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Ryan Giviens

Renee Hobbs

Children in Media

28 September 2012

                                      Assignment #3

       Can a child tell the difference between a game and reality, between what exists only

in pretend and what exists in the physical realm? In many cases, I do believe that the

answer is yes. However, what happens when a game becomes a representation of reality, or

at least something that can occur in the physical world? These are the types of questions

that come to mind when I consider how children consume media and how they respond to

its evolution over the years.

       When I was only in middle school, around the age of ten, I invested a large quantity

of my time in video games. The Nintendo 64 game console had just been released a few

years before and I was absolutely addicted. I remember one of my favorite games being

Mario Party, in which the players were presented with the options of single or multiplayer

modes. One choice allowed up to four controllers to play against each other in a battle to

win the most mini games and earn the most stars while the other permitted the use of only

one controller so that one person could beat mini game levels to win the game. I would let

hours pass without stopping and I thought nothing of it. The game was just a game that I

enjoyed playing and I was quite aware that, unfortunately, nothing existed in real life that

was even remotely similar to this game.

       Today, I look at the top grossing video games and I am a bit shocked as to what

media in which children spend their time engaging. Nearly every best seller is a first person
shooting game, one of the most popular being Halo. Since the original game was released,

over half a dozen sequel versions have been produced and put on the market. This game is

only one of many first person shooting games that are most commonly rated MA for

mature. However, it is not only adults that purchase and play these games. Statistics show

that adolescents still make up at least one quarter, and likely more, of the video gamer

population. Most often, they end up buying into the same gaming media that the older

markets play.

       Clearly, there are a multitude of differences between both the games and the

markets of the past and present. During my childhood, the vast majority of video games

were based upon fanciful ideas that did not closely mirror reality. The only market for

these games were children my age because the technology was so new and could only

appeal to the small age bracket that could learn how to use it. Contrastingly, today’s video

games transcend all age brackets and consist of much more lifelike graphics and situations.

Due to the higher concentration of technology comprehension in the digital age, anyone can

understand gaming systems, games themselves, and the concepts that they introduce.

Although many games still embody the original ‘harmless innocence’ of this particular

media, many make apparent a presence of serious issues. Demonstrations of violence, war,

theft, and uncontrolled driving are just a few examples of the many problems that these

games so carelessly expose to children.

       Research proves that these violent games that are being mass marketed today do

have a strong influence on younger gamers. If the game condones fighting then the children

are inclined to imitate what is occurring on the screen in real life. However, where is the

line drawn between what they feel they must imitate and what they know cannot be done?
When I was a young gamer absorbed in my Mario Party, I was aware that it was only a

game and could not be replicated in real life. I do not believe that any game on its own had

an affect on my behavior or value system. I can infer, though, that playing video games in

general instills in children a sense of ‘passion’ that does not exist in the real world. Were I

ever to lose any game, I would throw a fit and become very angry at the game, even

knowing that it was only a machine.

       There is a noticeable pattern between violence and video games in general; the

matter of whether or not the content alone is a determining factor may still not be settled.

Blatantly pretend content did not make me violent but the games and the system

themselves did. However, since such lifelike content did not exist when I was younger,

there is no way to compare them in a controlled manner. I believe that what is most

important is recognizing that the vast majority of video game content has taken a drastic

shift from make believe to a realistic realm and that regardless of the target audience,

children will engage in video gaming media: as long as they can get their hands on it, it is

made for them.




                 Mario Party – 1998                                Halo 4 – 2012

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Ryan Giviens Assignment #3

  • 1. Ryan Giviens Renee Hobbs Children in Media 28 September 2012 Assignment #3 Can a child tell the difference between a game and reality, between what exists only in pretend and what exists in the physical realm? In many cases, I do believe that the answer is yes. However, what happens when a game becomes a representation of reality, or at least something that can occur in the physical world? These are the types of questions that come to mind when I consider how children consume media and how they respond to its evolution over the years. When I was only in middle school, around the age of ten, I invested a large quantity of my time in video games. The Nintendo 64 game console had just been released a few years before and I was absolutely addicted. I remember one of my favorite games being Mario Party, in which the players were presented with the options of single or multiplayer modes. One choice allowed up to four controllers to play against each other in a battle to win the most mini games and earn the most stars while the other permitted the use of only one controller so that one person could beat mini game levels to win the game. I would let hours pass without stopping and I thought nothing of it. The game was just a game that I enjoyed playing and I was quite aware that, unfortunately, nothing existed in real life that was even remotely similar to this game. Today, I look at the top grossing video games and I am a bit shocked as to what media in which children spend their time engaging. Nearly every best seller is a first person
  • 2. shooting game, one of the most popular being Halo. Since the original game was released, over half a dozen sequel versions have been produced and put on the market. This game is only one of many first person shooting games that are most commonly rated MA for mature. However, it is not only adults that purchase and play these games. Statistics show that adolescents still make up at least one quarter, and likely more, of the video gamer population. Most often, they end up buying into the same gaming media that the older markets play. Clearly, there are a multitude of differences between both the games and the markets of the past and present. During my childhood, the vast majority of video games were based upon fanciful ideas that did not closely mirror reality. The only market for these games were children my age because the technology was so new and could only appeal to the small age bracket that could learn how to use it. Contrastingly, today’s video games transcend all age brackets and consist of much more lifelike graphics and situations. Due to the higher concentration of technology comprehension in the digital age, anyone can understand gaming systems, games themselves, and the concepts that they introduce. Although many games still embody the original ‘harmless innocence’ of this particular media, many make apparent a presence of serious issues. Demonstrations of violence, war, theft, and uncontrolled driving are just a few examples of the many problems that these games so carelessly expose to children. Research proves that these violent games that are being mass marketed today do have a strong influence on younger gamers. If the game condones fighting then the children are inclined to imitate what is occurring on the screen in real life. However, where is the line drawn between what they feel they must imitate and what they know cannot be done?
  • 3. When I was a young gamer absorbed in my Mario Party, I was aware that it was only a game and could not be replicated in real life. I do not believe that any game on its own had an affect on my behavior or value system. I can infer, though, that playing video games in general instills in children a sense of ‘passion’ that does not exist in the real world. Were I ever to lose any game, I would throw a fit and become very angry at the game, even knowing that it was only a machine. There is a noticeable pattern between violence and video games in general; the matter of whether or not the content alone is a determining factor may still not be settled. Blatantly pretend content did not make me violent but the games and the system themselves did. However, since such lifelike content did not exist when I was younger, there is no way to compare them in a controlled manner. I believe that what is most important is recognizing that the vast majority of video game content has taken a drastic shift from make believe to a realistic realm and that regardless of the target audience, children will engage in video gaming media: as long as they can get their hands on it, it is made for them. Mario Party – 1998 Halo 4 – 2012