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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.

45 of 398 comments (clear)

  1. Nonsense. by grub · · Score: 4, Funny


    I can't agree with their conclusions. Three days after I bought Thief: The Dark Project I was out shopping for a blackjack, dark cloak and rope arrows.

    The rope arrows were a bit hard to find..

    --
    Trolling is a art,
    1. Re:Nonsense. by Xpilot · · Score: 4, Funny

      I can't agree with their conclusions. Three days after I bought Thief: The Dark Project I was out shopping for a blackjack, dark cloak and rope arrows.

      The rope arrows were a bit hard to find..


      Hey that's nothing. Three days after I bought Tetris, I started laying bricks in the garden like crazy.

      --
      "Backups are for wimps. Real men upload their data to an FTP site and have everyone else mirror it." -- Linus Torvalds
    2. Re:Nonsense. by AllUsernamesAreGone · · Score: 4, Funny

      But do they disappear when you complete a line?

    3. Re:Nonsense. by Xpilot · · Score: 4, Funny

      But do they disappear when you complete a line?

      After the first 12 hours of doing it nonstop, yeah, they do!

      --
      "Backups are for wimps. Real men upload their data to an FTP site and have everyone else mirror it." -- Linus Torvalds
  2. Of Course by pagaman · · Score: 5, Funny

    Of course games dont cause violence. Man do I want to kill those people who think it does....

  3. really by mabhatter654 · · Score: 4, Insightful

    considering most people that live the "Grand Theft" lifestyle probably never even SAW a PS2! ...they are way too poor and screwed up. GTA:VC is mostly a hollywood-syle diversion for spoiled little middle class kids...who wouldn't have the guts to walk down the streets depicted in the game anyway!!!

    1. Re:really by Anonymous Coward · · Score: 5, Insightful

      Columbine anyone?

      Okay you named one tragedy in the last 20 years. Name a couple more. Name some till it rises to the level of crime on a daily basis in the inner city.

    2. Re:really by zaffir · · Score: 5, Insightful

      So... two kids, out of the millions in this country that play video games, shoot up their school. Tens of millions of kids play violent video games every day. Two have actually commited real violence. Sure seems like these video games cause problems! Let's just ignore the fact that these kids might have been really fucked in the head.

      Furthermore, my college campus - a place with lots of "spoiled middle class kids" - is the safest campus in the country. 90% of the kids here play video games at least three or four hours a day. Where's all of our crime? If the middle class kids are the most dangerous, why am i not running for my life from crazed GTA players?

      --
      "Upon attaching the waterblock to my penis, I began to notice that I know nothing about computers." -- JRockway
  4. Simpsons get it right, again: by another+misanthrope · · Score: 5, Insightful

    Itchy and Scratchy and Marge already covered this:

    Meyers: I did a little research and I discovered a startling thing...
    There was violence in the past, long before cartoons were invented.
    Kent: I see. Fascinating.
    Meyers: Yeah, and know something, Karl? The Crusades, for instance.
    Tremendous violence, many people killed, the darned thing went on for thirty years.
    Kent: And this was before cartoons were invented?
    Meyers: That's right, Kent.
    -- `Smartline', ``Itchy and Scratchy and Marge''

    1. Re:Simpsons get it right, again: by dandelion_wine · · Score: 5, Insightful

      Man, the way those lines were delivered was clearly an indication that this was a parody of the way news interviews simplify complicated issues, scoring cheap, but not decisive, points.

      I'm on the same side here -- I'm from the generation that Dungeons and Dragons would turn into evil, raving, psycho-killers.

      But this whole -- there was __ before -- logic is crap. Maybe *I*, as an individual psycho, decide wholly on the basis of AC/DC lyrics to do some unspeakable act. Fact 1: I'd have to be pretty screwed up to begin with. Fact 2: "There were killers before AC/DC" doesn't really have anything to do with this particular killing, the fact that I strangled him with bells painted red in his own blood. Maybe my natural violent tendencies would have found different expression instead -- maybe I just would have beaten the silly bastard. Who's to say?

      Everybody wants to deny the influence of everything, because absolutely unencumbered free will is a God-given (heh) right. "X determines behaviour" is a straw man, because the real argument is "X influences behaviour". Video games? Not in any way we can measure yet, in terms of violence. Just cause the kids in my elementary school were doing "Street Fighter moves" a few years ago, doesn't mean they wouldn't have been doing Bruce Lee moves a decade or two back.

      But put the "there was violence before" argument in the specious reasoning bin, along with the "I played video games and am not a psycho" anecdote logic, which coincides nicely with "what about Columbine" anecdote logic. Anecdotes prove nothing but what happened in an individual case (if you have insight on it). Leave it to the stats, people. So far, they show no relationship.

  5. Quote by Anonymous Coward · · Score: 5, Funny

    "These media types make us out to be dangerous, violent, ready to snap and kill people on a daily basis; which is just a damned, nasty lie - I haven't killed anyone in weeks."

  6. yet by WormholeFiend · · Score: 5, Insightful

    violent games and the statistically insignificant, high-profile gamer-related violent crime are very popular scapegoats.

    think of the children! especially the ones we don't want to take responsability of raising!

  7. Please think of the children by October_30th · · Score: 5, Insightful
    It examines both scientific evidence, different theories and the facts in order to conclude

    Scientific theories and evidence have never been any good in convincing the hysterical please-think-of-the-children crowd. These people have already made their minds and nothing will change their position.

    --
    The owls are not what they seem
    1. Re:Please think of the children by Trelane · · Score: 4, Insightful
      Scientific theories and evidence have never been any good in convincing the hysterical please-think-of-the-children crowd. These people have already made their minds and nothing will change their position.


      The same can be said of the other party in this debate, fwiw.
      --

      --
      Given enough personal experience, all stereotypes are shallow.
  8. Re:Wrong by pe1rxq · · Score: 4, Insightful

    Ever thought that the game wasn't the cause of your problems but just a way for them to come out?
    The problem is that some people can be easily influenced, that on itself is a problem, subjecting such kids to mushroom policy isn't going to help....

    Jeroen

    Mushroom policy: Keep them in the dark, Feed them shit and chop their heads off when they look up.

    --
    Secure messaging: http://quickmsg.vreeken.net/
  9. The videogames are NOT at fault. by cy_a253 · · Score: 5, Insightful

    The people you kill in videogames are not real.

    The danger arises when something goes wrong in someone's mental development and that person comes to believe that people's lives *in reality* are worth nothing, just like in videogames.

    This "sliding" of definition (imaginary people = real people = ok to kill) is NOT caused by videogames. Someone who is mentally unstable enough to kill over a videogame would be triggered as well by violent movies, books or his own violent mental imagery.

  10. Motivations by johnhennessy · · Score: 5, Insightful

    You often hear people claiming that games/films influenced their actions but at the end of the day its a cop out for taking responsibility for their own actions.

    People have been taking inspiration from Art for years - whether film, books, or in more recent time you could claim video games. No one forces people to read these books, watch these films or play these games - they choose to. If someone decides to go nuts, its their own personal decision - a game doesn't make that decision for them. Now the manner in which they go nuts - thats a different story.

    --
    [ Monday is a terrible way to spend one seventh of your life. ]
  11. Re:Sorta apology from BCC? by fafaforza · · Score: 5, Funny

    C'mon. If you're a gamer, Linux is the last platform you look to, right after Windows, consoles, handhelds, cards, dice, and watching paint dry.

  12. Re:Sorta apology from BCC? by PhoenixFlare · · Score: 4, Interesting

    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.

  13. Games just desensitize children to violence by MonkeysKickAss · · Score: 5, Insightful

    Games do not cause violence but they do desensitize children to violence and they don't take crimes of violence serious. When they play wrestling games they usually will imitate the wrestling moves and hurt someone without realizing it.

    --
    MonkeysKickAss
  14. Weak article by Mostly+a+lurker · · Score: 4, Insightful

    I am emotionally in favour of the notion that games do not influence real life behaviour. The article, however, is mostly fluff. There is no concrete backup for any of the statements made. I remain unsure as to whether (and if so to what degree) games role playing can bring out violent behaviour.

  15. blame someone by stocke2 · · Score: 5, Insightful

    the big problem is no one wants to take responsibility for their actions, and some parents don't want to take responsibility for not teaching their kids well. The easiest thing for these people to do is blame someone else....and video games are just really convenient.

    --
    A Smith & Wesson beats four aces -- Murphy's Law of Poker
  16. BBC does NOT argue games don't cause violence by geeber · · Score: 5, Informative

    In fact if you read the article, the author only takes the controversial stance that more study is required, and no conclusion can be reached yet.

    Basicly the guy says that there is no clear winner in the evolution vs enviroment debate. Then he uses Canada and Japan, where violence in games is common but murder is much more rare than the US, as an example to counter the situation in the U.S. It's a much more reasoned article than the sentationalistic headline would lead one to believe.

  17. It's just a bunch of BS by Zordas · · Score: 4, Insightful

    I've herd these arguments all my life and I just have one question. What video game did Hitler or Stalin play ?

    1. Re: It's just a bunch of BS by Black+Parrot · · Score: 5, Funny


      > I've herd these arguments all my life and I just have one question. What video game did Hitler or Stalin play ?

      Panzer General.

      --
      Sheesh, evil *and* a jerk. -- Jade
  18. proper object of regulation? by ir0b0t · · Score: 5, Insightful

    There is a well-documented connection between actual guns and violence. Yet many would prefer to regulate simulated guns and simulated violence.

    Despite studies of this nature, I worry that there will continue to be resistance (in the Western US at least) to *any* type of regulatory initiative directed at actual guns, no matter how reasonable.

    Its also troubling because regulation of simulated violence presents a greater burden and risk to principles of free speech and expression --- without any corresponding social benefit except for those who object to the content of the games being regulated.

    --
    I'm laughing at clouds.
  19. I've been playing..... by Pure+Diluted+Reality · · Score: 5, Funny

    Solitare for years. No violence to date.

  20. Sums it up nicely by dberton · · Score: 5, Funny

    "There's so much comedy on television.
    Does that cause comedy in the streets?" -- Dick Cavett

  21. It's the BBC *NEWS* service... by DrMindWarp · · Score: 4, Insightful
    ...so it doesn't argue anything!

    It's reporters might discuss the issues but the BBC itself is not putting forward any of it's own ideas.

    Can't Slashdot distinguish the message from the messengers ?

  22. thank you, finally by dindi · · Score: 4, Insightful

    I just have to say, that I agree...

    Ratings on games are important imho, yes a 5 year old might think that grabbing someone out of a car and beating the person with a baseball bat is cool after playing GTA, but I do not think that a grown up is really inspired that way by violent games...

    I am a fan of Silent HILL, Fatal frame, and many Rainbowsix3, GTA, and many FPS shooters and fighting games, and I feel the gaming violence entertaining.... however I think it settles down my agression/violence, not improves it ...

    Yes after playing offroad fury, I ride my ATV/Bike aggressive in the woods ....
    Yes after playing Silent Hill 3 for 4 hours in the dark I have the tendency to scare my wife just for a laugh ..

    NO after playing Rainbowsix-3 I won't get a sniper rifle and start playing jungle fight in my neighborhood ... and after playing GTA I won't beat up grandpa for his pickup or beat up hookers for their money ...

    If someone is dangerous, they will get more violence influence from any Hollywood movie, from any local horror-video-rental place.

  23. Video games also cause faulty reasoning! by wirelessbuzzers · · Score: 4, Insightful

    Nobody claimed that video games cause all violence, just that they contribute to it, i.e. that people are more likely to be violent after playing video games. I don't have any evidence one way or another on this.

    Asbestos can cause lung cancer, but lots of people have died of lung cancer without being exposed to it (say, by cigarettes).

    --
    I hereby place the above post in the public domain.
    1. Re:Video games also cause faulty reasoning! by tgibbs · · Score: 4, Insightful

      Nobody claimed that video games cause all violence, just that they contribute to it, i.e. that people are more likely to be violent after playing video games. I don't have any evidence one way or another on this.

      However, as video games have become more popular, more violent, and more realistic, the rate of violence by the age group that plays videogames has steadily dropped. Now that doesn't prove that videogames don't cause violence, but it does prove that any such effect would have to be negligible compared to other social factors.

  24. don't blame games, blame our violent country by kaan · · Score: 5, Insightful

    I admit I did not rtfa, but I already believe games are not to blame for violence in this country. Why? Well we hear it all the time in the mainstream news -heavy metal music is making kids kill each other, Grand Theft Auto is making kids kill each other, freely available handguns and high-power firearms is why kids kill each other, violence on TV and in movies is what makes kids kill each other, the broken marriages, high divorce rates and single-family homes are robbing kids of the stability at home and thus they grow up insecure and want to kill each other, ......

    The interesting thing is this:

    - the United States is not the only country with alienated youth, check out Japanese kids (in Japan) or countires throughout Europe. In fact, isn't it part of growing up to be alienated and not fit in? Most of us didn't fit in when we were growing up, but who cares?

    - the divorce rate in the U.S. is not the highest in the world, Brittain is higher. But we don't see the Brits killing each other left and right, or blaming everyone and their dog for why the other is so violent.

    - mainstream music and movies can't be blamed, because they are ALL available in other countries, and in some cases might even be "taken more seriously" by foreigners who idolize the American way of life, so how can we blame movies, TV and music?

    - the availability of guns in this country isn't totally to blame either - look at Canadians, they've got millions of guns throughout the country, but we don't see the Kanucks blowing each other's heads off.

    I never really had a cohesive perspective on this stuff until I watched Bowling for Columbine. This is exactly what the movie is about - investigating why this country is so obsessed with violence. The answer, according to Michael Moore (and I totally agree with him), is that we live in a society that thrives on fear.

    We're afraid of being robbed, insulted, embarassed... We're afraid we'll get too fat, or get too thin, or be unhealthy about our diet.... We're afraid we won't fit in, or won't get laid this weekend, or can't get a promotion at work, or might get fired, and what the hell am I gonna do when I retire? and how are my kids going to possibly afford college on their own?! and jesus what is up with social security?....

    It just goes on and on, and we finally get to fear over our kids, and that's where all the blame lands on TV, movies, music, and video games. If the average parent would spend real quality time with their kids instead of plopping them in front of the fucking television night after night, things in this country might start turning for the better.

    I wrote about this on my blog when I saw the movie a few months ago. For any interested parties, here's a link to The Charlie Rose Show where Michael Moore was interviewed.

  25. In other news by tommck · · Score: 4, Funny

    "Masturbation does NOT, in fact, cause blindness!"

    Story at 11!

    --
    ---- It puts the lotion on its skin or else it gets the hose again. It does this whenever it's told.
  26. Why those arguements won't work by James+Lewis · · Score: 4, Insightful

    I don't think arguements such as the kind this article presents will ever convince those in the "please think of the children" crowd. The reason may partly be that they don't care about the facts, but I think the stronger, more important reason these arguements don't work is that the main objection this group has with these games isn't that they really think it will turn everyone into killers. That is just FUD. The real reason is that they have a moral objection to violence in games, and that's not something you can fight with facts. Their perspective is, "How horrible! Why would anyone want to pretend to kill people!!!???". They see these games as being EVIL, and their perception that it is a threat to society is based more on that than anything else. Even if somehow, no murderer had ever played a video game (which would seem statistically impossible), these people would still object to violence in games based on moral and religious grounds.

  27. Then Show them Irrefutable Data by Anonymous Coward · · Score: 5, Informative

    I grew up in a pretty conservative family that tends to respond to this type of hysteria, so I understand what's necessary to make these people to reconsider their ironclad position.

    I've gotten a lot of milage out of the following teenage homicide graph (other violent crime trends are similar).

    DOJ Homicide Trends by Age

    I would like you to note the trend from 1993 to today. Please note that it wasn't until around 1993 that the most violent 1st person genre took off.

    In fact, if you continue to reseach the DOJ's site, you'll find that our crime rates are comparable to the more "innocent" times (50's, 60's) of the last century, where our war on drugs in the late 80's and early 90's reflect similar crime rates to that of the prohibition.

  28. The real causes of violence by heironymouscoward · · Score: 5, Insightful

    Surely wishy-washy attempts to trace cultural influences of violence ignore the basic evidence that the human male character and physique have been selected for violence amongst other traits, and this for at least millions of years.

    I've seen violent behaviour in children from the ages of 7 up, and it is not influenced by watching others any more than children who doodle patterns in the sand are influenced by watching art.

    From watching people, I would say violence is latent in most young men (and the occasional woman, but it's much rarer) especially between the ages of 16 and 25. You can definitely shift these limits - see child soldiers who kill at the age of 7 and up. But violence is almost never random and spontaneous, except in sick people. Violent behaviour is almost a predictable and (from the individual's point of view) a rational response to an environment where it's the best strategy for success.

    In other words: place a normal young male in a social setting where violence is the best route to success (which simply means reproductive success through whatever short or long-term route), and you will see a violent young male emerge. Place the same male in a setting where intellectual and commercial ambition are better strategies, and you will see a young man who puts his energies into those directions.

    There are extreme cases - people who are violent in most settings, and people who are not violent in most settings - but we're talking about mass influence here, right?

    Video games are in no possible way a factor in deciding how to proceed in life. They are fantasy, and even a six-year old child can maintain totally coherent fantasy worlds that do not affect their real life.

    So the debate about video games is on the wrong track entirely... we can solve problems of violence in youth only by changing economics of behaviour so that non-violence works better. It's quite possible that suppressing violent video games could even increase violent tendencies, since they provide an avenue for expression of violent nature, in the same way as porn provides an safe avenue for sexual fantasy.

    Luckily the formula for reducing violent behaviour seems clear: a stable system of government where long-term good behaviour is rewarded and short-term bad behaviour is suboptimal.

    Modern societies are incredibly pacifistic compared with historical ones. The USA may seem violent compared to Switzerland, but it's a haven of peace and calm compared to most places on earth.

    --
    Ceci n'est pas une signature
  29. hmmm by future+assassin · · Score: 4, Interesting
    So if someone watches CNN with all the glorious anti terrorism violance and then goes out and kills a middle eastern person cause CNN made it look like they are all terrorists can we then blame CNN for it? Man wouldnt that turn the tide on the media machine. Watching US news can cause your kids to kill!!

    Support Linux Clothing
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    --
    by TheSpoom (715771) Uncaring Linux user here. I have nothing to add to this but please continue. *munches popcorn*
  30. Re:True! by PakProtector · · Score: 4, Funny

    The Correct Quote is: "Videogames don't affect kids. If Pacman affected us as kids we'd spend all our time running around in darkened rooms muching magic pills and listening to repetative electronic music."

    I'm told its attributed to the VP of Capcom's Marketing Department circa 1989.

    --

    Edward@Tomato - /home/Edward/ man woman
    man: no entry for woman in the manual.
    "Qua!?"

  31. Many parents terrify me... by lazypenguingirl · · Score: 5, Insightful

    I've seen many parents in articles and on TV talking about violent video games and saying such things as "I never knew that game was violent" and then complain that stricter labeling or even removing them from some stores is needed (thus barring legitimate adults from easily purchasing them). While ironically Sam Goody now has a large DVD porn section with only cute opaque plastic slips with playboy bunnies on them in front of the first DVD to hide them.

    The other day I was at a Gamestop (getting Gothic II), and there was a mother there with her two little boys. Her little boys kept looking at games and saying, "Mommy, get me that one, and that one." To which she was very acquiescent. She was there purchasing a few new memory cards for the Game Cube. When the clerk said, "Okay, here are two Game Cube memory cards," she said, "Game Cube? I need memory cards for the Nintendo." Meanwhile in the background, the two little kids were in fact discussing GTA... and acting it out against each other. It was.... disturbing. But more than anything, it made me rather angry. If this woman wasn't even too clear about what console she was buying memory cards for, you can be sure as hell she has no idea about the content of the games she buys for them, and didn't really seem to care either. I've seen similar sights before too. It seems people like her are using games as a proxy for parenting, keeping the kids quiet and out of their way. I admit, I was playing Doom with my dad as a middle schooler, but it wasn't a substitution for parenting. I may have played games like that with their knowledge, but I had the parents who demanded to know who I was with, where and why 24/7 and any applicable contact info. My parents called the shots.... nowadays it seems the kids themselves are.

  32. Re:Oh yes it does... by Scrameustache · · Score: 5, Insightful

    So to those who say that violent games do not cause violence, then what does? Was that person born evil?

    Oh, I dunno, maybe being slapped around a lot? Maybe watching daddy punch and push mommy 'till she's on the floor?
    I was the nicest sweetest kid until I went to school, there I met kids who weren't the nicest and sweetest they could be. I learned violence at school: ban the schools.

    I think the relationship between violent games and violence is like the relationship between carcinogens and cancer.

    And I think the relationship betwee violent games and violence is like the relationship between made-for-tv movies about cancer and cancer.

    --

    You can't take the sky from me...

  33. real science by Doc+Ruby · · Score: 4, Interesting

    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.

    --

    --
    make install -not war

  34. Re:Logical piece and totally missing the point by zokrath · · Score: 5, Insightful

    The most extreme defenders of the 'video games cause violence' theory are those that believe a perfectly normal and good natured young person can be corrupted simply by playing a violent video game. They see the kids that commited these crimes, from columbine to the recent highway shootings, as victims, and video games as the 'trigger' that set them off.

    A comparison to another nation is indeed a valid point in favor of videogames as a cause of violence. The videogames are a constant, as is the majority of the human mind. If a child in Tokyo plays violent video games and is not at all violent, while a child in Idaho plays those same violent video games and goes on a killing spree, then it would seem to me that the environment or personality of the child is a more likely cause than the game.

    As to your views on players being 'evil' in games; calling someone sick for choosing dialogue option 2 instead of 1 and then changing the "is_Alive" bit from 1 to 0 for a database entry represented by a humanoid coloud of polygons seems rather self-righteous.

    There were also very few 'innocents' in Knights of the old republic. The primary component of the Dark side is selfishness; killing others to lessen risk for yourself, or for a monetary reward, or for the thrill. Yes, these are all evil and twisted paths of thought, but they are my characters, not mine. Accusing me of personfying myself in an evil video game character is rather hypcritical when you admit to playing the game yourself. It would be rediculous to accuse you of being a crazy person that belive himself to be a Jedi out to save the galaxy.

    And what of the scripters that designed those numerous choices of light versus dark? Are they enablers for giving you access to those evil "is_Alive" bits? Perhaps they are the most evil of all, ensaring unqitting players into the folds of the dark side. Right...

    I am not an evil or sadistic person. Honestly I have trouble killing things larger than dimes, even painlessly. But I have no problem fragging you online, or setting my character loose on an unsuspecting crowd, because they are abstractions; graphical representations of game data. They do not live, they do not think, they do not care. When the game is reset they are reborn, when the game is turned off they cease to exist.

    The only thing that shows how people act in real life is life itself. Interactions between real people, not their respective visual abstractions. When you play chess with an englishman and take his queen, you are not making threats against the Crown of Britain. You are playing a game. Is the piece captured, imprisoned, killed? No, it is set on the side of the board, because it is a game, and there are rules, and removing pieces from the board is part of the game.

    If you don't want to, you can avoid taking pieces; you will lose, but then that is your perogative. You can play the game how you choose, and the only thing it says about how you act in real life is how you play chess. Because it is only a game; nothing more, nothing less.

  35. Choice? by Gldm · · Score: 5, Insightful

    But you forget that children aren't people so they can't choose anything. They're just some weird cross between pets and property until they turn 18 and then they magically become human beings with the capability of sentient thought and equal rights... unless they're gay. Oh and they can't drink... or get a credit card... or rent a car... and have to pay outrageous insurance rates. But other than that they've got the same rights as everyone else under the constitution once they've passed the arbitrary temporal threshold without regard for physical, mental, or emotional maturity or capability.

    --

    Introducing the new Occam Fusion! Now with sqrt(-1) fewer blades!

  36. profound stupidity by tgibbs · · Score: 4, Insightful

    How many tragedies in the last 20 years does it take? Why can't one be enought to change our mindset? would you rather it repeat itself?

    Because it is profound stupidity to seek general explanations of singular events. Singular events generally have singular explanations--a rare confluence of circumstances that is unlikely to repeat.

    Of course, that sort of violence will repeat itself, not because the particular confluence of personalities and events that caused the first one repeats, but because we can't seem to stop talking about it. Huge numbers of disaffected young people saw a handful of kids just like them receive concentrated and ongoing media attention as a result of one violent action. That is an influence far more profound than a million copies of Grand Theft Auto.