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DiGRA
Schott and van Vught's study challenges the reliance of public and policy debates on preconceived assumptions about digital games, arguing instead that understanding comes from actual play. Prompted by the New Zealand Classification Office's 2009 research on X-Men Origins: Wolverine, the authors examined how attitudes change through direct experience. Their central claim is that participants' views of Grand Theft Auto IV shift substantially once they have played it, and that regulatory and parental judgments should be grounded in such experience rather than cautionary frameworks.
The empirical core of the work is an observational and interview-based study of 20 parents (7 men and 13 women), each playing roughly an hour of GTA IV under a structured session. The session included the "Ivan the Not So Terrible" moral-dilemma mission and support from an expert gamer. Participants frequently found the game easier and more enjoyable than they had anticipated, often rejected its violence, and recognized satire, irony, and moral complexity. Many, though not all, deliberately avoided violent encounters and encountered consequences and moral choices built into the design. The authors conclude that the experience led parents to reconsider the game's R18 classification.
From these findings, the authors recommend that regulators better educate parents about digital games, positioning parental "critical digital literacy" as a means of bridging generational gaps in understanding. Their methodological argument holds that gameplay elicits more spontaneous and layered responses than interviews alone, since participants may otherwise perform socially acceptable opinions. The study was funded by New Zealand's Office of Film and Literature Classification and is presented as the first academy-government collaboration to adopt a Game Studies perspective. Its scope is a small, New Zealand-based sample examined over a single gameplay session, situated within game studies and media research literature.
DiGRA · 2012
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