Dr. Kimberly Thompson spoke before the Senate on the topic of video game violence. Herself and her team put together a method of judging violence in video games…a deeply, DEEPLY flawed method.
Dr. Thompson was taking 90 minutes of gameplay from a various game, and averaging that with the number of minutes within that time period that were spent completing or watching “violent acts”. Who determines these violent acts? Well Dr. Kimberly Thompson and her team of course!
Just take a look at this link to understand how flawed this gogic really is
http://nintendo.about.com/od/gamingpolitics/a/pacmanvszelda.htm
If you don't want to click on the link I'll sum it all up for you
In July of 2006, Dr. Kimberly Thompson testified before the U.S. Senate about the effectiveness of video game rating systems. In one of the chief studies she cited in her testimony, Thompson lists the classic arcade version of Pac-Man as being 62% violent. In the same study, Dig Dug is 67% violent, Ms. Pac-Man 54.3%, Q*bert 33.5%, and Centipede 92.6%.
The problem with trying to objectively identify violence in games is that violence is a subjective measure. For example, is shouting violent? Pushing each other in a game of tag? Accidentally breaking someone's leg in a game of football? Wrestling? Is realistic violence more violent than cartoon violence? Asking around you find quite a range of what is considered "violence". Thompson's study is not particularly note-worthy because it has a measurement of violence that doesn't match the average American family. If you were to label the arcade version of Pac-Man as 62% violent instead of the ESRB rating E it wouldn't be more informative for consumers. In fact, it would be using a scale that most consumers disagree with.
Yet this is the research being presented to our lawmakers as justification for revamping the ESRB rating system.
Kimberly Thompson defined violence as, "acts in which the aggressor causes or attempts to cause physical injury or death to another character." In the study, "character" was widely defined, which is how ghosts in Pac-Man can be considered characters, even though they don't technically ever die (they return to their home and put on new sheets). Also, the length of each violent act was recorded and compared to the total length of time each game was played, which was 90 minutes per game. So, the 62% violent Pac-Man means that, according to their standards of violence, you spend 56 minutes out of every 90 engaging in violence. In Mario, this includes jumping on the heads of enemies. In Lego Racers it involves attacking the other Lego players.
Edited by J_Hibiki on August 18, 2006 at 1:07:37.
87.4% of all statistics are made up on the spot.
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