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MARK D. GRIFFITHS
The introduction of video games has met with mixed reviews. In the US,
an ongoing debate focusing on the potential problems of video game play-
ing has been taken up by parents, politicians and social scientists. A num-
ber of the concerns that have been raised about the playing of video games
in the US are very similar to the concerns raised about the playing of fruit
machines (slot machines) in the UK. This paper attempts to put the on-
going US and UK amusement machine debates into an empirical per-
spective and attempts a comparative analysis of video games and fruit
machines by examining: incidence of play, sex differences and psycho-
logical characteristics of machine players, observational findings in arcade
settings, the alleged negative consequences of amusement machine play-
ing (i.e. increased aggression and addiction), and an appraisal of amuse-
ment machines positive aspects. Future directions and an expanded
version of Browns (1989) developmental model of a pathology of man-
machine relationships are also discussed.
INTRODUCTION
The introduction of video games has met with mixed reviews (Creasey
and Myers, 1986). In the US, an ongoing debate focusing on the potential
problems of video game playing has been taken up by parents, politicians
and social scientists (Greenburg, 1981; Mandel, 1983), however, as Anderson
and Ford (1986) point out, the debate has probably generated more heat
than light. It is interesting to note that many of the concerns raised about
the playing of video games in the US are very similar to the concerns
raised about the playing of fruit machines (slot machines) in the UK. Both
video games and fruit machines, which come under the generic label of
amusement machines, are potentially addictive, and have led to a num-
ber of allegations of delinquency (via dependency) including burglary,
AMUSEMENT MACHINES
cents. Since American adolescents have little access to fruit machines (i.e.
they are only found in licensed casinos where age admittance is a mini-
mum of 21-years-old) there are no incidence statistics. However, in the
UK, children and adolescents have ready access to both video games and
fruit machines. Table 1 outlines a comprehensive summary of UK re-
search studies on amusement machine playing in adolescence. Incidence
figures of amusement machine playing range between 13 per cent and 100
per cent depending upon the research methodology employed, and in nearly
all studies, males played upon both video and fruit machines significantly
more than females.
Sex differences
Regular
Sample size Played players
Researcher(s) Year Total Male Female Age (X) ( % ) Research methodology
Waterman and Atkin 1985 451 (not specified) l+l8 77 9 Questionnaire to schoolchildren
Huff and Collinson 1987 100 100 0 IS-21 35 (f.m.) 24 (f.m.) Questionnaire to juvenile
60 (v.g.) 27 (v.g.) offenders
Barham 1987 329 163 166 11-16 51 19 Questionnaire to schoolchildren
Ashdown 1987 71 40 31 11-15 70 (f.m.) 23 (f.m.) Questionnaire/Interview to
76 (v.g.) - schoolchildren
National Housing and 1988 9752 S184 4434 13-16 64 (f.m.) 14 Questionnaire to schoolchildren
Town Planning Council 52 (v.g.)
Spectrum Childrens 1988 2434 1223 1211 1I-16 8.7 (f.m.1 Questionnaire to schoolchildren
Trust !8
Home Office 1988 1946 960 986 l&16 13 (f.m.) 6 (f.m.) Questionnaire to schoolchildren
11 (v.g.) 10 (v.g.)
14 (both)
Wyatt 1988a 634 386 248 11-15 59 (f.m.) - Questionnaire to schoolchildren
Wyatt I9886 194 (roughly 11-15 84 (f.m.) Questionnaire to schoolchildren
50-50)
Beverle>- Area 1989 SO (not specified) 1120+ 94 90 Questionnaire/Interview to
Management Committee unspecified young people
Leeds Polytechnic 1989 576 (not specified) 11-16 39 (f.m.) 6 Questionnaire to schoolchildren
44 (v.g.)
Brown 1989 134 (not specified) 12-16 44 (v.g.) - Questionnaire to schoolchildren
Bentall, Fisher, Kelly. 1989 213 160 50 15-51+ 100 (f.m.) 41 (f.rn.J Questionnaire to fruit machine
Bromley and Hawksworth (3 unrecorded) players
Griffiths 1990 8 8 0 I9 100 (f.m.) 100 (f.m.) Interviews with addicted
(b; c) SO (\,&) fruit machine players
Griffiths 1990 50 39 11 I-l-21 100 (f.m.) 34 (f.rn.) Questionnaire/Interviews to
(a; b) 68 (v.g.) fruit machine players
Rands and Hwper 1990 2817 (not spccitird) I l-16 20 (f.m.) 9 Questionnaire to schoolchildren
23 (v.g.) I0
AMUSEMENT MACHINES IN CHILDHOOD AND ADOLESCENCE 57
lined, the fact that girls on average do not score as highly as boys could be
considered a discouraging factor in girls reluctance at playing video
games.
There has been very little systematic research into whether video game
and fruit machine playing are largely social or non-social activities.
Brooks (1983) reported that in a survey of Los Angeles video game play-
ers, less than half the time in the video arcade was spent actually playing
video games and therefore concluded that video game playing was to some
degree a social activity. Braun, Goupil, Giroux and Chagnon (1986) sur-
veyed 18 video arcades and reported that most of the activity that takes
place is solitary. Of 498 clients observed, 297 were alone, 60 were in couples,
1.5 trios, six were in foursomes and two in quintets. Dominick (1984) re-
ported that over a fifth (21 per cent) of males played alone but only a small
proportion of females (6 per cent) did similarly.
Silnow (1984) reported that video game players use the machines as
electronic friends. This assertion had been tested experimentally by
Scheibe and Erwin (1979) who studied the conversations of people with
video games while they were playing them. Out of 40 subjects, spon-
taneous verbalizations were frequent and recorded in 39 cases, averaging
one comment every 40 seconds. They reported widespread use of pro-
nouns for the machine, i.e. it hates me, hes trying to get me or you
dumb machine, but interestingly no use of the pronoun she. The re-
marks themselves fell into two categories-direct comments to the machine
and simple exclamations or expletives. Scheibe and Erwin concluded that
players were reacting to video game machines as if they were people. A
similar finding has also been reported by Griffiths (1989~) in a study of the
cognitive activity of fruit machine players.
Research into the social nature of fruit machine playing has suggested
that the more time and money an individual spends playing on a fruit ma-
chine the more likely they are to be playing on their own (e.g. NHTPC,
1988; Griffiths, 1990~). The Home Office (1988) described fruit machine
playing as a predominantly gregarious, peer group centred activity
(p.22) in which going to the amusement arcade was the central focus of a
social event. In a survey by Bentall, Fisher, Kelly, Bromley and Hawksworth
(1989) it was reported that most of their respondents visited amusement
arcades alone, however they did report that young males tended to go with
their friends. A recent survey by Rands and Hooper (1990) has suggested
that typical adolescent males tend to play alone whereas female adoles-
58 M. D. GRIFFITHS
cents tend tc play with their friends. However the one problem with the
findings on the social nature of fruit machine playing is that the data col-
lected were obtained employing retrospective questionnaires. Griffiths
(19893) in a summary of his own observational studies has concluded that
although adolescents may meet at the arcade, more often than not they
play alone.
tense or wound up, but were more relaxed once they had finished play-
ing. It was concluded that frequent video game use neither results in nor
relates to global psychopathology or social introversion and that video
game players are for the most part healthy adolescents. However, fre-
quent players were in trouble with the police significantly more than low
frequency players. However Kestenbaum and Weinstein argued there was
no evidence that video game use either causes or contributes to this delin-
quency.
From the sparse evidence outlined it would appear that video game
players seem to possess little in the way of a uniform personality, except
that it is not related to any major global psychopathology. The studies
outlined seem to suggest that video game players show higher levels of
minor delinquency than non- or less regular players, however, it has yet to
be ascertained whether video game playing either causes or contributes to
this finding.
One of the main concerns that has constantly been raised against video
games is that most of the games feature some form of aggressive meta-
phor, and this has led some people to state (without empirical evidence) that
children become more aggressive after playing such games (Koop, 1982;
Zimbardo, 1982). This issue has not however, been widely researched.
There is a much reported link between violence on television and violence
in childrens behavior, that is, those children who view television violence
subsequently show increases in their aggressive reactions (e.g. Berkowitz,
1970; Andison, 1977; Eron, 1982). Silvern, Williamson and Countermine
(1983~) have noted the similarities between television and video games;
both have entertainment value, violent content, and various physical fea-
ture similarities (action, pace and visual change).
Most video games are violent in nature and feature death and destruc-
tion (Dominick, 1984; Loftus and Loftus, 1983). In a survey reported by
Bowman and Rotter (1983), 85 per cent of video games that were exam-
ined (n=28) involved participants in acts of simulated destruction, killing
or violence. Little is known about the possible long term effects of playing
violent video games, but great concern has been raised that video games
may have a greater adverse effect on children than television because of
the childs actiwe involvement. Television is only a passive, one way com-
municative medium (Bowman and Rotter, 1983). Greenfield (1984) has
further pointed out that children prefer video games over television be-
cause there is greater control.
Table 2. Summary of published studies on video games and aggression in children
Dominick 1984 250 l Oth-11 th grade Questionnaire Significant relationship between video
game playing and aggressive delinquency
Kestenbaum and Weinstein 1984 208 11-14 years Questionnaire Aggressive videos have a calming effect
Eysenck short form
Extroversion and
Neuroticism Scale
(1958)
Singer and Antrobus
Day Dreaming Scale
(1970)
Graybill, Kirsch and Esselman 1985 116 2nd-6th grade Rosenzweig P-F Study Fewer defensive fantasies; more assertive
(1978) fantasies
Cooper and Vlackie 1986 84 4th and Observation of free play Girls increase in aggression. No effect
5th grade in boys
Anderson and Ford 1986 60 Undergraduates Multiple Affect Higher aggression video games increased
Adjective Checklrst hostility
Silvern and Williamson 1987 28 4-6 years Observation of free play Increase in aggression
Graybill, Strawniak, Hunter and 1987 126 2nd-6th grade Rosenzweig P-F Study No increase in aggression
OLeary Response Hierarchy
Measure
Pushbutton behavioural
Measure
Winkel. Novak and Hopson 1987 56 8th grade Heart Rate/Role Play No increase in aggression
Schutte, Malouff, Post-Garden 1988 31 5-7 years Observation of free play Increase in aggression
and Rodasta
AMUSEMENT MACHINES IN CHILDHOOD AND ADOLESCENCE 61
when asked to think aloud while playing, however these verbal outbursts
are probably context specific (i.e. occurring only when playing a fruit ma-
chine). Much research needs to be done before a link can be established
between fruit machine playing and aggression.
Dependency sign
Heav)
Using Truanq playing Irritable
Borrowing lunch from (four or more if not Chasing
Iey money Stealing school/job times week) playing
Researchers Year ( %r) ( %) ( W,) ( %) (4,) (/o)
~___
Huff and Collinson 1987 - 28 18 -
*May hare only happened once; **from family members; *from outside farnil!
AMUSEMENT MACHINES IN CHILDHOOD AND ADOLESCENCE 65
AMUSEMENT MACHINES
Positive aspects
give children and adolescents a sense of confidence, and equip them with
computer related skills for the future, a connection that has also been
echoed by Loftus and Loftus (1983). Although these authors support the
educational use of video games, it must be pointed out that they have not
voiced their open support for arcade video game machines per se.
One area in which there is a growing use of video games is in the testing
of skilled motor performances (Nawrocki and Winner, 1983). The Perform-
ance Evaluation Tests for Environmental Research (PETER) project has
already demonstrated that some electronic video games are reliable and
valid measures of psychomotor skills (Carter, Kennedy and Bittner, 1980;
Jones, 1981). It has also been reported that the US Army uses video games
to train gunners (Trachtman, 1981) and that US Navy officials have fre-
quented video arcades to recruit trainees with the promise that the US
Navy has more games with better quality on offer (Soper and Miller, 1983)!
Video games are also employed in therapeutic contexts (Leerhsen,
Zabarsky, and McDonald, 1983). For instance, video game therapy has
been used by Lynch (1981; 1983) f or various types of disorders (e.g.
stroke patients). Not only can video game performance be compared be-
tween patients and normals, but playing video games can be used as a
training aid to some cognitive and perceptual-motor disorders.
Supporters of amusement machines argue that both video game and
fruit machine playing promote social interaction and growth (Favaro,
1982; Home Office, 1988). Fruit machine playing is about risk taking,
thrills, and excitement, emotional highs and lows, and requiring the re-
spect and admiration of ones peers. And it is also about testing the
boundaries of right and wrong, expressing ones emerging independence
to the outside world, and ultimately, reaching towards adulthood (Home
Office, 1988, p.35). It has also been argued that the aggressive content of
video games actually allows the players to release their stress and aggres-
sion in a non-destructive way and has the effect of relaxing the players
(Bowman and Rotter, 1983; Kestenbaum and Weinstein, 1985). Further
theraputic effects of video games that have been cited include increased
hand-eye coordination, attention span and motivation (Butterfield, 1983),
the enhancement of cognitive skills (Greenfield, 1983), a sense of mastery,
control and accomplishment (Anderson and Ford, 1986) and a reduction
in other youth problems due to the addictive interest in video games
(Anderson and Ford, 1986)!
Future directions
Interest in the topic of video games and fruit machines is growing but
there is little survey data, and much of what has been written could best
AMUSEMENT MACHINES IN CHILDHOOD AND ADOLESCENCE 67
If a player answers yes to four or more of the above questions s/he is probably an amuse-
(US) (UK)
f t
ACKNOWLEDGEMENTS
The author would like to thank the Economic and Social Research Council
for funding this work through a Research Studentship Grant. The author
would also like to thank Stephen Lea and Paul Webley for their help in
the preparation of this manuscript.
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