BBC Argues Games Don't Cause Violence
RandBlade writes "BBC News has an article on the argued link between violent games and real violence. It examines both scientific evidence, different theories and the facts in order to conclude 'that it is trite and irresponsible of ill-informed commentators to claim that games like Grand Theft Auto are central to terrible crime.'" It's good to know that gamers are not all killing machines lying in wait, or that E3 is not the most potentially dangerous convention ever.
Umm, i'm not really sure about that.
I'll probably get blasted for stereotyping here, but many of the "hardcore" linux users and programmers i've observed don't seem to really see the point of/don't want to play video/computer games.
I think that's one reason why some people can't fathom somebody staying with Windows - Linux may rox0r in almost every other way possible, but when it comes to just being able to grab any old game off the shelf and play it, it's just not there yet. Some people just aren't willing to give that up, no matter how bad Windows' other faults may be.
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by TheSpoom (715771) Uncaring Linux user here. I have nothing to add to this but please continue. *munches popcorn*
I never believed that videogames enhanced the possibilites for violence, until it happened to me. I'm not violent, having learned martial arts while a volatile teen, mastering my violent impulses to let them pass and remain rational. In NYC and elsewhere, my risktaking activities and confrontational attitude have occasionally landed me in physical confrontations, but I haven't taken the bait for a fight for decades.
I don't play videogames much, as I'm always too distracted by the programming behind their simulations. But I got a PS2 to play DVDs, and picked up the new _Grand Theft Auto: Vice City_ as long as I had the console. After a few days of playing that tour de force of human failings, I was in a dive bar in NYC's Hell's Kitchen. I've frequented that bar for about 10 years, and have seen several fights. I've even been "invited" to join over a half dozen, but always "laughed" them off before. But that night, when challenged by a guy actually grabbing my drink out of my hand to impress the girl who favored me over him, I had the unusual feeling that I should take the drunk up on his offer, and beat him senseless out back.
It was actually a different feeling of my own identity. I would otherwise have rejected the image of myself actually settling things with this animal with my fists. Getting up and going out to fight, or even throwing a preemptive punch with a fist full of shotglass into his face, would have conflicted with my self image enough to stall in my subconsious, let alone emerge for serious consideration. But that night, I found myself visualizing those strategies, and more, and thinking "I can do that", "I should do that", "I will do that"; "that's me kicking that guy's ass". I remarked to my friend that I was going to go destroy this clown, when he quoted a prior, more sensible me, saying "clowns are to be laughed at". Reminded of my actual personality, I snapped out of the hypnotic testosterone downwards spiral, and just laughed at the clown until he disappeared, over by his buddies at the other end of the bar. The girl fled before this display of masculine idiocy.
I realized immediately that what was different about me was playing GTA dozens of times in the previous few days. I could feel the difference in my ego, that I now accepted some violent, antisocial behavior, that I had previously rejected. I stopped playing the game, and the feeling left. I have since had more opportunities to fight, and passed them all by, as usual.
I would like some real behavior research on the effects of different kinds of games on violence inhibitions. I want to separate the basic effects of antisocial dissociation and immersion in fantasy worlds, to the exclusion of socialized real world play, from the imitation of violence. The dissociation/agression relationship was demonstrated so clearly in 1990s research that it was finally accepted even by the AMA, in recommending that even childhood TV watching be rationed and mediated by parents, through supervision and even discussion. I want to know how much the further roleplaying of violence, especially in emulable characters, with narratives, and realistic immersive visualizations, enhances the development of violent tendencies. I'm a pretty peaceful guy, whose behavior was influenced well into my adult life. I want to see some quantified research into how this way of life influences kids, for good and for ill.
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make install -not war