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12 commentsThursday, September 18, 2008

Pew: Games Make Good Citizens

Not violent, awkward nitwits

Whenever some kid loses his mind and commits a heinous, deadly crime, the media and so-called experts start digging through the kid’s video game stash. Voila, Grand Theft Auto, case closed, the video game made him do it. Some research (wow, real research?) from Pew Internet goes against that mindset, suggesting kids learn valuable civics lessons from playing games, and just like another activity no one wants to admit, everybody does it.

Okay, all but three percent in Pew’s survey of 12-17 year olds didn’t play video games, online or off, mobile or immobile. I’m guessing their parents think video games lead to violence, or worse, probably sex. I have no data to back that last part up. But I think a number like 97 percent should be pretty compelling evidence against the violence theory; surely if all the kids are playing, not all the kids are shooting up their schools, right?

Not even 50 percent.

Or ten.

Or even one percent.

Every generation needs their satan to strive against. In the Fifties it was Elvis. The Seventies had Ozzie. My crew had Garbage Pail Kids and Twisted Sister.

Anyway, not too long ago Susquehanna predicted in-game advertising would grow 70 percent year-over-year to reach $1 billion. That may be set to increase even more in light of the news that pretty much the whole of the next generation of spenders are playing games. Gaming sites are the social networks of the next generation, and it might be a good idea to start learning how that generation thinks.

The Pew report offers a surprise to anyone with experience raising teenagers, and that is that, yes, they actually do think, and probably very differently. Ninety-nine percent of boys and 94 percent of girls play video games, most of them within the racing, puzzle, sports, or action and adventure categories. The typical teen plays five different types of games, and 40 percent play eight different types.

And they probably do it while texting and tweaking their MySpace account.

Three quarters play with others some of the time, 82 percent play games alone occasionally, and about two thirds play with other teens in the same room. Almost a third of them play games intended for older players, including those marked as Mature or Adults Only. Twelve year-olds do this as much as 17 year-olds. 

“The stereotype that gaming is a solitary, violent, anti-social activity just doesn’t hold up. The average teen plays all different kinds of games and generally plays them with friends and family both online and offline," said Pew’s Amanda Lenhart. “For most teens, gaming runs the spectrum from blow-‘em-up mayhem to building communities; from cute-and-simple to complex; from brief private sessions to hours long interactions with masses of others."

It’s these “hours long interactions with masses of others” that are teaching our kids about society, and it’s their diversity of interests that should get the online marketer’s attention. Let me take down another stereotype: Video games make kids vapid zombies. Not true. Over half of gamers play games that force them to consider moral and ethical issues; 43 percent play games where they practice decision-making in a virtual communities, cities or nations; 40 percent report learning about social issues. These reports were made by teens across all demographics, regardless of family income, race, and ethnicity.

Again: the whole of this generation is playing games and learning to make judgments on the consequences of the future, the latter of the two something very difficult for the teenage mind to consider. (Please no angry teenage comments about that. There’ve been studies, not that we need them to know teens are impulsive. It’s an evolutionary survival thing.)

The Pew report reminded me of a conversation I had with my 15-year-old stepson. In early August—when we were on the brink WWIII remember?—and the conflict between Georgia and Russia erupted, I explained the best and simplest I could the complex geopolitical situation

“Oh,” he said. “Just like in Mass Effect.”

It bodes well for society, I think. I hope. And, to all you communication professionals out there, reaching this group effectively with any type of message in the future is going to have to be reflective of the world as they know it, and they know it as a world bombarded by messages, usually conflicting ones. Understanding them now is understanding your next generation of consumers, citizens, and – dare I?—world changers.
 

News Tags: Social Media, Technology

Wow.

I don't think I've ever read an article that defies everything stereo-typical parents and politicions think about video games. Well written Jason!

 

My parents are the 'type' (for lack of a better word,) that understand this, and think that its fine for me to play games as much as I want, under the terms that I do well in school and never drop out as well as doing physical activities.

 

Thanks, I will surely be getting as many people as I can to read this!

 

Liam.

In the last century,

back in 1978, I spent a day at the local shopping mall to avoid a tiny difference in opinion of the teenage type with my parents. There, at the mall, I found one of the first TRS-80 machines unattended and spent most of the day trying to figure out, what this thing can do.

Later a neighbor found me and dragged me home. My parents were all prepared for the next round with the stubborn kid, only to discover that the kid had dismissed the matter as unimportant already. Getting a computer was now the important question, nothing else.

Big surprise, the answer was 'no' and it came down to me getting myself a cheap kit and building my own computer. And to do what with it, once it worked? Solve complex equations? Do homework?

Riduculous. I programmed games and played them with other kids when they came for a visit. With those 64 x 32 pixel (!) graphics, my parents did not worry much about violence. But they certainly did not really know what to think of all this and perhaps even today are still a bit clueless. They grew up without computers and until today never needed them for anything. And looking at the pace with which computer technology has advanced since then, each generation of parents has been almost at the same disadvantage.

As for the violence - here in Germany young men usually are drafted into the army just after they leave school. The same politicians who blame computer games for practically everything also considered it perfectly fine to hand me a uniform and an assault rifle and to teach me how to use it. Now which one of those two things might better enable me to do some real violence?

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