Are Violent and Sexual Themes Responsible for the Attraction of Videogames?

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ARE VIOLENT AND SEXUAL THEMES RESPONSIBLE FOR THE ATTRACTION OF VIDEOGAMES? WWW.PRANKSTER101.COM An A Level Sociology coursework by A A Shah (March 1998)


RATIONALE The definition of a ‘computer’ in a dictionary is a machine which solves problems. Indeed, many publications such as ‘Interactive’ (a free supplement with ‘The Times’) are optimistic as to the benefits which this technology brings with it. Indeed, one of the key benefits which computers seem to have brought with them is the emergence of a new form of leisure activity (computer/video games). However, not everyone is convinced that computers are beneficial to society. Indeed, some members of society argue that this technology has added to, rather than solved any problems. As a result, the videogames industry recently received phenomenal bad press (“in late ’92 the media took the videogame out of the closet and flogged it to death” [Edge #10]). This occurred through various psychological and sociological studies which highlighted the negative aspects of videogames. Although there have been attempts to defend the culture of videogames (indeed, Dominik Diamond of cult TV show ‘Gamesmaster’, once appeared on ITV’s lunch time News in order to voice his opinions on the whole videogame debate), there is a wide belief that videogames are a source of deviance and a negative influence on people. This view has been further intensified by politicians such as Lieberman (Democrat senator) who argue that “people who play violent videogames probably will have a tendency to be more violent” (Edge #46). Indeed, many people consider videogames to be a destructive medium. However when I thought about the subject, I realised that many sociologists fail to understand the reasons as to why people are attracted to videogames in the first place. Indeed, despite the many warnings which have been issued by experts (such as health, social, educational, and financial), the popularity of videogames is still on the increase. Consequently, I shall base my research on the reasons as to why people play videogames. In order to determine as to why people are attracted to videogames, I chose to look at blockbuster films and their content. What I discovered was that many of the highest grossing titles included some form of sex and violence. I then took this fact a stage further and applied it to videogames. What I discovered was that many successful videogames contained some form of violence or sex. One of the main factors why people are attracted to videogames is because of their violent and sexual content. Indeed, many sociologists are worried that people will be socialised into adopting a more violent and sexist attitude. This claim is made more acute


by the fact that videogames tend to be an interactive medium (watching someone being abused is different to abusing someone yourself, albeit electronically). However I am aware that there are many forms of violence. I am also aware that many people have different perceptions of violence, based on their individual norms and values (some are shocked by gunfire, yet others aren’t). I am also aware that there are many forms of sexual themes. Also, depending on a person’s norms and values, they may not be offended by the depiction of various sexual themes (i.e. page 3 girls). This clearly conflicts with Durkheim’s view of society. He argues that the norms and values of each individual are the same and this is vital for a healthy society (social solidarity). However, it can be argued that if some individuals are not offended by certain depictions of violence or sex, then Durkheim’s society is already in disequilibrium. I have chosen not to base my sample on children due to various ethical issues (even though they are considered to represent the majority of video gamers). I believe this is necessary because children are unable to legally purchase ‘offensive’ videogames. Asking children to disclose information about violent or sexual material may reduce the validity of my research since many children may lie in order to appear as respectable as possible. It may also be possible that whilst probing the subject, I could actively encourage them to seek videogames which contain violent or sexual themes. Clearly, the adoption of such techniques may seriously undermine the credibility of my research. Consequently, I will therefore base my sample upon people who are above the age of consent. This will prove very practical since they have less restrictions placed upon them than children. The age range of my sample will be between 16 and 20. There are many reasons as to why I have chosen to base my study on young people and not on older adults. This is because young people are far more likely to be socialised by the content of a particular medium. Also, the age group which I have decided to base my research upon will be sufficiently mature as to participate in my research. My sample will be based upon males. This is because it has been determined that the target audience for videogames tend to be males. Indeed, it may be easier to acquire a decent sample from males than females as a higher ratio of males tend to play videogames. I have also discovered that females tend to be alienated by


violence and are usually the subject in a videogame containing sexual themes. Females therefore are the minority audience for a successful title. In order to complete my coursework, I shall be deriving much of my material from secondary sources. These will be the media (videogame magazines and newspapers), books, and videogame charts. The reason why I have chosen the media is because they are more likely to offer sociological explanations for the attraction of videogames. However, Marxists would argue that the media is the property of the middle class and I will be interested in finding out as to whether their norms and values are imposed on the individual. However, I shall also be deriving my research from various primary sources. These will be positivist methods, such as questionnaires and statistics.


HYPOTHESIS Males (aged 16 to 20) are attracted to videogames due to their violent and sexual content.

AIMS 1. To examine as to what males achieve from playing videogames. 2. Are males attracted to videogames because of their violent and sexual content? 3. To what extent does violence and sexism feature in popular videogames? 4. To what extent is the media responsible for the attraction of violent and sexually explicit videogames? 5. To what extent is peer-group pressure responsible for the attraction of violent and sexist videogames?


METHODOLOGY I have chosen to base my research on various primary and secondary sources such as the use of questionnaires and statistics. I believe that with the use of these two positivist methods, I can objectively measure as to whether males are attracted to videogames because of their violent and sexual content. QUESTIONNAIRES I shall be using the sampling method of snowballing. I believe this is the most appropriate form of sampling since video gamers only account for a small proportion of the population. Indeed, it can be argued that other forms of sampling (such as random) will be highly impractical since not all members of society share the common interest of videogames. Consequently, it may become difficult to generalise the results obtained from other forms of sampling since not all respondents will fit the criteria. The majority of my sample will be obtained from my social group. However, this may become problematic since all the respondents will give similar responses (indeed, Hyman would argue that this is because the individuals within my social group will all share the same norms and values). In order to prevent this from happening, the members within my social group will proceed in introducing me to their associates who will meet the desired criteria (snowball sampling). In this way, I hope to remove the aspect of research bias and increase the randomness of the responses as not all of the replies will stem from my subculture. I believe randomness is very important, and whist this method may be a compromise from true random sampling, none the less it should allow me to increase the validity of my results. One reason as to why I have decided to use questionnaires as my research method are that they are very practical for a large sample. One example is when Mack and Ansley used this form of research method in order to gain responses from 1174 people. The use of this form of research method meant that that large quantities of data could be easily collected over a short period of time. Indeed, any other form of method (especially those from the anti-positivist perspective) would have resulted in a massive drain on the researchers’ resources (i.e. money, time). However unlike Mack and Ansley, I am aiming to get at least 20 responses from my questionnaire. Whilst many would consider this to be a paltry figure (indeed, it can be argued that a small scale study would result in the data being less representative), none the less this will be an adequate sample given the lack of resources which I possess for this project.


Positivists argue that society can be measured in a scientific way. In this way questionnaires often form the basis of positivist research since the response given from the same number of standardised questions often represents the response from the same number of biological stimuli. Positivists also claim that society can be measured objectively. They argue that society can be measured by social facts. This therefore requires questionnaires to contain closed, pre-coded questions with limited responses. This allows easy analysis and is necessary if the researcher is to obtain quantitative data. However, I am aware that the responses offered within a questionnaire will be largely dependant upon the personal beliefs of the researcher. Indeed, whilst trying to remain as objective as possible, the researcher may actually influence the research (reflexivity). One example where this occurred is with Townsend. In order for him to objectively measure poverty, he based his research on his own personal beliefs. This therefore raises the question as whether a research can ever be truly objective. In order to combat reflexivity, I shall adopt anti-positivist methods by using some open ended questions. Indeed, the flexibility offered from the use of such questions may actually reveal new research hypothesis and some startling information. In the case of Dobash(s) study of wife battery (who incidentally used anti-positivist research methods), they discovered that 75% of wife battery lasted for under half an hour. However, 25% of the women questioned had been assaulted for a period ranging from 30 minutes to an astonishing 5 hours. All the physical assaults had occurred on a Friday or Saturday, usually at night. A problem which could arise from the use of questionnaires as a primary source is that there is no possible way of knowing as to whether someone is lying. One example where lying occurred is Taylor’s study on criminals. During the early phases of Taylor’s research, the criminals often falsified their replies in order to see as to how gullible Taylor was. The issue of lying is therefore a very big problem since any false responses would seriously undermine the validity of my results. Consequently, I shall use methodological triangulation (within-method) to check the validity of the answers and the reliability of the method. This shall occur through asking similar questions in an open-ended and closed format. I have already undertaken my pilot study (on 3 people). During the course of my pilot study, I discovered that many of the questions were not relevant to my hypothesis. My questionnaire was also very long and many of


the respondents complained. Clearly, I had to adopt sharper methods of examining as to whether males are attracted to videogames because of their violent and sexual content. My pilot study also revealed the inconsistencies within the wording of the questions. The confusion generated between the respondents as to how they should answer the questionnaire led to massive interpretations. However, I easily resolved this by adopting structured interviews. The use of structured interviews will allow me to clearly explain the meaning of specific questions should the respondent not understand them. This will result in respondents answering questions according to their intended criteria (resulting in an increase in objectivity and validity). However I am aware that the use of standardised interviews may result in the respondent being influenced by my presence. Because of the sensitive nature of my research (the common themes being sex and violence), the respondents may lie in order to appear as law abiding and respectable as possible. They may also give answers which they believe I want to hear rather than voice their own opinions. This forms the basis of interview bias. However, I may be able to minimise the occurrence of interview bias by rephrasing the questions so that they appear less personal and therefore less judgmental. I may also increase the validity of the results because I have already established a rapport with some of my respondents. Indeed, these respondents will be able to freely answer the given questions without being afraid of judgement being imposed on them. STATISTICS I have chosen to use official videogame charts as a form of statistic. I was originally unsure as to whether videogame charts could be considered as a legitimate form of statistic since there are no sociological studies which I was aware of which had ever considered charts. In order to make sure as to whether videogame charts were a legitimate form of statistics, I decided to ask a fellow sociologist who confirmed my theory. I will use official videogame charts as a sociological research method for my study because they were readily available and will cost me nothing to produce. Indeed, this makes them very practical since I lack the resources (time and money) in order to produce such quantitative data. Statistics have many advantages over other forms of research method since they are the only form of research method which can successfully acquire the largest sample (i.e. the census). Consequently, they are very practical for sociologists who lack the necessary resources for a large scale study. Indeed, positivists argue that


statistics often allow generalisations which can be considered to be the most representative form of data for a particular region or society. In contrast to what positivists believe, anti-positivists would however argue that the validity and reliability of statistics is often questionable. Indeed, radical feminists such as Dobash and Dobash (whist using antipositivist methods such as informal interviews) discovered during their study on wife battery that most violence went unreported. From a sample of 32000 assaults, only 517 incidents were ever reported to the police. This meant that only 1.67% of all cases alerted to the national authorities. In light of this evidence, just how valid were the official crime statistics? I am also aware that the official videogame statistics may lack validity since they may not take into account sales from small vendors. Consequently, I will be using a means of triangulation (between method) to ensure that my results are both valid and reliable. This will be done by comparing the results of my questionnaire with those of the official videogame statistics. I have chosen to adopt positivist means of research such as statistics because in spite of what anti-positivists believe, their methods can often be criticised for not containing a large sample. Indeed, it can be argued that anti-positivist research methods produce data which can’t be considered as being very representative. Anti-positivist methods also take a subjective view of society. Consequently, this form of method can lead to the research being biased. One example was the Dobashs’ study where the researchers may have imposed their personal views (men being the problem) on the battered women. This may have led to the women exaggerating certain elements of their experiences since they were usually interviewed within a few days of their arrival at the refuge and could therefore have been considered as being mentally unstable. Another reason why I have chosen official videogame statistics is because they can help in producing an overall picture of society. However, it can be argued that the quality of the overall picture is largely dependant upon the accuracy of the statistic. In order to determine as to how accurate the statistics are, one must discover how the concepts were


defined and measured for that particular set of statistics. One example is the crime statistics where petty crime is not reported. The use of statistics can also highlight certain trends and patterns. However, these must be treated with caution since these are usually the result of the concepts being changed over time. One example is when homosexuality was considered as being illegal but is now considered as being legal. This again raises the doubt as to whether statistics are a valid and objective form of research since many of the concepts have been derived from the researchers subjective opinions. Therefore, in order measure the videogame patterns, I shall be using a minimum of two official videogame statistics. One shall be a recent statistic whilst the others will be slightly dated.


CONTEXT Videogames have often been described as being “the nightmare before Christmas” (Senator Lieberman - Edge #46) and their ensuing popularity has resulted in them being dubbed as the “marriage of television and the computer” (H Gardner ‘When television marries computer’). Whilst only being established for 25 years (indeed, Nolan Bushnell invented videogames by creating Pong, way back in the year 1972), videogames have undoubtedly been accepted as an integral part of our culture and this can be supported by the evidence that in 1994, 40% of US consumers owned a videogame system (Edge #11). However, despite the success of videogames, many moral guardians are sceptical as to the implications which this medium brings. As a result, many have argued that videogames are pathological. Indeed, the President of the Glendale Council of Parent-Teacher Associations once commented that “videogames remind me of smoking. Smoking doesn’t do us any bit of good. We don’t depend on it to live. And yet it’s addictive and its expensive, and that is what these games are….. There are kids in there that really cannot stay away from them” (Mind and Media). I personally don’t believe that the portrayal of violence and sex can alone attract the attention of children. There are indeed many factors and like the subject of sociology itself, no clear solutions. It’s true that I have based my Context on my experiences and personal beliefs (this may be a disadvantage as I’m influencing the nature of this Context. This is known as ‘reflexivity’), however I’m sure that this is the most appropriate manner in which I can express the attraction which videogames pose for young males. The problems associated with writing this Context are many. Due to the lack of appropriate sociological studies, I will be forced to use psychological studies in order to accomplish my objective. This approach may be problematic as I’m aware that psychologists often fail to understand the social impact which videogames have upon society. I also have been forced to derive my sources from members of the videogaming industry, as well as being forced to manipulate many existing studies based on other aspects of sociology. Videogames have often been criticised for being addictive (Dr Ken Parson - Evening Standard 18/09/97). However, it can be argued that this is mainly the result of increasing market competition. As the industry expands and the stakes get higher (excluding other financial costs such as marketing and license fees, the average cost for developing a game in 1995 was £140,000 - Edge #24), game designers are being forced to


create better games (videogamers would however support this movement as they argue that addictiveness is an integral aspect of game design) in order for the product to generate maximum sales and a profit. There is great concern as to the amount of time teenagers are spending whilst playing videogames. Whilst many use their machines for recreational uses, many sociologists however are still worried as to the implications which this technological medium represents. Many parents and teachers have complained that teenagers spend far too much time playing computer games and not enough time doing their homework. Indeed it has been reported that “some children are playing computer games for up to 30 hours a week” (Dr Ken Parsons -Evening Standard 18/09/97). Whilst this is an extreme example, it is however a harrowing image of contemporary society. As a result, many fear that we are producing a generation of “cathode junkies”. In contrast to what the Dr Ken Parsons believes, Edna Mitchell discovered in her study (1983) that videogames were not addictive. In California, 20 families kept diaries for a week each month for 5 months after getting a videogame console. If the games were addictive, this should have coincided with the fact that the consoles were on for long duration’s of time. Yet, Mitchell discovered that the videogame consoles were used for an average of 42 minutes every day per family. This hardly accounts for addictive behaviour, especially when compared to the amount of time spent watching TV (conservative estimates put pre-school children in the US for spending 2.5 hours watching TV every day). Despite what Mitchell believes, Functionalists would condemn the medium of videogames. Durkheim would argue that schools teach skills (a secondary socialisation agent) to members of society in order for them to live in society. Because teenagers are spending too much time on videogames and not enough time on their schoolwork, Durkheim would argue that these young people would not be able to learn the skills to live in society. Therefore, videogames are seen to promote disequilibrium. However, it can be argued that videogames are a legitimate form of education. Indeed, various studies have been done by the Laboratory of Comparative Human Cognition which prove that learning-disabled children find videogames to be a better educational tool than education itself (“A Model System for the Study of Learning Difficulties,” Quarterly Newsletter of the Laboratory of Comparative Human Cognition, 1982, 4, 39-66, p. 57). Liberals such as Illich would also disagree with the functionalists. Unlike functionalists (who argue that the role of education is to teach individuals to know their place and to ‘sit in it’ i.e. conformity is stressed as being


vital for a healthy society) they believe that schools are repressive institutions in which pupils are brainwashed and smothered of their creativity by the hidden curriculum, thus becoming institutionalised. Consequently they argue that education should be a liberating experience in which it promotes the interests and talents of the individuals to the full. Therefore, Illich would see videogames in a positive light because they help to promote certain skills and psyche. In contrast to the functionalists, videogames can be argued to teach key skills which are seen as being beneficial in adult life. Indeed, much research has been done in this area to investigate what the positive effects videogames have on young people (Dr Mark Griffiths has spent 3 years studying videogames - Edge #46). Whilst videogames have been accused of being mindless, they however incorporate various levels of complexity which in turn test the videogamer’s abilities. Consequently, they have been responsible for the development of sensorimotor skills such as eye-hand co-ordination. Whilst this is important in many situations, according to Piaget’s theory, sensorimotor skills are the foundation for later stages of cognitive development. (mental process by which the mind becomes aware of things). The cognitive abilities which are developed whilst playing videogames are parallel processing (the ability to take in information from several sources simultaneously), and spatial skills (the ability to co-ordinate visual information coming from multiple perspectives). Consequently, a study was conducted to investigate whether spatial skills could be developed whilst playing videogames. In 1981, Patricia Greenfield (author of ‘Mind and Media’) discovered that almost every child who attended the computer camp came equipped with a Rubik’s cube. She observed that some of the campers had computer experience whilst others did not. However, virtually all of them were experienced videogamers. Whilst they all possessed a Rubik’s cube (as indeed many children did at that time), the majority of them could solve the cube, some with amazing speed. Indeed, there were regular contests at the computer camp to see who could solve the cube with the most speed. As a result, Greenfield concluded that these campers had more interest and skill with the cube than would have been found in non-videogamers. Spatial skills were obviously developed whilst using videogames and the Rubik’s cube. Other skills which videogames develop are flexibility and an orientation towards individual achievement (T M Kahn ‘An Analysis of Strategic Thinking using a Computer-Based Game’), an increase in curiosity, the integration of interacting variables, problem solving, and creative thinking.


Indeed, the videogames industry is always on the lookout for fresh talent who has plenty of imagination and can be creative. However, it is mostly populated by enthusiasts who tend to recruit people with similar tastes. With a starting salary of around $50,000, the videogames industry forms a very attractive proposition for the video gamer. However, marxists such as Bowles and Gintis would argue that the purpose of videogames is to reproduce labour for the videogames industry. They would argue that videogames eventually displace education as being a key socialising agent in which appropriate skills and attitudes (self-motivation to learn a programming language, such as C/C++ or assembly, and a commitment towards videogames, based upon knowledge and current technological trends. E.T.C. ) are taught (accomplished through the hidden curriculum which is passively taught to participants through recruitment advertisements, school and computer magazines) in order for the video gamer to succeed. Also, with a starting salary of $50,000 (rising to around $150,000, depending upon experience, with benefits such as royalties and pensions - Dave Perry, lead programmer of ‘Earthworm Jim’), Bowles and Gintis would argue that the individual is being motivated by external rewards such as money. With the differences in salaries offered within the industry, together with nature of the socialisation which children receive as a result of videogames, marxists would disapprove of videogames due to their capitalist traits. Another reason why there are concerns as to the amount of time teenagers spend playing videogames is due to the fact that computer games are largely seen as being a solitary activity. Consequently, the teenager is taught to interact with the games machine rather than with other individuals. Indeed, a perception exists that people who play videogames are anti-social, withdrawn individuals who get ‘cheap’ thrills out of videogames. Functionalists such as Hargreaves would therefore argue that these young people would not be able to live in society (a function usually performed by schools which act as a mini society) since they have been unable to acquire the necessary skills through secondary socialisation (acquirement of shared norms and values, resulting in value consensus) which can only be taught through interaction with other members of society. However, in contrast to what the functionalists believe, J David Brooks argues that videogames are indeed a social activity. In 1983, Brooks interviewed 973 young videogamers in arcades (California). Whilst he found that some individuals were obliged to play, he discovered that they were in the minority. In fact, roughly half the sample were playing games less than the time they were actually in the arcades, the remainder of their time


being spent to socialise with friends. In light of his discovery, Brooks concluded that arcades had replaced the ice cream parlour as a social gathering place (Mind and Media). This view is also supported by Jonathan Sigger and Dr John Colwell. In 1995, both researchers presented a paper to the British Psychological Society’s conference in London. After having looked at the playing habits of 180 children (aged 13 and 14) in a comprehensive school in London, they concluded that computer games were overwhelmingly a social activity. This was highlighted by the fact that most teenagers preferred playing against each other rather than against the computer. Indeed, “the idea that children play computer games locked up in their bedrooms is a myth” said Sigger. “78% of males and 84%of females said they always played with each other, and only 18% of males said they played alone” (The Times 20/12/95). Sigger and Colwell’s view can also be supported by the continuing popularity of ‘on-line gaming’. With games such as Quake, Diablo, and X-Wing Vs Tie-Fighter leading the way, many videogame players are now turning their focus towards the internet. This new phenomenon, whilst only being possible since 1996 (Edge #42) is already estimated to be worth over $1 billion by the year 2000 (Jupiter Communications -Edge #50). The popularity for this stems from the fact that there are huge differences between defeating a computer-controlled opponent, and blowing away a human player. Indeed, despite the increasing complexity of artificial intelligence (A.I) adopted by many games, none will ever offer the vast richness in human interaction (Chris Crawford -Edge #30). Sigger and Colwell also discovered that children who played videogame tended to possess higher self esteem then children who don’t play videogames. This view is supported by Dr Mark Griffiths (Edge #46). Consequently, the idea that videogamers are withdrawn individuals is a myth. Contrary to the available evidence however, many sociologists are still sceptical as to the benefits which videogames have upon society. They would argue that due to the addictive nature of videogames, the long hours which young people spend playing videogames is resulting in them being socialised into accepting the messages which are portrayed throughout a particular game. Indeed, many have argued (such as the new right) that videogames are pathological and are the source of many social problems. Whilst this is a bold statement, it can however be argued that the type of socialisation which occurs is largely dependent upon the themes and contents of the particular game which the person is playing.


Hence, due to my hypothesis, I shall investigate two themes which are portrayed in videogames. These are sex and violence. SEX: The profound impact of video games on young people has also been documented by leading sociologist Dr Ken Parsons. He argues that males become “addicted to sex, addicted to sexism” (Evening Standard 18/09/97). Whilst many video game purists would argue that his evidence is superficial, none the less, Dr Parsons research can be partially supported by leading sex symbol Lara Croft. Star of the ground breaking Tomb Raider (which incidentally grossed over $1,000,000 in the first six months), Lara is a gun wielding woman who’s large breasts are designed to be out of proportion to her body. Indeed, the cult star status currently enjoyed by Lara Croft merely highlights a growing trend in which it has been widely known in industry circles that sex sells. The growing success of the Leisure Suit Larry series (with 6 sequels and over 1 million copies sold), and recent examples such as Nikki (Pandemonium 2) and Delia (Dark Earth) only seem to confirm the theory. However, feminists would criticise the success of role models such as Lara Croft. They would cite the above sex symbols as reinforcing a stereotypical view of female beauty. This forces young girls to live up to impossible physical standards. The theory that sex sells was also supported in 1996. Out of the many advertisements designed to shock, Gametek’s ‘Battlecruiser 3000’ was perhaps the most notorious. Featuring a scantily-clad Joanne Guest, the page-3 girl used a box (ironically a copy of ‘Battlecruiser 3000’) to cover her ‘dignity’ (the advert is featured in Edge #41/42). Indeed, it can be argued that videogame adverts are mostly aimed at males. Consequently, feminists would argue that the video games industry is patriarchal and only serves to promote and enhance stereotypical roles which are gender specific (‘Quake’ being a hi-tech version of boys playing soldiers). Radical feminists such as Spender would argue that the industry is rigged to promote male dominance and is largely controlled by men, she would also argue that males see women as inferior and “their view of women is restricted to how sexy they are” (Dr Parsons). Her views can be supported by the fact that most girls/women don’t play videogames. Therefore, video games are largely seen as a masculine activity (Kelly). This can be supported by the fact that the majority of Playstation games are aimed at males (Edge #41).


To a certain extent, Stanko (a radical feminist) would support Spender. She argues that women often find it difficult in obtaining employment in male dominated industries. Even if a woman succeeds in obtaining a position at a software development firm, she will often be sexually harassed by being the butt of sexual jokes or even the victim of touching (indeed, Heidensohn discovered that 60% of women suffered a form of sexual harassment at work). This will therefore discourage women from seeking employment in the software industry, resulting in videogames remaining as a patriarchal industry. However, it could be argued that the reasons as to why more males tend to play videogames is because of they have more resources (in this case it will be consoles) allocated to them (Douglas). However, this factor can still be associated with the socialisation argument because young males will tend to receive videogame consoles because videogames are regarded as being a masculine activity (Kelly). Norman and Oakley would support this as they would argue that boys are given videogames whilst girls are given dolls to play with (canalization). Another reason as to why many girls do not play videogames is that games which are aimed at females generally do not sell very well (women only account for 10% of videogame sales - Edge #52). This would therefore discourage the industry from producing girl-specific titles. Indeed, apart from ‘Barbie Fashion Designer’ being the only successful title of recent months (500,000 units - probably due to the fact that it shipped before Christmas), many games aimed at females usually fail miserably. The cause of this could be that girls tend not to read computer magazines, consequently marketing for a female-specific title becomes a problem and therefore creates less awareness for the product. The problem is also intensified further by the fact that most girls consider videogames to be a complete waste of time (Edge #43). It can also be argued that a male dominated industry may find it difficult to produce software for females. Another reason why girls may not play videogames is that when they attempt to participate in traditional male orientated activities such as videogames (although this can occur in situations such as football, rugby, physics, maths etc), they tend to be sneered at and are thought to be inferior. Consequently, boys may then tend to undermine the girl’s performance and hinder her progress in games like Tekken2 and Sega Rally. These attitudes therefore force girls to keep a low profile (Spender - ‘Invisible Woman’). This view can be supported by J.A. Gray and A.W.H. Buffrey. By focusing on the issue of ‘brain lateralization’, they argue that the reasons as to why boys perceive girls to be inferior are because they perform better at spatial tests. This can be partially supported by Bleir who discovered that girls performed slightly lower in visio-spatial tests (compared to boys). This may explain the reasons as to why more boys tend to play


videogames. Indeed, functionalists such as Davis and Moore will argue that only the most able (males) become video gamers. However whilst many radical feminists tend to criticise videogames on the basis that they are patriarchal, Sue Sharpe (marxist feminist) on the other hand blames women. She argues that it is not the men who are the problem, but it is the women. By dismissing videogames, females are allowing themselves to ‘fall behind’ and this is due to the fact that girls lack appropriate attitudes (similar to the Cultural Deprivation argument posed by Bernstein). Sue Sharpe would also argue that girls should blame themselves for their lack of interest and ability in videogames. This opinion clearly contrasts with other marxist feminists such as Licht and Dweck who argue that girls blame themselves as a result of their low self esteem. But where as Licht and Dweck argue that putting the blame on one-self is negative and is indicative of one’s low self esteem (self concept), Sharpe argues that blaming one-self is positive because then the female can strive for self improvement (similar to Fuller’s argument. However, Fuller stressed that the self concept occurred as a result of negative labelling which was imposed by other members of society). Sharpe would also criticise radical feminists because she would argue that men are not the problem. Radical feminists, by directing their anger at men are avoiding the real problem which suggests that they (females in general) are at fault. Many anthropologists would also criticise radical feminists. They argue that the reason as to why society is ‘patriarchal’ is because males are superior. By basing human behaviour according to the ‘biogrammer’, Tiger and Fox discovered that male ancestors were hunters and gatherers. This therefore makes males more susceptible to monopolise positions of power (such as in the videogame industry) as they are genetically adapted towards the task. Indeed, Firestone would support this as she argues that many of the inequalities between men and women arose directly from each gender’s biological disposition (sexual class system). She argues that “men and women were created different and not equally privileged”. The fact that the number of female video gamers is increasing (Edge #30) ultimately means that there may be no need for gender-specific software because girls have been known to be hugely attracted to puzzle titles such as ‘Tetris’ and ‘Puyo Puyo’. The success of Lara Croft can also be regarded as an important factor for the increase in female video gamers because they would cite her as a positive role model. Lara Croft is a strong, intelligent, and a resourceful woman who “represents independence, courage of conviction and strength” (Susie Hamilton, Core Design’s head of PR - Edge #52). Lara Croft’s qualities can therefore socialise girls into taking a stance where they will refuse to become oppressed and act out subservient roles.


VIOLENCE: There is also currently great concern as to the amount of violence which is portrayed in videogames. Indeed, one of the biggest concerns which sociologists have is that videogames often display explicit violent content (D Anderson – Mind and Media). Whilst many videogame purists would argue that this concern is superficial (and therefore unjustifiable to a certain extent), none the less, Anderson can be partially supported by recent videogame titles such as Grand Theft Auto, Resident Evil 2, Mortal Kombat IV, and Postal. Indeed, there currently exists a common belief that 90% of videogames contain some form of violence (Edge #46). However, there are only 3 forms of videogame (out of 9 genres) which contain any form of violence. These are the “‘beat ‘em ups’, ‘shoot ‘em ups’, and the ‘platform blaster’” (Dr Mark Griffiths). This clearly contrasts with the ‘common belief’ since violent videogames only account for 33% of total videogame genres. Indeed, despite what D Anderson may claim, extremely violent videogames only account for 1% of the total number of videogames (European Leisure Software Publishers Association – ELSPA). Despite the available evidence, many sociologists would argue that videogames have a negative influence on the individual. They would argue that males become attracted to the depiction of violence. This is supported by the Broadcasting Standards Commission (The Express 16/12/1997) which discovered during its study that some people were positively attracted to violent themes. This can be supported by the success of recent videogames such as Mortal Kombat where the main attraction of the game was to cause fatalities such as ripping the opponent’s spine out of their body. Other recent examples being Grand Theft Auto where the player gets to run over members of society (such as law abiding buddhists). However, it can be argued that the portrayal of violence can sometimes acts as a form of deterrent. Indeed, many people can be alienated by violent themes. This is supported by the fact that 79% of women do not like violence, especially if it is of an explicit nature (Broadcasting Standards Commission – Evening Standard 16/12/97). The Broadcasting Standards Commission’s study can also be supported by Malone who discovered during his study that videogames containing aggressive themes were a turn-off for girls (Mind and Media). Indeed, many studies exist which suggest that girls hate the concept of death (a violent, yet recurring concept found in many videogames). Consequently, this may explain the reasons as to why the majority of women do not play videogames. If women are indeed alienated by violence (as suggested by Malone and The Broadcasting Standards Commission), then they will probably not engage in videogames altogether. This can have huge social


implications since videogames are often considered to be the ‘gateway to technology’ (i.e. where a child’s interest in computers begins with videogames). Indeed, the turning away of many females from computers in general would be unfortunate since the field of computers is an industry which is gaining extreme importance in our society and under ideal circumstances, could be extremely promising for women. However, it can be argued that violent videogames only account for 33% of total videogames (Dr Mark Griffiths). Therefore, there isn’t really an excuse for women not to participate in videogames since there still exists an enormous proportion of videogame (67%) which can be considered to be suitable for women. Indeed, the lack of sufficient female video gamers raises the question as to whether girls are actually interested in videogames. Sue Sharpe would argue that girls are not interested in videogames because they lack the appropriate norms and values (a form of cultural deprivation). However, it can be argued that maybe there isn’t anything inherently wrong with females (as suggested by Sharpe). According to Norman ( a marxist feminist), she would argue that men were traditionally socialised into being the hunters and gatherers (a violent activity), whilst the females were passively socialised into adopting the role of nurturers (a non-violent activity). Males are therefore attracted to violence (Broadcasting Standards Commission) as the theme acts as a means of them being able to fulfil their social role. In stark contrast however, females would be against violence as this theme contradicts many of their norms and values. If violent videogames do actually form the majority of videogames (as suggested by D Anderson), then there should be a pattern between popular games and violent games where the most popular videogames are in fact games which contain violent themes. However, in contrast to what D Anderson believes, Malone in his study discovered that Petball was the most popular game. This was a videogame which was totally devoid of violence and yet proved to be extremely popular amongst his sample. Indeed, Dr Mark Griffiths would support Malone as he argues that “there are a lot of high-selling games which have no aggressive content whatsoever” (Edge #46). Another reason as to why many sociologists are worried as to the effects of violent videogames on a male is that they have been known to be addictive. Indeed, Dr Ken Parsons argues that children become addicted to violence through playing fantasy videogames (Evening Standard 18/09/97). Dr Mark Griffiths would support this to a certain extent as he states that 20% of video gamers admit to addictive behaviour (The Times 07/01/94).


Consequently, many sociologists would argue that the addictive nature of violent videogames would have a negative effect on the participant. Indeed, in support of the Broadcasting Standards Commission (The Express 16/12/97), functionalists would argue that the addictive nature of violent videogames can lead to the person being socialised to accepting violent themes as being normal. Recently, an experiment was carried out which tried to determine the effects of violent videogames. During this experiment, impulsive and reflective children played with aggressive and non-aggressive themes. Afterwards, they were assessed according to interpersonal aggression (during a frustrating situation) in a freeplay setting. What the researchers discovered was that children who played violent videogames exhibited significantly more object aggression during free-play and more interpersonal aggression during the frustrating situation (Journal of Family violence 10/09/95). However, Dr Mark Griffiths (Edge #46) argues that most of the research which is concerned with the effects of videogames is flawed. Indeed, he states that “most of it is what we call ‘cross sectional’ which means you look at a particular snapshot in time in a subjects life – there’s no longitudinal dimension”. He argues that children are allowed to play violent videogames and are then transferred to a lab where they are surrounded by loads of toy guns. Therefore there is no surprise that their post-game play is violent. Whilst Griffith concedes that maybe there is a short term effect on children, he argues that the validity of such experiments is often questionable as they are often staged. Despite what Griffith believes, there is other evidence to prove that people who played a violent videogame tended to display a higher level of aggression (C.A. Anderson and C.M. Ford - Personality and Social Psychology Bulletin 12/12/1986). Indeed, this can be supported by a recent survey which was conducted by Dr Mark Griffiths who discovered that 20% of his sample who played videogames, admitted to aggressive behaviour (The Times 7/01/94). Indeed, the aggression caused by videogames has led to incidences where people have thrown their joysticks across the room as a result of their frustration. Videogames have also been blamed for a pupil’s dark mood and consequential tantrums at school. However, it can be argued that these cases are insignificant to some events in America where people have been known to physically stab each other over a game of Streetfighter2.


However, in contrast to what some researchers may believe, Sigger and Colwell discovered that people who played videogames intensively tended to report lower aggression than people who didn’t/hardly played videogames (The Times 21/12/95). This can be supported by both Anderson (1977) and Liebert, Sprafkin, and Davidson (1982) who discovered that 3% of their sample reported lower aggression once they had been exposed to violence. However, it can be argued that the weakness of Sigger and Colwell’s research was that they derived their results from 2 player competitive or co-operative videogames. Whilst there may not be anything wrong with this, it can however be argued that this particular study may not be very representative since it excludes single player video gamers. Indeed, it can be argued that the most harmful aspect of violent videogames are that they are a solitary activity. Whilst 2 player videogames may result in a decrease in aggression, one-player games may stimulate further aggression (Mind and Media). Henry Jenkins argues that the reason as to why people tend to report lower aggression once they have been exposed to violent themes is because the game allows the video gamer to expend their hostility safely. Consequently “the game becomes the outlet for his aggressive feelings”. Henry Jenkins calls this effect the basis of the ‘catharsis theory’ (Edge #46). Consequently, marxists would criticise videogames as they argue that videogames often function to stabilise adult personalities. Videogames are therefore considered to be a safety valve where the individual gets to vent their anger and frustration in a way which can be considered as being no threat to the capitalist system (similar to Ansley’s argument). Indeed, it can be argued that videogames act as a smokescreen for the docile worker and are therefore used by the capitalist system to keep the docile worker in their place by diverting their attention. However, contrary to what the above sociologists believe, many new right sociologists (such as Murray) still believe that videogames are a major source of crime and deviance. According to the Social Learning theory (which states that people learn by copying what they see around them), they would argue that people are socialised into adopting a more violent attitude (an approach usually associated with the underclass). One of the biggest concerns which new right sociologists have with videogames (in respect to other visually dynamic mediums, such as TV) are that videogames are interactive in nature. Watching people shoot each other (they argue) is not the same as shooting someone yourself (even if it’s electronically).


Indeed, Matza would support the new right sociologists as he argues that videogames teach subterranean values (being aggressive) to the individual. The New Right also argue that working class children do not receive the support and attention they require form their parents (usually because they are working in order to support their family), Therefore computer games act as a socialising agent to young children in which the participant is encouraged to kill people. Consequently, protagonists such as Murray would argue that videogames are pathological and help with the breeding of the underclass. Murray’s view can be supported by the fact that the S.N.E.S and the Megadrive can be bought for just £30 whilst the games for these consoles only cost around £6. Therefore the idea that videogames can only be purchased by middle class children is a myth since video games can be purchased by all. However in contrast to what new right sociologists believe, the Policy Studies Institute discovered that young offenders did not have significantly different tastes compared to non-offending children. Indeed, both groups insisted that Streetfighter 2 (a beat ‘em up) was their favourite game. Consequently, psychologists such as Elizabeth Newson would argue that the link between violent videogames and violence by children is a myth (The Times 11/04/94). Whilst the above statement sounds convincing to the casual onlooker, it can be argued that the disadvantages of the Policy Studies Institute’s study was that it neglected to consider the fact that the young offenders watched far more explicit violence (this maybe because of the absence of their parents), even though they played videogames for the same duration of time compared to the non-offending children. Indeed, Dr Mark Griffiths would argue that over-exposure to violent videogames can result in people adopting a more violent attitude (Edge #46). But whilst many sociologists argue that videogames cause violence, Professor Henry Jenkins argues that violence is innate. Indeed, according to him, there is evidence that children in the 19th century greeted each other by throwing rocks at each others heads. Videogames therefore hardly account for violent behaviour since they didn’t even exist in the 19th century (Edge #46). Whilst Lombroso would concede that violence is innate, he however criticises Jenkins by arguing that the biological characteristics which cause violent behaviour are only really found in a small minority of the human population (criminals). New right sociologists would support this to a certain extent as they claim that (working class) criminals are a part of the underclass.


Marxists such as Chambliss would however criticise Lombroso and the new right. They would argue that the reason as to why the criminals (underclass) were predominantly working class males is because they lacked the necessary financial and political power to get themselves acquitted. Whilst many sociologists have claimed that videogames are pathological, Dr Martin Barker (University of West of England) however argues that violent videogames can be beneficial to society. In contrast to what new right sociologists believe, he however argues that violent videogames can fulfil a moral function as they help the participant differentiate between good and evil (The Guardian 04/04/95). By evaluating both sides (good and bad), the participant can make an informed choice as to which path will forever control their destiny. Indeed, Barker would argue that the new right view of violent videogames creating violence is deterministic as not all people who play violent videogames end up being deviants (underclass). But does the availability of choice really help the participant in making an ‘informed choice’? According to Mr Alton, he argues that there are videogames which exist where they ask the video gamer to choose between killing a woman by garrotting or with a machete (The Times 22/02/94). Indeed, it can be argued that the availability of choice still leads to the participant to delve into deviant behaviour. But if violent content does lead to violent behaviour, then why is it that “our society finds a new medium in which to present that content and yet again that demand is insatiable” (D. Anderson, Informal Features – 1982)? Whilst it’s probable that videogames do have an impact on young males, it can be argued that the industry has been used as a convenient scapegoat for deep rooted social problems (Institute of Communication Studies – The Guardian 01/08/95). Indeed, marxists would argue that violence is a more likely product of the inequalities and conflict within society, such as unemployment, homelessness, poverty etc. So how do we deal with the depiction of ever increasing violent videogames? Some sociologists believe that maybe the industry should start to rate videogames, bearing in mind their interactive nature. However, it can be argued that putting age restrictions on games will simply result in them becoming more attractive to the very same people who aren’t meant to play them. It can also be argued that censoring or banning videogames is not the solution for our society’s complex problems, especially when compared to other societies (such as Japan) where videogames are far less censored


than ours and have a lower crime rate. Indeed, there is no evidence to support the hypothesis that when censorship increases, deviance (such as violence) decreases (The Times 22/02/94). Finally, in response as to whether videogames are addictive, it can be argued that the addictiveness of videogames may not be the problem. Indeed, Illich would argue that traditional learning experiences (socialisation) such as schools are boring and maybe we should concentrate on making education a more addictive experience. The question as to why young people are attracted to videogames has often been asked. Indeed, whilst there is great concern that young people are spending a great deal of time on videogames (Dr Ken Parsons), many sociologists are worried that the number of videogamers is increasing (indeed, there was a 40% growth in the home computer market during the second half of 1995 - Edge #25). However, before one can criticise videogames on the basis that they have a ‘devout’ following, one must consider the reasons as to why young males are attracted to this particular medium in the first place. Before we can judge as to why videogames are so popular, we must ask ourselves what young people used to do with their time before they had consoles. In Patricia Greenfield’s study, she discovered that 75% of children (aged between 8 and 14) watched TV before they received a videogame console. After a child received a console, the amount of time they spent watching TV decreased rapidly (indeed, it is estimated that 40% of parents buy a videogame console in the hope that their children would watch less TV). However, Mitchell would criticise Greenfield on the basis that children only spend 42 minutes every day playing videogames. It hardly seems justifiable that parents would buy a videogames console (around the £130 mark for a Playstation) just so that their children spend 42 minutes less time watching TV. Indeed, conservative estimates put children as spending 2.5 hours on TV every day. If we take videogames into account, that means that children still spend 108 minutes (1.8 hours) every day watching TV. It can also be argued that if parents are so worried as to the amount of time children spend playing videogames, then why purchase a videogame console in the first place. If videogames are indeed pathological (as suggested by new right sociologists such as Murray and Dr Ken Parsons), the problems which are inflicted upon children are partly the result of their parents.


What makes videogames able to compete so successfully against traditional child centred activities such as watching TV and playing football outside is debatable. However, most psychologists tend to agree that one of the main reasons as to why children play videogames as well as watch TV (both are very similar because they each incorporate a cathode ray tube) is because they display ‘dynamic visual imagery’. This is an important factor because it has been shown that children are attracted to visual action (Mind and Media). However unlike TV, videogames are also interactive. This means that you can effectively change the outcome during a game. It has also been found that this is an important factor as to why children are attracted to videogames. Indeed, it has been shown that children prefer to participate in activities which allow them to get personally involved. At a zoo for example, children prefer pigeons and squirrels with whom they can interact, instead of the more exotic animals behind bars such as lions and tigers (S B Rosenfeld ‘Informal Learning and Computers’). Patricia Greenfield would therefore support Rosenfeld. In her study, Greenfield argues that children prefer videogames to TV because videogames are interactive whereas the medium of television tends to frustrate and alienate many observers. An example being where she interviewed a nine year old girl who said that she often didn’t understand as to why Popeye wouldn’t eat his spinach when she wanted him to. The success of videogames can therefore be associated with the fact that they are the first medium to combine visual dynamism with interaction.


CONTENT Having carried out my research on males between the ages of 16 to 20 using the method of snowball sampling, I will now present my results as specified according to the sequence of my aims. •

To examine as to what males achieve from playing videogames.

In order to answer the above aim, I used a variety of open ended questions which were designed to ask as to why males enjoyed a particular game or genre. I will be presenting my results according to pluralistic research methods where the results were obtained from key terms from the responses. The questions which I asked were 6a (what does the respondent enjoy most about their favourite genre), 9a/b (what does the respondent enjoy most about their favourite games), and 14 (Briefly describe what you enjoy about the game).

Fig u re 1 S a t i s fa c t i on 5%

These results (Figure 1) show that the main Exc i t e m e n t

reason as to why males play videogames is

13%

Va r i e t y

because videogames are challenging (28%).

13%

Indeed, this would supports the Northumbria

S oc i a l a c t i vi t y 9%

C h a lle n ge 28%

T h ou gh t

University report which argues that males play videogames for challenge (Daily Telegraph 21/12/95).

13% In t e r a c t i on 2%

Es c a pi s m 17%

Marxists such as Bowles and Gintis would

therefore criticise videogames because they would argue that videogames socialise the participant into adopting a more competitive attitude. They would argue that competition is an integral aspect of capitalism which teaches the individual a specific set of norms and values. Indeed, it can be argued that competition may lead to inequalities within a certain subculture. In the case of the videogame subculture, males often compete against each other in order to achieve status. This is similar to Cohen’s argument which states that working class males strive to earn success (similar to the mainstream culture), but because they are unable to achieve in education (status frustration), they adopt an alternative set of norms and values by turning their sights towards videogames (similar to ‘delinquent subculture’).


Indeed, Sigger and Colwell would support Cohen to a certain extent as they would argue that “mastery and control over your environment are admired” (The Times 20/12/95). Another popular reason as to why males play videogames is because they are an escapist medium (17%). Indeed, it can be argued that videogames act as a compensator for what ever problems the male may be experiencing. Functionalists such as Merton would therefore argue that videogames are pathological since they actively encourage the participant to ‘retreat’ in order to cope with the burden which society places upon them. Since Merton’s theory applies to ‘chronic drunkard and drug addicts’, he would argue that the escapism offered by videogames may lead to males being encouraged to experiment with drugs and alcohol. However, despite using the above questions, I decided to ask question 18 (How important are the following variables in determining your choice of videogame [Rate out of 3, where 3 is most important]) as a means of increasing the validity of my research. This was a closed question which somehow gave me a stark contrast between certain aspects of my questionnaire. Figure 2 proves that males play for challenge.

Fi gu re 2

100%

However, I discovered that the majority of

80%

my sample did not play videogames on the

60%

basis that they were an escapist medium.

40%

Social

Activity

Escapism

to why males played videogames was because Interaction

0% Excitement

Indeed, in this case, the second best reason as

Challenge

20%

3 2 1

of the excitement and interaction which they provided.

Sociologists such as Miller believe that seeking excitement is part of the male working class subculture. Indeed, Miller would argue that the ‘focal concern’ (within the ‘distinctive cultural system’) of excitement offered by videogames would result in the individual developing an interest in other short term thrills (which are considered to be deviant) such as casual sex or gambling. Matza would support this to a certain extent as he argues that seeking excitement is part of the ‘subterranean values’ which delinquents possess. Figure 2 also proves the functionalist theory which argues that videogames are replacing schools as a means of socialisation. Durkheim would argue that the interaction provided by videogames would socialise the participant into adopting the various messages which are portrayed throughout the game.


Because Figure 1 and Figure 2 gave conflicting data, I decided to increase the validity of my results by comparing and analysing each set of results separately (Figure 3). Afterwards, I derived the average which I will now consider to be the most conclusive result for my aim (Figure 4). Figure 3 Di ffe r e n c e s be t we e n Qs [7 a , 1 0 a / b, 1 5 ] a n d

Figure 4 Ave r a ge be t we e n Qs (7 a , 1 0 a / b, 1 5 ) a n d Q1 9

Q1 9 (3 on ly).

(3 on ly)

24

In t e r a c t i on

In te r a c t ion

2 31

C h a lle n ge

28

S oc i a l

1 9 ( 3 o n ly )

7

12

10 20 30 Pe r c e n t a ge (% )

1 8 .5

Exc it e m e n t

13 0

1 1 .5

Es ca pis m

17 24

Exc i t e m e n t

2 9 .5

S oc ia l Ac ti vi ty

9

Es c a pi s m

C h a lle n ge

7 a , 1 0 a /b , 1 5

14

Ac t i vi t y

13

40

0

10

20 30 Pe r c e n ta ge (% )

40

Finally in response to my aim, Figure 4 states that the most popular reason as to why males play videogames is because of the challenge which they pose (29.5%). Videogames therefore act to foster competitive attitude which is a fundamental aspect of capitalism (according to marxists). The second best reason as to why males play videogames is because of the excitement which they provide (18.5%).

•

Are males attracted to videogames because of their violent and sexual content?

In order to investigate my second aim, I decided to use a variety of questions originally derived from my structured interview (primary source). In order to aid my investigation as to whether males were attracted to violent and sexual imagery within videogames, I used videogame magazines. During the course of this aim, videogame magazines often proved to be an invaluable reference guide since I sometimes didn’t know as to whether a particular game had violent or sexual content.


According to Dr Mark Griffiths, there are only three types of videogame which can be considered as being violent. These are the beat ‘em ups, shoot ‘em ups and platform blasters (Edge #46). However, when I looked inside CVG and Playstation Plus, I discovered that there were only two forms of videogame which were violent. These were the ‘beat ‘em ups’ and ‘shoot ‘em Figure 5

ups’.

Ot h e rS h oot 'e m u p 0% Fli gh t S i m 9 %

S t r a t e gy 18%

0% S por t 9%

If males are attracted to violent videogames, then there should exist a pattern which states

Role Pla yi n g

that violent videogames (beat ‘em ups and

Ga m e

shoot ‘em ups) are the most popular forms of

Pu zzle

9%

0%

Dr i vi n g

videogame.

28%

Be a t 'e m u p

However, according to question 6 (What genre

27%

Pla t for m 0%

do

you most prefer?), I discovered that the most popular genre was the driving game. According to Figure 5, I discovered that 28% of my sample chose driving games as their most favourite genre. Whilst driving games may have been the most popular genre amongst my sample, beat ‘em ups still came second (27%). This shows Fi gu re 6

that males do like violent

6

videogames.

5 4 3

However, when I asked

2

question 8 (what genre did

1

Other

Flight Sim

Sport

Role Playing Game

Puzzle

Beat 'em up

my subject’s favourite Platform

Driving

Strategy

Shoot 'em up

0

videogame belong to) I discovered that both set of results gave conflicting data. Indeed, according to Figure

6, beat ‘em ups were the most popular choice of videogame, (accounting for 27% of my overall sample).


To discover as to what males enjoyed about beat ‘em ups, I decided to ask question 9 (Please explain what you enjoy most about them?). What I found was that males often enjoyed the various special moves found within a game. Indeed, the fact that special moves (such as Ryu’s fireball in Streetfighter 2) can be applied in situations of combat often gives the impression that violent videogames are based on fantasy. Interactionists would therefore argue that individuals take on a specific role which allows them to interact with other characters in a virtual world via their imaginary selves (in-game characters). Figure 7

S h oot 'e m u p

Indeed, it is as a result of role-taking that many

S t r a t e gy

4

sociologists argue that videogames are

Dr i vi n g

1

Pla t for m 3

pathological. New right sociologists would argue

Be a t 'e m u p

that taking the role of a violent character (in beat

Pu zzle Role Pla yi n g Ga m e S por t 1

2

‘em ups) results in the individual being socialised into adopting a more violent attitude.

Fli gh t S i m Ot h e r

Whilst both questions 6 and 8 gave conflicting data, I decided to increase the validity of my results by asking question 11 (what genre did your last game belong to?). The reason as to why I asked this was to determine a correlation between violent games and what games my sample had bought last. Indeed, if driving games or beat ‘em ups are the most popular types of 3 2 .5

argued that the majority of last games

2

which my sample bought belonged to

1 .5

either of the above genres. However,

1

(Figure 7).

Other

Flight Sim

Sport

Puzzle

Role Playing Game

most recent sales was a sports game

Beat 'em up

discovered that the genre to gain the

0 Platform

asking the question to my sample, I

0 .5

Driving

in contrast to my above theory, after

Strategy

to questions 6 and 8), then it can be

Figure 8

Shoot 'em up

videogame among males (as according

Therefore, in response to my aim, to conclude as to what whether males are attracted to violent videogames, I decided to average the results of Figure 5, 6 and 7. What I discovered was that driving games were the most popular genre (Figure 8).


Consequently, according to my definition as to what types of videogame were violent, I conclude that violent videogames form the minority amongst popular

Figure 9

videogame genres (Figure 9). Indeed, my results 8

would support Malone who argues that a game

6

(or genre) does not have to be violent in order to

4

be popular.

2

But considering that there currently exist nine

0 Vi ole n t t h e m e

Ot h e r

genres of which only two are violent, doesn’t the

fact that ‘violent theme’ has notched up a sizeable minority mean that when compared to other genres of a specific type (such as thinking games i.e. puzzle and strategy), ‘violent theme’ wins? Whilst violent videogame genres may not be as popular other types of game (according to Figure 9). According to my aim, I haven’t yet delved into the subject as to whether the portrayal of violence can actually act to increase the attraction of a particular game. Indeed, whilst violence may act to increase awareness of a game, the presence of violence may not actually mean that the videogame is any good in terms of playability. This may explain the reason as to why violent games were not as popular as other types of game since my sample may have thought that other games such as ‘driving’ may have been more rewarding to play. Ot h e r

Figu re 1 0

Figure 1 1

20% Vi ole n c e 40%

5 4 3

Ga m e

Me di a

Re vi e ws

In t e r e s t

40%

0%

According to question 16aI (what factors initially attracted my sample to play Grand Theft Auto), 40% of my sample admitted

2 1 0 1

2

3

that the portrayal of violence was the initial factor which led to them playing Grand Theft Auto (Figure 10). I also found similar results for question 18 (How important are the following variables in determining your choice of videogame? [Rate out of 3, where 3 is most important]). Whilst 36% of my sample said that the


portrayal of violence never influenced their decision as to what videogame they should purchase, Figure 11 however shows that 45% of my sample admitted that violence was a very important influence in their decision as which type of videogame they should purchase. To conclude, the portrayal of violence does act to increase the attraction of a particular videogame. Indeed, the Broadcasting Standards Commission would support my results as they argue that males become attracted to the depiction of violence. To investigate the second part of my aim (are males attracted videogames because of their sexist content), I shall also be using a variety of questions derived from my structured interview. Whilst it may be easy to define certain videogames as containing some form of violence, detecting sexism is however not so easy. Indeed, like the film industry where many of the commercial films containing sex(ism) are in fact part of other genres such as thrillers or comedies, videogame sexism is also often difficult to detect since the theme is usually portrayed within other genres (such as Leisure Suit Larry which is an RPG). Therefore, it is impossible to define as to what types of videogame contain some form of sexism. Figure 1 2

According to question 17aI (what initially

9%

attracted my sample to play Tomb Raider 1 or 46%

2), 46% of my sample admitted that Lara Croft had been the main reason as to why they had

36%

initially played Tomb Raider 1 or 2 (Figure 12). 9%

However, in order to increase the validity of my La r a C r oft

Me di a In t e r e s t

Ga m e Re vi e ws

Ot h e r

results, I asked a similar question to my sample

who were interested in Tomb Raider but had not played it yet. According to question 17bI (If ‘Very tempted’ / ‘Tempted’ is it because of:), 40% of my sample said that they’re interest in Tomb Raider arose from the fact that the in-game character (Lara Croft) is sexy (Figure 13).


Figure 1 3 0

Ot h e r

2

Ga m e Re vi e ws

1

Me di a In t e r e s t

2

La r a C r oft

0

0 .5

1

1 .5

2

2 .5

My results therefore support Dr Mark Griffiths in arguing that males are attracted to sexist videogames (Evening Standard 18/09/97). Indeed, it can be argued that sexist videogames can lead to males being socialised into objectifying women. This can lead to an increase in sexual assaults committed by men (such as rape). However, in contrast to 17aI and 17bI, when I asked my sample question 18 (How important are the following variables in determining your choice of videogame? [Rate out of 3, where 3 is most important]), I got conflicting data. According to Figure 14 (question 18), only 9% Figure 1 4

of my sample admitted that the portrayal of sexism was important in determining their

3

choice of videogame. 82% of my sample said that sexual imagery never influenced their

2

decision to purchase a particular videogame. 1

0

2

4

6

8

10

However, if sexual imagery doesn’t influence people’s decision as to what videogame they

should buy, than why is it that Tomb Raider grossed over $1,000,000 in the first six months? Indeed, in order to determine as to whether Tomb Raider was actually any good in terms of playability, I asked question 17a (If ‘Yes’, what is your opinion of the game?) to all my respondents who owned or had played Tomb Raider.


14%

Figure 1 5 0%

According to Figure 15, what I discovered was 29%

that only 29% of my sample thought Tomb Raider was a ‘Good’ game. No-one believed it was excellent, whilst 57% thought it was just ‘Okay’. Indeed, according to my results, the success of Tomb Raider wasn’t attributed to its

57% Ve r y Good

playability, but the fact that it contained a female Good

Ok a y

Ru bbi s h

‘virtual’ sex symbol.

To conclude, my results prove my hypothesis. Males are indeed attracted to videogames containing violent and sexual content. However, I’m aware that all of my questions dealt with videogame genres in the present tense. Whilst this may be okay, it can however be argued that my results can’t be considered to be very reliable since they do not take into account the various trends and patterns which may emerge over a period of time. Consequently, I shall be using Aim3 as a means of determining as to whether violent or sexist games have always been popular amongst males,

To what extent does violence and sexism feature in popular videogames?

In order to answer my third aim, I decided to use official statistics as my research method. These highlighted the ten most popular videogames (according to sales) for a month. Figure 1 6

Indeed, I’m aware that the level of sexism and violence

10

featured in popular videogames can fluctuate. Hence, as

8

indicated by my METHODOLOGY section, I shall be using

6 4

two official videogame statistics. One from January 1995

2

(Edge #16) and the other from February 1998 (Computer and Video Games – 02/98).

0 Vi ole n t T h e m e s S e xu a l T h e m e s

Ot h e r


According to the official videogames statistic dated from January 1995. Violent games only accounted for 10% of total videogames, whereas sexism was not even featured within popular videogames. Indeed, Figure 16 shows that ‘Other’ themes accounted for the majority of total videogames. In short, offensive videogames were the minority in popular videogames during January 1995. However, when I looked at the official videogame Figure 1 7

statistic for February 1998, I discovered that there had been a sharp increase for videogames containing

5

violent or sexual imagery. Indeed, Figure 17 shows

4 3

that violent and sexual games accounted for the same

2

proportion of total games (30% each).

1 0

In short, offensive videogames can now be accounted

Vi ole n t T h e m e s

S e xu a l T h e m e s

Ot h e r

for the majority in popular videogames as the statistics for February 1998 are very recent (2 weeks old at time of writing). I have highlighted the above trends and

Figure 1 8

patterns in Figure 18.

10

My results therefore confirm my hypothesis since videogames containing both violent and sexual imagery are (at present) the majority. Indeed, if males were not attracted to either of

Number Of Titles

8 Vi ole n t t h e m e

6

S e xu a l t h e m e

4

Ot h e r

2 0 1995

1998 Ye a r

the themes as indicated by my hypothesis, then none of the violent or sexist games would have featured in the videogame charts. It can also be argued that if violent/sexist videogames are the most popular form of videogame, then other individuals may also purchase violent/sexist videogames as these videogames are gaining the most exposure.


To what extent is the media responsible for the attraction of violent and sexually explicit videogames?

In order to a answer this aim, I decided to use various

F ig u re 1 9

questions derived from my structured interview.

M a g a z in e R e v ie w s

11%

A d v e r tis e m e n t

28% F a v o u r ite G e n r e

According to question 12 (What factors mostly

P r ic e

22%

influenced your decision to buy the game), I discovered

R e c c o m m e n d a tio n B y F r ie n d

that the most popular reason as to why people bought a

P la y e d it B e f o r e

particular videogame was because of the fact that a magazine had recommended the title (28%). I also

17% 11% 11%

discovered that 17% of my respondents had bought a videogame because of the fact that it had been advertised (Figure 19). Whilst the casual onlooker may argue that both ‘Magazine Reviews’ and ‘Advertisement’ are two totally separate entities, it can however be argued that both are a legitimate form of media. If this is true, than according to Figure 19, 45% of my respondents were attracted to videogames as a result of the media. Indeed, having asked question 13 (Does the above factor often affect your decision to buy a particular videogame?), I discovered that 54.5% (56%) only ever bought videogames as a result of media influence (Figure 20).

Figure 2 0

6 5

Consequently, marxists would argue that the media is an

4

institution which is controlled by people who own the means

3

of production (bourgeoisie). It therefore acts as an excellent

2

socialising agent from which bourgeoisie products

1

(videogames) can be sold. Consequently, marxists would

0 Ye s

No

Di d Not Re ply

argue that the media is dysfunctional as it acts to enhance the

wealth of the ruling class (through sales made from videogames) whilst simultaneously undermining the wealth of the working class (through the purchase of videogames).


According to my aim, I am also to investigate as to

Figure 2 1

whether the media is responsible for the attraction of 2 .5

violent and sexually explicit videogames. Consequently, in order to gauge as to whether the media responsible for the attraction of violent videogames, I

is

1 .5 1

decided to look at a recent videogame which contained explicit violence (Grand Theft Auto). Using question

2

0 .5 0 Vi ole n c e

16aI (What initially attracted you to the game?), I

Me di a

Ga m e

In t e r e s t

Re vi e ws

Fr i e n d

discovered that 40% of the people who had played Grand Theft Auto admitted that the media (Game Reviews) had influenced them into playing the game. Indeed, according to Figure 21, it can be argued that if the other 40% of my sample were initially attracted to Grand Theft Auto because of its violence, was it not the media which had initially

Fi gu re 2 2 1 .2

alerted them of its violent content.

1 0 .8 0 .6

In order to increase the validity of my

0 .4

research, I decided to ask question 16bI (If

0 .2 0

‘Very tempted’/‘Tempted’, is it because of) to those people who were interested in the

Vi ole n c e

Me di a

Ga m e

In t e r e s t

Re vi e ws

Fr i e n d

title, yet hadn’t had the opportunity to play Grand Theft Auto yet. What I discovered was that the media accounted for 50% of interested responses (Figure 22). However, it could also have been argued that the respondents knowledge of the game containing violence, or their friend knowing about the game was largely the result of the media.

P u b lic O p in io n 9%

F ig u re 2 3

L a ra C ro ft 46%

For the second part of my aim (is the media responsible for the attraction of sexist videogames), I decided to look at a recent videogame which contained some form of sexism (Tomb Raider 1 or 2). Using question 17aI (What initially attracted you to the game?), I discovered that 36% of my respondents who had played either Tomb Raider 1 or 2

G am e R e v ie w s 36%

M e d i a In t e r e s t 9%

admitted that the media (Game Reviews) had influenced them into playing the game (Figure 23).


Indeed, I also asked people who had not played Tomb Raider (but were interested in the title) as to what factors made the game attractive to them. In order to do this, I asked question 17bI (If ‘Very tempted’ / ‘Tempted’ is it because of …?). What I discovered was that ‘Game Reviews’ influenced 40% of my sample (Figure 24). It can also be argued that magazine reviews generate interest by focusing not on the gameplay (how good the game is, in terms of playability), but on Lara Croft herself. Indeed, the following examples listed below were all derived from Playstation Plus #12 which incidentally contained a lot more sexist comments than the ones described below. •

Lara’s chest is big, but Tomb Raider 2 is absolutely e-bloody-normous.

“Wanna come back to my place for a coffee?” Its every blokes dream and it’ll come true when you get Tomb Raider 2.

She’s one fit bird, but if you had to run ‘round like Lara, you’d get knackered too. Give this chick’s legs a rest and nab a snazzy vehicle.

The Lara animation will make you tingle in places you never thought existed.

That itching in your pants isn’t crabs, it’s excitement. Why? ‘Cos silicon chick superstar Lara Croft is back in Tomb Raider 2: undoubtedly better and most definitely bigger than before.

Tomb Raider 2 marks the return to her roots, to prove there’s more to this binary babe than brown eyes and big bangers. If you want the ultimate gaming experience then read on. If it’s cheap trills your after, go get a copy of Razzle. Figure 2 4

Consequently, as a result of the above questions (18aI and

2

18bI), I conclude that ‘Game Reviews’ act to influence 38%

1 .5 1

(average) of video gamers into playing sexist videogames.

0 .5 Other

Game

Reviews

Media

Interest

Lara

Croft

0

Figure 24 also highlighted the fact that 20% of my sample were attracted to Tomb Raider as a result of media interest.

Indeed, marxists would argue that the media is controlled by the ruling class and therefore acts to transmit norms and values which are considered to be ideal for the bourgeoisie. In the case of videogames, the capitalist system (generated by the base superstructure) forces the media to act as a form of ‘sales assistant’ by which its role is to highlight key games (this is done through various stages of marketing, such as advertising). By doing this, the media can act to sell videogames and therefore increase the wealth of the ruling class (software developers).


However it can be argued that if videogames are dysfunctional (as argued by the functionalists), then why highlight them in the first place? If a game’s violent or sexual content acts to socialise the individual into adopting a deviant attitude (new right), isn’t their adopted attitude partly the result of ruling class interference. Indeed, it can be argued that working class males are given (or are forced to take) videogames so that they remain as passive working class citizens (social mobility is forbidden).

To what extent is peer-group pressure responsible for the attraction of videogames?

In order to investigate this aim, I used my structured interview. The results in Figure 4 suggest that only 11.5% of my sample consider videogames to be a legitimate form of social activity. However, it can be argued that whilst people may undermine the significance of social activity, having asked question 2 (Whom do you mostly play videogames with), I seemed to get contrasting results. What I discovered was that 64% of my sample played

Figure 2 5

videogames as a social activity (Figure 25). Indeed, Sigger Y o u r s e lf 36%

and Colwell would support this as they argue that “computer games were overwhelmingly a social activity, teenagers much preferring to play against each other rather

O th e r s 64%

than against the computer” (The Times 22/12/95). In order to F ig u re 2 6

find out as to why males preferred to play videogames with each other, rather than the computer, I decided to ask question 2a (If with ‘Others’, why?). What I discovered (as a result of this open-ended question) was that males played with each other as opposed to the computer, because of the challenge and diversity which their opponent offered.

12 10 8 6 4 2 0 M a jo r ity o f f r ie n d s p la y e d v id e o g a m e s

M a jo r ity o f f r ie n d s d id n ' t p la y v id e o g a m e s

According to Hyman, he would criticise functionalists such as Durkheim because he argues that society does not have one single social group. Indeed, he argues that society is fragmented into various social groups


(subcultures) which have their own specific set of norms and values. Therefore, Hyman would argue that the males within my sample all belong to similar social groups as they all share the same hobby. In order to test Hyman’s hypothesis, I decided to ask question 3 (Do most of your friends play videogames?). What I discovered was that all of my respondents had friends who played videogames (Figure 26). This therefore proved Hyman’s theory as being correct. However, (according to Hyman’s theory) if a distinct subculture did exist, than doesn’t that mean that the subculture’s distinct norms and values were imposed on everyone within the social group? In order to investigate this hypothesis, I decided to ask question 3a (If

Figure 2 7

‘Yes’, would you say that they have ever influenced your

15

Respondents

decision to purchase a games machine) to my respondents. 10

What I discovered was that my sample had not been

5

influenced by their subculture into purchasing a console

0

(Figure 27). Indeed, this is supported by Figure 19 which Ye s No

states that only 22% of my sample were influenced by their friends into purchasing a particular game.

Indeed, according to question 15 (If you hadn’t F ig u re 2 8

bought a games machine, would you consider

F e e l d e p r iv e d 9%

yourself to be deprived in any way?) I discovered that only 9% of my sample felt they would have been deprived if they did not have a videogame machine (Figure 28). This clearly contrasts with the idea that members of society strive to be

W o n 't fe e l d e p r iv e d 91%

accepted by their particular social group. Consequently, (in contrast to functionalists) the idea of social solidarity is a myth. Therefore in contrast to Hyman’s theory, a subcultures distinct set of norms and values does not always affect the members within the social group. Indeed, it can be argued that only a minority of members are affected by the norms and values within the subculture (i.e. conformity is not always automatic and therefore doesn’t fulfil the self-fulfilling prophecy). This clearly contrasts with functionalist theories which argue that subcultures contain value consensus.


EVALUATION I have carried out all the necessary research in order to carry out my hypothesis. AIM 1: The purpose of this aim was to find out as to what males achieved from playing videogames. According to my personal beliefs, it can be argued that the portrayal of violent or sexual themes isn’t the only reason as to why males are attracted to videogames. Consequently, Aim 1 was designed to investigate as to whether other factors led to the attraction of videogames. Indeed, in order to fulfil this aim, I used various questions (6a, 9a/b, 14 and 18) from my structured interview. What I discovered from my research was that males played for challenge (29.5%). I realise that 6a and 9a/b were slightly repetitive, however I believe that this was the most convenient method in order to ensure validity given the nature of my research (there is no way of telling as to whether any of my respondent were lying). AIM 2: The purpose of this aim was to investigate as to whether males were attracted to videogames because of their violent and sexual content. Using a variety of questions (such as 6, 8, 9, 11, 16aI, 17a, 17aI, 17bI and 18), I discovered that males were indeed attracted to videogames because of their violent and sexual content. Therefore, Aim 2 proves that my hypothesis is correct. Whilst I may have used a few too many questions to solve this aim, I believe this was necessary since Aim 2 was practically the bulk of my research. Also, the huge number of questions were necessary in order to maximise validity of my data. AIM 3: The purpose of this aim was to find out as to what extent videogames containing violent and sexual imagery featured amongst popular videogames. Using a variety of official statistics, I discovered that there had been an increase in videogames containing offensive material. Indeed, the results for this aim backed up my hypothesis since offensive videogames were the majority amongst popular videogames.. AIM 4: The purpose of this aim was to discover as to whether the media played a part as to why males played violent/sexist videogames. Using questions 12, 16aI, 16bI, 17aI and 17bI, I discovered that the media played a huge role in determining as to which type of videogame males would be playing. The results for this aim therefore support positivist theories which argue that the individual is controlled by the various institutions within society.


However, I may have been able to increase the validity of my findings for Aim 4 by adopting the research method of Content Analysis. However, I am aware that this would have resulted in research bias as I was intentionally looking for violence or sexism portrayed within the magazine. AIM 5: The purpose of this aim was to examine as to whether peer group pressure had any effect on the individual in their choice of purchasing violent/sexist videogames or machines which could play violent/sexist videogames. Using questions 2, 2a, 3, 3a, and 15, I discovered that peer group pressure had little or no effect on the individual. Indeed, I therefore reject the theories as put forward by the anti-positivists which argue that a person’s subculture acts to control them. Having completed my research, I now realise that I failed in achieving a reasonable sample of 20 individuals. Indeed, my sample only consisted of 11 people. Given the time allowance which I had, it can be argued that maybe 11 researches were adequate, however, in an ideal situation I would have interviewed a lot more males (i.e. 50+). The lack of researches obviously will have an effect on my project since the data I will have obtained will lack reliability. Whilst the size of the sample may cause problems in making the data representative, it can however be argued that my questionnaire made up for this by being very comprehensive. Indeed, I made sure that my research method would ensure maximum validity since I used ‘in-between triangulation’ and therefore asked similar questions. It can also be argued that I increased the validity of my research even further as I knew most of my sample (rapport). This is another advantage of using snowball sampling. My sample was also taken from only Croydon (Distinct set of norms and values – Culturally Specific). This means that my research can never be considered to be truly representative of male video gamers as it is an ethnocentric study. However, it can be argued that this was necessary as I possessed limited resources Consequently, if in ideal circumstances were I to possess adequate resources, I would have continued my research in other parts of England, as well as other societies such as Japan and America (both countries are the biggest markets for videogames). Given each society’s distinct set of norms and values, it would also have been interesting to find out as to whether the theory that males were attracted to violent or sexually explicit videogames was universal.


My study is also not very representative of the population as it doesn’t include females. If I were to redo my research, by restructuring my hypothesis, I would have changed it to ‘Is the games playing public attracted to videogames containing violent and sexual content’. Whilst males make up for 90% of the games playing public, females still act as a huge minority. Therefore, in order to increase the validity of my research I would have interviewed males (account for 90% of my research) and females (account for 10% of my research) and compared each genders results. I also do not take into account socio-economic factors such as class. I’m aware that each social class has its own distinct set of norms and values and by asking about a person’s class position, the subject may consider me as being rude. However, I may be able to redo my research if I carried out my research in all the city zones. Indeed, according to some sociologists, each city zone is populated by a distinct social class (inner city areas are populated by the working class whilst the middle class bourgeoisie live in the outer suburbs). However, I am confident about my choice of age range (16-20) for my sample since according to a leaflet ("A Parents' Guide to Computer and Video Games" – Nintendo / ELSPA), older players buy far more software than children. Just before I started my research, I realised that there was an acute shortage of relevant sociological sources which concentrated on videogames. Consequently, I was forced to adapt many existing sociological theories to suit my research (a form of reflexivity). Indeed, I am unsure as to whether the statements of various sociological studies presented in my research can be considered as the original sociologist’s conclusions. I am also aware that many sociological studies are dated. This may explain the reasons as to why there are not many main-stream studies which are about videogames. Another reason why there are a lack of relevant sociology studies is because videogames tend to be part of the ‘invisible culture’ and therefore receive little attention from the adult world (Provenzo – ‘Video Kids’). Indeed, Provenzo can be supported by the fact that most, if not all, sociologists are actually adults. Despite the problems of official statistics (as outlined in METHODOLOGY), the problems with my official statistics (videogame charts) are that they do not take into account sales from small vendors (definition of concept). Also, official videogame statistics fail to take into account second hand sales or sales from import games. Indeed, many die hard video gamers would only buy console games if they originated from either


America or Japan (NTSC) as these offer 17% more speed and contain no borders. Whilst die-hard video gamers only form the minority in the overall number of people who play videogames, they can however be considered to be a significant amount. Consequently, they can neither reveal the actual level of sales nor a perfectly accurate picture of patterns and trend. Indeed, it can be argued that videogame statistics are extremely unreliable since they do not take into all the factors outlined above (Carol Smart). Despite using a pilot study for my questionnaire (structured interview), during the course of my research I discovered that there were numerous aspects of my research method which could have been improved. One example being the organisation of the wording (especially for question 18 where the question of ‘sex’ was too ‘up-front’). Another example being questions 4 and 5 which initially I had planned for Aim 3 as part of ‘in-between methods’ triangulation but soon discovered that these questions were not useful in determining as to whether sexist videogame were ever popular amongst males since they catered for genre only and not title. Indeed, instead of adopting triangulation techniques, I had to adopt methodological pluralism. I also discovered that for certain sections of my questionnaire, I tended to receive a low response rate. One such section was question 16 which was designed to highlight the reasons as to why males played violent videogames. Instead of focusing on Grand Theft Auto, I should have focused on other violent videogame titles (such as the Mortal Kombat series) which were more established. However, whilst I may be disappointed with my choice of title for question 16, I’m quite proud of my choice of title for question 17 (Tomb Raider 1 or 2). Not only did I get a high response, I also believe it was the most suitable title for that question as it was the first commercially acceptable title to have started the ‘girl power’ revolution (i.e. leading women who were beautiful and of the wet dream type material) within videogames (‘Edge #52’ and ‘The Net 02/98’). However, I’m aware that Tomb Raider may have been an inappropriate title since it wasn’t sexually explicit. Indeed, compared to the amount of violence which my other title for question 16 (Grand Theft Auto) contained, the level of sexism contained in Tomb Raider was mild. Indeed, were I to redo my coursework, I would probably focus on the Leisure Suit Larry (15 rated) series or a new game by the title of ‘Game on Lula: the Sexy


Empire’ (18 rated). Indeed, according to the Sunday Mirror (15/02/98), Lula has already sold 90,000 copies in Germany. I’m also aware that by adopting structured interviews, my presence may have resulted in the respondent giving false information. However I had not other choice in the matter since I believe that I could not increase the wording structure within my questionnaire. I’m also aware that certain questions were either too direct or too sensitive in order for the respondent to answer truthfully. This I noticed occurred mostly at question 18 where the respondents had to grade as to how important the portrayal of ‘Sex’ or ‘Violence’ was (which were in contrast to other questions within my structured interview). Indeed, it can be argued that this reduced the validity of my results. I chose positivist (quantitative) methods as they were easy to replicate. This therefore increases the validity and reliability of my research since I can easily carry out my research in other societies. I’m aware that by concentrating on positivist methods, I totally neglected the interpretive aspect of my research. However, I don’t think that this is necessarily a disadvantage since anti-positivist methods often lead to ‘verstehen’ being made. However, by gaining verstehen, it can be argued that ‘true understanding’ can work against the researcher. In the case of Dobash and Dobash, it can be argued that by gaining verstehen, the Dobashs may also have been influenced in branding the family as the most violent social group for women. Indeed, they may have altered the course of their research by inflicting their opinions on the emotionally unstable women (the subjects were usually interviewed within a few days of them being admitted to the refugee camp). Indeed, doesn’t the fact that they interviewed women in the refugee camps (battered women will only be admitted if their case was very severe) act to determine their theory that the family is the most violent social group for women. Consequently, I would argue that the adoption of anti-positivist methods acts to increase research bias. But are violent (such as beat ‘em ups) and sexist (i.e. Tomb Raider) games really violent or sexist. Interactionists would argue that they are not since the definition (that they are violent or sexually explicit) often depends on the norms and values within that particular society. Britain in comparison with other societies (such as Japan) has stricter censorship laws. Indeed, it can be argued that many violent/sexual games are censored before they reach the British market (or never reach these shores). This therefore undermines my credibility of my research as it can be argued that the most ‘violent’ and ‘sexually explicit’ videogames are found in other societies such as Japan.


To conclude, in response to my hypothesis (Males [aged 16 to 20] are attracted to videogames due to their violent and sexual content), males are attracted to violent and /or sexually explicit videogames. However, my results show that there are various factors which contribute towards the popularity of violent/sexist videogames among males. According to my research, there is no evidence which supports the theory that group subcultures act to influence the individual. Indeed, I discovered that males were socialised by various institutions into seeking out violent and sexist videogames. Whilst males are attracted to violent/sexist videogames, marxists would argue that this is because they are socialised into doing so by certain institutions within society. Indeed, marxists would argue that a middle class conspiracy exists where certain institutions socialise males into playing violent or sexist videogames. Videogames, marxists argue create passiveness among working class youths by promoting a false sense of conscienceness. Indeed, this would encourage young working class males to remain in their social class (social mobility is forbidden by the capitalists). Whilst the new right argue that videogames are pathological, it can however be argued that videogames are the product of their beloved capitalism. By influencing even a few working class males into committing videogame related crimes, the working class are stigmatised (victim of negative labelling) by the ruling class as being the problem (underclass as argued by Murray). However, it can be argued that it isn’t the working class who are the problem, marxists would argue that the problem is the bourgeoisie for introducing videogames to the working class public.


BIBLIOGRAPHY The research material which I derived during the course of this coursework is as follows. (Please note, I have not included all the material since they were originally derived from the following material): •

Mind and Media

Edge

Computer and Video Games (CVG)

Playstation Plus

The Times

6.

The Guardian

(Newspaper)

7.

Sunday Mirror

(Newspaper)

Evening Standard

(Newspaper)

The Express

(Newspaper)

The Net

Sociology – Themes and Perspectives

Sociology Text Book

A Parents’ Guide to Computer and Video Games

Personality and Social Psychology Bulletin

Journal of Family Violence

(Patricia Marks Greenfield) (Magazine) (Magazine) (Magazine) (Newspaper)

(TV program) (Haralambos) (Giddens) (Nintendo and ELSPA)

THE PORTRAYEL OF TWO POPULAR GAMES WHICH DEPICT VIOLENT AND SEXUAL THEMES

An in-game scene from Grand Theft Auto. The scene shows you as the in game character running over a pedestrian.

A marketing technique for Tomb Raider. Lara Croft may be a resourceful and ‘brainy’ character, but the cynical can be assured that it wasn’t her intelligence that put her on the front cover of a laddish magazine.


QUESTIONNAIRE FOR 16-20 YEAR OLD MALES Greetings. My name is Azfar Shah and I am currently doing a sociological coursework on the reasons as to why people play videogames. I would be most grateful if you could spare a few moments of your precious time to participate in my research. I assure you that your comments and opinions will be treated in the strictest confidence. 1. How old are you?

16 19

( ) ( )

2. Whom do you mostly play videogames with?

17 20

( ) ( )

18

Yourself Others:

( ) ( )

( )

a) If with ‘Others’, why? _____________________________________________________________________________________________ _________________________________________________________________________ 3. Do most of your friends play videogames?

Yes ( ) No ( ) a) If ‘Yes’, would you say that they have ever influenced your decision to purchase a games machine. Yes( ) No ( ) I. If Yes, how? ______________________________________________________________________________________ __________________________________________________________________ 4. Which of the following genres did you enjoy when you first started playing videogames? (select all which apply) Shoot ‘Em Up ( ) Platform ( ) RPG Strategy ( ) Beat ‘Em Up ( ) Sport Driving ( ) Puzzle ( ) Flight Sim Other [please specify] _____________________ 5. Which of the following genres do you enjoy now? (select all which apply) Shoot ‘Em Up ( ) Platform ( ) RPG Strategy ( ) Beat ‘Em Up ( ) Sport Driving ( ) Puzzle ( ) Flight Sim Other [please specify] _____________________

( ) ( ) ( )

( ) ( ) ( )

6. What genre do you most prefer? _____________________________ • Why? _____________________________________________________________________________________________ _________________________________________________________________________ 7. What are your two most favourite videogames? a) ________________________________________ b) ________________________________________ 8. What genre do they belong to? a) ________________________________________


b) ________________________________________ 9. Please explain what you enjoy most about them? • __________________________________________________________________________________ __________________________________________________________________________________ • _____________________________________________________________________________________________ _______________________________________________________________________ 10. What was the last game you bought? ____________________________________ 11. What genre does it belong to?

___________________________

12. What factors mostly influenced your decision to buy the game? Magazine reviews ( ) Advertisement ( ) Favourite genre ( ) Price ( ) Recommendation by person ( ) Other [please specify] ____________________________ 13. Does the above factor often affect your decision to buy a particular videogame? Yes ( ) No ( ) 14. Briefly describe what you enjoy about the game. _____________________________________________________________________________________________ _________________________________________________________________________ 15. If you hadn’t bought a games machine, would you consider yourself to be deprived in any way? Yes ( ) No ( ) I. Explain. _____________________________________________________________________________________________ _________________________________________________________________________ 16. Have you played ‘Grand Theft Auto’?

Yes ( ) No ( ) a) If ‘Yes’, what is your opinion of the game? Very good ( ) Good ( ) Okay ( ) Rubbish ( ) I. What initially attracted you to the game? Violence ( ) Media interest ( ) Game reviews ( ) Other ___________________________ II. What do you most enjoy about the game? ________________________________________________________________________________ ________________________________________________________________________________ b) If No, how tempted are you to play the game? Very tempted ( ) Tempted ( ) Indifferent ( ) Not tempted ( ) I. If ‘Very tempted’ / ‘Tempted’, is it because of: Violence ( ) Media interest ( )


Game Reviews ( ) Other ___________________________ 17. Have you played ‘Tomb Raider’ 1 or 2?

Yes ( ) No ( ) a. If Yes, what is your opinion of the game? Very good ( ) Good ( ) Okay ( ) Rubbish ( ) I. What initially attracted you to the game? Lara Croft ( ) Media interest ( ) Game reviews ( ) Other __________________________ II. What do you most enjoy about the game? ________________________________________________________________________________ ________________________________________________________________________________ b. If No, how tempted are you to play the game? Very tempted ( ) Tempted ( ) Indifferent ( ) Not tempted ( ) I. If ‘Very tempted’ / ‘Tempted’, is it because of: Lara Croft ( ) Media interest ( ) Game Reviews ( ) Other ___________________________ 18. How important are the following variables in determining your choice of videogame? (Rate out of 3, where 3 is most important). Excitement 1( ) 2( ) Violence 1( ) 2( ) Sex 1( ) 2( ) Challenge 1( ) 2( ) Interaction 1( ) 2( ) Escapism 1( ) 2( ) Social activity 1( ) 2( )

3( 3( 3( 3( 3( 3( 3(

) ) ) ) ) ) )

Any further comments? ______________________________________________________________


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