ICTORIA TAPLIN of Chevy Chase, Md., has
struggled for years with the question of whether to let her two
sons, Russell, 11, and Paul, 8, play video games.
Ms. Taplin's concerns have traversed miles of psychological
terrain mapped closely to what she has heard and read over the
years: Games encourage obsessive behavior and rob boys of time for
homework and other activities like sports and music; boys who play
video games become socially isolated, their only friends existing on
a computer screen. Her worst fear? That violent games might somehow
bring out aggressive, even violent, impulses in her sons.
Although she has read about a report from researchers at the
University of Rochester that playing action video games can have a
positive effect by improving visual attention skills, Ms. Taplin
remains wary.
"The increased peripheral vision business is fine," she said of
the study, which was published last week in the journal Nature. "But
it doesn't address my concerns about violence and what happens to
their attention span."
Ms. Taplin continued, "With all those images that flicker and
flash, how will they be able to sit down and work with something
that takes time to understand?"
Being a parent has never been easy, and armfuls of literature on
the topic of video games aren't making it any easier. Sorting out
the debate about the effects of electronic games on children and
deciding on a set of guidelines can be an endless, and thankless,
task.
Even experts disagree. One prominent group consisting mainly of
censorship opponents has said that much of the research that links
video games to violent behavior is flawed; it joined a court fight
against a St. Louis law that barred minors from buying or renting
violent games. The law was overturned by a federal appeals court on
Tuesday.
News reports haven't always been helpful. Much of the news
coverage of the Rochester study focused on the fact that a game used
in the experiments was Medal of Honor, which requires players to
kill or maim enemies. But the study's co-author, Daphne Bavelier, an
associate professor of brain and cognitive sciences, said those
reports were misguided.
"I'm just pulling my hair," said Dr. Bavelier. "It's not about
the killing." Nonviolent games would have worked for the study, she
said, as long they demanded quick reflexes and pinpoint
accuracy.
In the face of contradictory, inconclusive or just plain
confusing evidence, some parents, like Ms. Taplin, agonize over what
limits to set. Others agonize less, but are not always comfortable
with what their children are doing or might be doing. Many parents
rely on their own instincts and their knowledge of their children to
set limits and construct rules.
"Parents are the best judges of their children and what they can
handle," said Stephanie Greist, communications director for the Free
Expression Policy Project, a nonprofit research group in New York
that opposes censorship of media violence.
For some parents, the latest study was reassuring, if only in a
fleeting way. Deborah Jospin, a friend of Ms. Taplin's who lives in
Chevy Chase and has a consulting practice working with nonprofit
organizations, said she and others in her circle of friends who
struggle with the video game issue felt temporarily "forgiven" last
week when they heard there were some benefits to video game
playing.
"Everyone was saying, 'Phew, there's some value, they're not just
a mindless, ridiculous waste of time,' " said Ms. Jospin, the mother
of two boys, Jonathan and Matthew Dutko, 10 and 8. At the same time,
she said, "we all sort of laughed about it, because they'll be
trained to look out of the corner of their eye for someone with a
gun."
Patricia Greenfield, a professor of psychology at the University
of California at Los Angeles and director of the Children's Digital
Media Center there, said the Rochester study corroborated work that
she and colleagues published in 1994. "The cognitive effects are
clear," she said. "Video games develop selective visual attention
such as skill in monitoring more than one location
simultaneously."
Professor Greenfield emphasized that nonviolent video games can
develop the same visual skills. "Just because a violent game
develops visual skills doesn't mean a parent would want their child
to play, because it can also stimulate aggression and hostility,"
she said.
Richard Maddock, a psychiatrist at the University of California
at Davis whose 13-year-old son plays video games, follows literature
on the subject and read the article in Nature.
"I thought the results were persuasive and made a good case that
certain kinds of skills are improved by these video games," Dr.
Maddock said. "I don't find it surprising, because most mammals play
when they're young, and the purpose of that is the acquisition of
skills they're going to need to survive as adults."
Lee Stremba, a lawyer who lives in Manhattan with his wife and
two children, ages 5 and 12, said he found the study
thought-provoking.
"I think the games can have a favorable impact," Mr. Stremba
said. "We stay away from games of violence, but when it's not games
of violence, I do think they get some benefit from games that
require hand-eye coordination. I find it pretty amazing what little
kids can do with these complicated games."
For many parents, the latest study won't do much to change the
limits they've spent years working to establish. Dr. Maddock, for
example, has worked out a complex set of time restrictions,
confining game time to two hours a day and using the games as an
incentive to finish homework. His 13-year-old son, Michael, does not
own a game device and plays all his games on the family computer.
The time restriction is essential, said Dr. Maddock, who worries
about what Michael would do if given his druthers. Without the time
limit, "he would choose playing video games over almost any other
activity," he said.
"For me," Dr. Maddock said, "the risk of the games is that they
are so compelling that a child, if left to his own devices, might
fail to play in other ways and fall behind in the acquisition of
other kinds of skills."
Ms. Taplin and her husband have set strict conditions on
Russell's video game playing.
For years, despite Russell's pleas, Ms. Taplin resisted buying
him a video game machine. She finally "caved," as she put it, when
Russell turned 10 and he was the only one in his peer group without
a machine.
"They love going to each other's houses, and I didn't want my son
to be the only one who didn't have video games," said Ms. Taplin. "I
didn't want him to be an oddball child, marginalized socially." The
first purchase was a Nintendo.
Now the family owns a GameCube.
When they bought Russell the Nintendo, Ms. Taplin and her
husband, Ben Delancy, both lawyers, drew up a contract and had
Russell sign it. An excellent student, the boy agreed that he would
not let his grades falter. If they did, he agreed, the games would
be taken away. He also agreed to respect time limits set by his
parents.
Ms. Taplin said there are also restrictions against acquiring
games that contain killing and other graphic violence. She said she
paid attention to the ratings on a game: she will not buy it unless
it is rated E for everyone, meaning the game is for ages 6 and up.
"I go for anything under T," she said, referring to games considered
suitable for teenagers.
Yet even the E-rated sports games she allows her children to play
emphasize violence. The Delancy boys' collection includes Blitz
2002, a football game with more than the usual amount of tackling,
and Soccer Slam. The latter, said Andy Reiner, executive editor of
Game Informer Magazine, "is more like 'American Gladiators' playing
soccer.''
Ms. Taplin said her children sometimes traded games at school.
"Sometimes I find these T-rated games in my house that I haven't
bought," she said. "I should be cracking down on this a little bit
more."
Furthermore, she said, "My husband is a little hard to control.
Sometimes he lets them rent games with little figures on top of
buildings trying to shoot each other off." One is Super Smash Bros.
Melee, a T-rated game in which characters battle with swords and
laser guns.
Ms. Jospin and others said they could not keep tabs on what their
children did at friends' houses. "We've all been trained to ask if a
friend's parents have guns, but it's kind of invasive to ask the
friend's parents, 'And what kinds of video games will they be
playing?' " said Shirley Sagawa, Ms. Jospin's business partner, who
lives in Alexandria, Va., with her husband and three sons, ages 3, 8
and 10.
Enforcing the rules even at home can be tricky. Russell Delancy
has a computer in his room but no Internet connection, and he
frequently uses his mother's PC to go online to chat with friends.
A couple of weeks ago, Ms. Taplin said, she came home and found
Russell and a friend in her office using her computer. "I saw a lot
of blood," she said. "Someone had just been shot. It was a violent,
awful image." She ordered them off the computer immediately. "Since
then, I've been watching more closely," she said.
Although they might not be well versed in the particulars of the
video games their children play, many parents strive for a general
balance in a child's day.
"Parents need to think about what is being displaced when kids
play video games, and balance any possible improvement in visual
attention with that," said Jeanne Funk, a professor of psychology at
the University of Toledo who has conducted several studies on the
effects of video game violence.
Although experts continue to disagree on the long-term effects of
violent video games, Dr. Funk said that her research suggests that
immediately after playing a violent video game, people have more
aggressive thoughts, feelings and behaviors.
"That doesn't mean they're going to go out and shoot somebody,
but it might mean that they're going to be meaner to the people in
their life and that they're going to look for the negative," Dr.
Funk said.
This certainly proved to be the case for Costas Stavrou, an
appliance repairman in Minneapolis who for years would not let his
two sons, Geovanni, 14, and Johnny, 11, own a Playstation.
Eventually, though, for Christmas in 2000 he and his wife gave in,
figuring that at least if the children played at home and not at
friends' houses, they could be monitored. One of the first games
they got was a James Bond game.
The results were not pleasant. Mr. Stavrou noticed that each time
the boys played, they fought with each other. Johnny grew especially
aggressive, Mr. Stavrou said. "It's like he turns into the character
of whatever games he's playing," he said.
After a few weeks, the Stavrous started to limit the boys to no
more than 30 minutes at a time and an extra half-hour if they read
for 15 minutes beforehand. The boys no longer play shooting games he
said, only car racing and sports games.
"Once we put a limit on that stuff, it's been helping with
Johnny's behavior," Mr. Stavrou said.
To provide balance in her children's lives, Ms. Sagawa of
Alexandria said she and her husband employed a "keep them busy"
strategy, with enough sports and homework to keep the children's
minds off the games. Ms. Sagawa said she has found games useful as
both incentive and punishment.
"They're too little to take the keys to the car away," she said.
"But you can take away the Game Boy."
Others cope by banning video games altogether. Joseph Gault, a
6-year-old in Palo Alto, Calif., is not allowed to play video games,
even at friends' houses. Instead, he is encouraged to read comic
books. His father, Nick Gault, said he was comfortable with that
decision. "You do see the natural interest in anything violent, but
there are so many enjoyable means of media available that just not
providing that doesn't seem like we're depriving him of anything,"
he said.
Somehow, though, when Joseph accompanies his father to Best
Buy, he knows how to play the video games. "He's picking it up
from somewhere," Mr. Gault said.