

The same learning processes that underlie these effects are also likely to work with sexualised content affecting sex-role beliefs, emotions and behaviour." Several studies in the past have suggested that violent content can impact behaviour increasing aggression in children and young people.
RAPELAY GAME PLAY TV
"This is backed up by children themselves: in a recent Ofcom survey, two-thirds of 12≡5-year-olds said they believed that violence in games had more of an impact on behaviour than violence on TV or in films.

"The link between violent content and aggression has been cited in several studies and although it is overly simplistic to make a direct link between cause and effect, Byron concluded it is widely accepted that exposure to content that children are either emotionally or cognitively not mature enough for can have a potentially negative impact." "The potential negative effects are compounded by the fact that so many children are playing these games alone," stated Papadopoulos, who pointed to research from the Byron Review and Ofcom that said children are more susceptible to violence in games than other media. Research for the report highlighted that while parents would restrict minors from watching adult-rated films, they were more lenient when it came to 18-rated games, partly due to a lack of understand of the content and technology. At the same time, children are more and more likely to play games without adult supervision: three-quarters of 12≡5-year-olds have a games console in their bedroom," said the report. "With advances in technology, games are becoming increasingly graphic and realistic. Many popular videogames effectively reward children for engaging in violent, illegal activity, albeit virtually." "There has also been a marked increase in the number of games depicting various forms of sexual abuse. "Violence against women is often trivialised," noted the report, pointing to controversial title Rape-Lay, in which players stalk and rape a mother and her two daughters. The equivalent figures for male characters were 1 per cent and 8 per cent respectively." "In a recent content analysis, 83 per cent of male characters were portrayed as aggressive, while 60 per cent of female characters were portrayed in a sexualised way and 39 per cent were scantily clad. "Many games feature highly sexualised content and there is a notable lack of strong female characters," wrote Papadopoulos. The report looked at videogames, music videos, social networks, magazines and other media, and suggested that as well as tighter restrictions to access content, corporations and the reporting media have a duty to act responsibly to reduce young people's exposure to sexual and violent media. The Sexualisation of Young People Review, by Dr Linda Papadopoulos, was commissioned last year by Jacqui Smith, the then home secretary, as part of the Home Office's plans to address violence against women and girls. Videogame consoles should be sold with parental controls switched on in an effort to curb exposure to the sexualisation of young people and violent content, according to a new report published today by the Home Office.
