03.027

Entertainment Software Association (2016): Entertainment Software Association (ESA) Applauds U.S. Trade Representative for its Leadership on International Copyright Protection. Retrieved from: http://www.theesa.com/article/entertainment-software-association-applauds-u-s-trade-representative-for-its-leadership-on-international-copyright-protection/

Esposito N, (2005). A Short and Simple Definition of What a Videogame Is. Digital Games Research Association (DiGRA) 2005 Conference,Changing Views: Worlds in Play, June 16-20, 2005, Vancouver, British Columbia, Canada.

Federman J. (1998). National TV Violence Study, Vol. 3. Thousand Oaks, CA: Sage.

Ferguson CJ. (2007) The Good, The Bad and the Ugly: A Meta-analytic Review of Positive and Negative Effects of Violent Video Games. Psychiatric Quarterly (2007) 78:309316 DOI 10.1007/s11126-007-9056-9. Retrieved from http://christopherjferguson.com/videometa2.pdf

Ferguson CJ. (2011). Media violence: Miscast causality. American

Psychologist, 57 (67), 446447.

Ferguson CJ. (2013) Violent Video Games and the Supreme Court : Lessons for the Scientific Community in the Wake of Brown v. Entertainment Merchants Association. 2013 American Psychological Association 0003-066X/13/ Vol. 68, No. 2, 5774 DOI: 10.1037/a0030597

Ferguson CJ & Rueda SM. (2010). The Hitman study: Violent video game exposure effects on aggressive behavior, hostile feelings, and depression. European Psychologist, 15(2), 99-108. http://dx.doi.org/10.1027/1016-9040/a000010

Ferguson CJ, Rueda SM, Cruz AM, Ferguson DE, Fritz S & Smith SM. (2008). Violent Video Games and Aggression: Causal Relationship or Byproduct of Family Violence and Intrinsic Violence Motivation? Criminal Justice and Behavior, 35(3), 311332. https://doi.org/10.1177/0093854807311719

Funk JB. (2005). Childrens exposure to violent video games and desensitization to violence. Child and Adolescent Psychiatric Clinics of North America, 14, 387404.

Gabbiadini A, Riva P, Andrighetto L, Volpato C, Bushman BJ (2016) Acting like a Tough Guy: Violent-Sexist Video Games, Identification with Game Characters, Masculine Beliefs, & Empathy for Female Violence Victims. PLoS ONE 11(4): e0152121. https://doi.org/10.1371/journal.pone.0152121

Gentile DA, Lynch PJ, Ruh Linder J and Walsh DA (2004). The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance. Journal of Adolescence 27 (2004) 522. doi:10.1016/j.adolescence.2003.10.002

Gentile DA, Swing EL, Lim CG, & Khoo A. (2012). Video game playing, attention problems, and impulsiveness: Evidence of bidirectional causality. Psychology of Popular Media Culture, 1(1), 62-70.http://dx.doi.org/10.1037/a0026969

Gentile DA and Stone W. (2005) Violent video game effects on children and adolescents. A review of the literature. Minerva Pediatrica. 2005 Dec; 57(6):337-58.

Haninger K, Seamus Ryan M & Thompson K. (2004). Violence in Teen-Rated Video Games. MedGenMed : Medscape general medicine. 6.1.

Hasan Y, Bgue L, Scharkow M, & Bushman BJ. (2013). The more you play, the more aggressive you become: A long-term experimental study of cumulative violent video game effects on hostile expectations and aggressive behavior. Journal of Experimental Social Psychology, 49(2), 224-227. doi:10.1016/j.jesp.2012.10.016

Hastings EC, Karas TL, Winsler A, Way E, Madigan A, & Tyler S. (2009).Young childrens video/computer game use: Relations with school performance and behavior. Issues In Mental Health Nursing, 30(10), 638- 649. doi:10.1080/01612840903050414.

Hastings M. (2003). Pasting the grade. Newsweek August 25-1 September 1, pp.47.

Irwin AR, & Gross AM. (1995). Cognitive tempo, violent video games, and aggressive behavior in young boys. Journal of Family Violence, 10(3), 337- 350. http://dx.doi.org/10.1007/BF02110997

Juul J. (2001) Games Telling stories? Game Studies, 1(1), 2001. http://www.gamestudies.org/0101/juul-gts/

Kent SL.(2001) The Ultimate History of Video Games. Tree Rivers Press.

Kline S, Dyer-Witheford N & De Peuter G. (2003). Digital play: The interaction of technology, culture, and marketing. Montreal. McGill- Queen's university press. Pp. 331-355.

Kutner LA & Olson CK. (2008). Grand theft childhood: The surprising truth about violent video games and what parents can do. New York, NY, US: Simon & Schuster.

Kutner LA, Olson CK., Warner DE & Hertzog SM. (2008). Parents' and sons' perspectives on video game play: A qualitative study. Journal of Adolescent Research, 23(1), 76-96. http://dx.doi.org/10.1177/0743558407310721

Lin S & Lepper MR. (1987). Correlates of childrens usage of videogames and computers. Journal of Applied Social Psychology, 17 (1), 72-93.

Laczniak R, Carlson L & Walker D & Deanne Brocato, E. (2016). Parental Restrictive Mediation and Children's Violent Video Game Play: The Effectiveness of the Entertainment Software Rating Board (ESRB) Rating System. Journal of Public Policy & Marketing. 36. 10.1509/jppm.15.071.

McGraw P. (2007). Virginia Tech massacre: Interview with Larry King Live. Retrieved July 16,2008 from http://transcripts.cnn.com/TRANSCRIPTS/0704/16/lkl.01.html

Newzoo 2016 global games market report. Retrieved from https://newzoo.com/wp- content/uploads/2016/01/Newzoo_2016_Global_Games_Market_Report_Dummy.pdf

Newzoo (2016) 2016 Global Games Market Report: An overview of trends and insights. Retrieved from: https://cdn2.hubspot.net/hubfs/700740/Reports/Newzoo_Free_201 6_Global_Games_Market_Report.pdf

Nikken P & Jansz J. (2006). Parental mediation of childrens videogame playing: A comparison of reports by parents and children. Learning, Media and Technology, 31(2), 181-202

Okika CC & Agbasi JC. (2015) Teachers perception of television screen time as an influence on academic performance of secondary school students in Awka Urban, South-East Nigeria. International Journal of Advanced Multidisciplinary Research Reports.Vo1 No 1.

Olson C. (2004). Media Violence Research and Youth Violence Data: Why Do They Conflict?. Academic psychiatry : The Journal of the American Association of Directors of Psychiatric Residency Training and the Association for Academic Psychiatry. 28. 144-50. 10.1176/appi.ap.28.2.144.

Olson CK, Kutner LA & Warner DE. (2008). The Role of Violent Video Game Content in Adolescent Development: Boys Perspectives. Journal of Adolescent Research, 23(1), 5575. https://doi.org/10.1177/0743558407310713

Parents Television Council (2010) Kids Still At Risk From Adult Video Games. PTC Secret shopper campaign. Retrieved from: http://www.parentstv.org/PTC/publications/emailalerts/2010/1025. htm

PC Data. (2000, February 2). Console, PC games industry sales top $7.4 billion in 1999. PC Data. Retrieved May 23, 2006, from http://www. prnewswire.com/cgi- bin/stories.pl?ACCT=104&STORY=/www/story/02 02- 2000/0001130778&EDATE=

Rideout VJ, Foehr UG, & Roberts DF. (2005). Generation M: Media in the Lives of 8- to 18-Year-Olds. Menlo Park, CA: Kaiser Family Foundation. Retrieved from: https:// Kaiser family foundation.files.wordpress.com/ 2013/01/generation-m-media-in- the-lives-of-8-18-year-olds-report.pdf

Rideout VJ, Foehr UG & Roberts DF. (2010).Generation M2: Media in the Lives of 8-to18-Year-Olds.Menlo Park, CA: Kaiser Family Foundation, 2.

Roberts G. (2011). The health behaviour in school-aged children (HBSC) study: Methodological developments and current tensions. International journal of Public health, 54, 140-150.

Rozi F, & Muhyiddin N. (2013). The influence of video game on aggression and anger. Proceedings of the 21-st International Conference on Computers in Education ICCE 2013, 645-647. Retrieved from http://icce2013bali.org/datacenter/mainconferenceproceedingsforin dividualdownlo ad/c5/C5-p-185.pdf

Ryan S. (2010) The Effects of Violent Video Games on Aggression. Senior Honors Theses. 43. https://digitalcommons.brockport.edu/honors/43

Shack News (2016) NPD Group releases sales data for December 2016 and its annual report. https://www.shacknews.com/article/98676/npd-group-releases- sales-data-for-december-2016-and-its-annual-report

Sherry J. (2007). Violent video games and aggression: why can't we find links?, in Mass Media Effects Research: Advances Through Meta-analysis, eds Preiss R., Gayle B., Burrell N., Allen M., Bryant J., editors. (Mahwah, NJ: L. Erlbaum; ), 231248

The Albuquerque Journal, January, 2013. Five Dead; Teen Accused In Killing Spree. January 21, 2013. https://www.abqjournal.com/162071/five-dead-teen-accused-in- killing-spree.html

The Guardian (2013). Sandy Hook reportshooter Adam Lanza was obsessed with mass murder. Authorities release summary of investigation into December 2012 school shooting in which 20 children and six adults died. November 25, 2013. Retrieved from: https://www.theguardian.com/world/2013/nov/25/sandy-hook- shooter-adam-lanza-report

Unsworth G, Devilly GJ & Ward T. (2007). The effect of playing violent video games on adolescents: Should parents be quaking in their boots? Psychology, Crime & Law, 13(4), 383-394. http://dx.doi.org/10.1080/10683160601060655

Vanguard, September 2016 . The increasing menace cultism: How I was forced into Eiye Confraternity. https://www.vanguardngr.com/2016/09/increasing- menace- cultism-forced-eiye-confraternity/

Vessey J & E Lee J. (2000). Violent video games affecting our children. Pediatric nursing. 26. 607-9, 632.

Virginia Tech Review Panel. (2007). Mass shootings at Virginia Tech. Retrieved from http://www.governor .virginia.gov/TempContent/techPanelReport.cfm

Williams D & Skoric M.(2005) Internet Fantasy Violence: A Test of Aggression in an Online Game, Communication Monographs, 72:2, 217-233, DOI: 10.1080/03637750500111781

Wong M. (2006, March 8). Online gaming subscriptions rise in 2005. USAToday.com. Retrieved March 10, 2006, from http://www.usatoday.com/tech/gaming/2006-03-08-online-game- subscriptions x.htm

Zimmerman E. (2004) Narrative, Interactivity, Play, and Games. In Wardrip-Fruin, N. & Harrigan, P. (eds), First Person, MIT Press.

Zimmerman FJ & Bell JF. (2009). Associations of Television Content Type and Obesity in Children. American journal of public health. 100. 334-40. 10.2105/AJPH.2008.155119.


Refbacks

  • There are currently no refbacks.


(c)Rex Commpan Publishing Group