All work and no play?
David Nichols,
Tom Farrand,
Tom Rowley and
Matt Avery
Chapter Chapter 4 in Brands & Gaming, 2006, pp 43-52 from Palgrave Macmillan
Abstract:
Abstract So said Democrat senator Hillary Clinton in a speech to a US child-care symposium in early 2005. She was talking about Grand Theft Auto, an 18-rated game in which players can peddle drugs, steal cars, and shoot people as they negotiate the mean streets of LA with the goal of becoming a top gangster. It might sound like the kind of material that most upstanding parents wouldn’t want their darling teenage sons and daughters to be viewing on their computer screens. But does Grand Theft Auto really pose a threat to the “moral health” of its many millions of players, as the former First Lady would have us believe? Does stealing a car in a video game make you more likely to do so in real life? Does virtual violence really make people more aggressive away from the screen? … Or could the complete opposite be the case? … Or, indeed, might it have absolutely no effect on the player’s “real life” behavior whatsoever?
Keywords: Gaming Experience; Violent Game; Real Friendship; Grand Theft Auto; Virtual Friend (search for similar items in EconPapers)
Date: 2006
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Persistent link: https://EconPapers.repec.org/RePEc:pal:palchp:978-0-230-28657-3_4
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DOI: 10.1057/9780230286573_4
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