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Purpose

Proposes to argue that current assumptions about media effects in videogames fail to take into account the variety of messages and potential effects embedded in games.

Design/methodology/approach

A survey of the game “Grand Theft Auto III” and a short, illustrative, review of “videogames as learning” perspectives.

Findings

Even a game such as “Grand Theft Auto III”, pilloried for its anti‐social messages and assumed negative behavioral effects, reveals a significant number of positive social messages.

Research limitations/implications

This paper only illustrates the conflicting nature of media effects assumptions – both positive and negative. It does not attempt to provide an exhaustive review of or context for either the subject‐matter or the research area.

Practical implications

The perspective presented provides a warning to educators intent on assuming positive learning benefits (effects) of the videogame medium just as it argues against a simple reading of videogames as negative media by groups seeking to censor games.

Originality/value

This is the first paper to identify the underlying assumptions of both the “videogames as learning” and the “videogames as social danger” camps as both sharing the same conceptual framework.

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