Gaming Research Outcomes for the Past 20 Years
People are staying in and consuming media. We have been led to believe that violent games ‘make kids violent’ and, with a 35% increase in game sales and a spike in Call of Duty gaming during the pandemic, are we seeing the sorts of increases in violence that this relationship would predict?
There is also a push to identify ‘extremely violent’ media as separate from, and having different consequences to, ‘normally violent’ media. Further, there are groups who argue that violent gaming negatively impacts attitudes towards women. Are these concerns justified?
The gaming industry has moved from a pay-per-game model to a free download and in-game model of income. There are anecdotal data that people are also playing for longer when they play. In effect, players are experiencing greater exposure to in-game violence and in-game monetisation mechanics. Is this a problem?
This panel comprises some of the world’s leading gaming researchers to discuss and debate these issues.
Chris [Professor, Stetson University, USA], Grant [Professor, Griffith University, Aus], Aaron [Senior Lecturer, Massey University, NZ], Lindsay [Knight Chair of Interactive Media, University of Miami, USA], Jim [Senior Lecturer, University of Tasmania, Aus], Julia [Assistant Professor, Erasmus University Rotterdam, NLD]