Final Project Report to the Office of Juvenile Justice and Delinquency Prevention Effects of violent game content on youth behavior Grant # 2003-JN-FX-0078 Project period: 10-1-03 to 9-30-05 Principal investigator: Cheryl K. Olson, M.P.H., S.D. Awarded to: Massachusetts General Hospital, Department of Psychiatry, Harvard Medical School Center for Mental Health and Media Final report date: January 27, 2006 January 2006 – Page 2 Table of Contents I. Summary of project II. Youth survey III. Parent survey IV. Focus groups – parents V. Focus groups – boys VI. ERP experiment VII. Game developer survey VIII. Game ratings IX. Review of recent U.S. legislation to limit access of minors to violent games X. Preliminary recommendations for education and policy XI. Some recommendations for future research Appendix 1. Youth survey instrument 2. Parent survey instrument 3. Game developer survey instrument Senior project staff Cheryl K. Olson, S.D. (study principal investigator)
[email protected] Armand M. Nicholi Jr., M.D. (executive investigator) Lawrence A. Kutner, Ph.D. (investigator) Eugene V. Beresin, M.D. (investigator) Dorothy E. Warner, Ph.D. (research associate) Spencer Lynn, Ph.D. (research associate) Jason Almerigi, Ph.D. (statistical consultant) Danielle DeLuca (grants manager) MGH – HMS Center for Mental Health and Media January 2006 – Page 3 I. Project Summary Video games—whether played on computers, game consoles, or in arcades—have evolved over the past quarter century from simple ping-pong or shooting games into elaborate interactive entertainments, with intricate plots and realistic graphics. Because of increased availability and falling prices, PCs, game consoles and handheld game systems are now found in most American homes.