Views on Violence in Video Games
CBS News' GameCore site is running a series of articles discussing the ever recurring debate about video games and violent behavior. They start with prominent anti-gaming lawyer Jack Thompson. From the article: "The heads of six major health care organizations testified before Congress that there are hundreds of studies that prove the link. All the video game industry has are studies paid for by them, which are geared to find the opposite result. Lawyers call such experts 'whores.'" Tim Buckley, of the webcomic Ctrl+Alt+Del, had the chance to put forth an opposing viewpoint on the subject. According to the site there will be more coverage on this topic next week from other gaming community members.
Here's a study that was done...interesting?
Recent medical brain scan studies at Harvard, Indiana University, and elsewhere prove that adolescents' brain functions are damaged by a steady diet of violent images. The heads of six major health care organizations, including the American Medical, Pediatric, and Psychiatric Associations have all testified before Congress in June 2000 that violent entertainment contributes to teen violence. Video games are literally "murder simulators" teaching our kids how to kill.
As time goes by the studies concerning video games and violence will get better and better. We are finally reaching a point where video games with real detail have been around long enough that major studies can be done on them. Studies that have been done in the past are amazingly accurate because the sample size and length of the study can only be so long.
A new study was released yesterday by Tulane Medical which tracked video game users over a 8 year period testing how much the video games they play affect their tendency toward violence. The study found that among those who played games 8% went on to have some form of violence conviction while only 6% of the non-gamers did.
The head of the project though did say that this is something that need a lot more data before any major conclusions can be drawn.
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But not much can be done about it. Games make money. Lots of money. When there's that kind of power behind an industry, the most critics can do is get warning labels on the boxes.
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Does age or sex play a factor in violent, aggressive behavior?
Sure, the sex and violence centers of the brain overlay one another, which is why the increasing mix of sex and violence is troubling. Armies have been known to go on rape rampages after battles because the violence stimulates sexual aggression. How lovely that GTA weds sex and violence in the same game. We are training a generation of teens to combine sex with violence, just what America needs.
Does this man not understand that in the English language, "sex" can refer to gender? What does he write on forms that ask his sex? "Yes, please?" Probably, "Goodness, no!" actually.
By the way, I'd like to know where these "sex and violence centers of the brain" are. Maybe we could just lobotomize everyone and cure all our ills.
English is easier said than done.
so if games do all that.
what does real world war coverage do to people?
those are REAL people dying. not just pixels on a screen.
We better ban war too. its violent.
Now that's an unreasonable statement that oversimplifies reality. I am willing to accept that there may be a correlation, but proving causality is going to be tougher. I think games could be a bad influence, but humans are a far greater influence.
Personally, I want to see these studies that show there is or isn't a link between game violence and real violence. I've never heard of such a study either way.
Take a look :
:
Statistics
from the link
"Serious violent crime levels declined since 1993. "
"Firearm-related crime has plummeted since 1993."
"Violent crime rates declined for both males and females since 1994. Rates for males and females have been getting closer in recent years."
The last blurb I find particularly interesting.I am willing to bet that most girls DO NOT play violent video games, whereas most males probably do. Perhaps the games are allowing people to work out their aggression in other ways?
This chart is also interesting. Remember DOOM came out in 1993, at almost the peak of the chart.
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When I was a kid, watching re-runs of "The Three Stooges", "Batman" and "Tom & Jerry" was considered to be "too violent" for children to watch since they could act out certain behaviors on the playground. Which did happen but my Dad told me that was happening long before TV ever came out.
The only violence I had as a teenager was when someone bashed my head into a sign and fought back. As an adult I have gotten a few fist fights because someone tried to intimidate me with the threat of violence and they were surprised when I fought back in response.
Should I blame the TV shows that I watched, or the country music and talk shows I was forced to listened to as my dad's truck only got two radio stations, in my youth. The Atari 2600 video game console and video arcades in my teenage years? Or should I blame Half-Life 2 and Doom 3 that I play as an adult?
I think the blame still lies with the parents for the home environment they build for the children. My parents were abusive towards each other and alcohol played a big part. My older brother became a drug addict for most of his life. I ended up rejecting all that to become a Christian and living a clean life.
Seems like the responsibility of raising children is everyone's except the parents these days.
Actuallty, since the advent of video games, the rate of violent crime, including murder, has actually declined in the US and Canada - steadily every year for 20 years, in all demographics including youth crime. I beleive there have been a few minor blib years but the trend is obvious.
Funny how the anti-violent-game folks fail to bring up that particular statistic...
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There really *are* more and more studies that show this statistical correlation. Studies where the control group plays a nonviolent game and the experimental group plays a violent one... and then, afterwards, are the various experiments. One involves the subjects leaving the way they came, and seeing a person in pain. The response times to help the person vary dramatically between these otherwise peer groups.
There's not much question that seeing violent images desensitises you to violent images anymore (whether these are lasting is up for debate).
One reason why this isn't taken seriously is because they've been decrying video games since Pac-Man- and earlier studies, IIRC, didn't show much correlation.
The important thing to get out of this is not a bunch of freedom-trashing legislation though: a movie about WWII would cause the same kind of desensitisation. Many things would. Scientists haven't tested for it (and lacking video, the effect wouldn't be as strong probably), but don't you think they could link antisocial / violent behavior to the "wrong" kind of books? Using this logic, why stop at video games?
What we are seeing isn't scientists making interesting notes about how sights, sounds, and thoughts condition us to accept more things *like* those- we're seeing a pack of lawyers circling like sharks to try to attack a group of newly "liable" "perpetrators"- and if they beath the hell out of the first amendment doing so, oh well.
Like all good things done to destroy your rights, this one will be "for the good of the children".
If you back this, just remember it in a few years when they prove the same thing about adults (easy, since conditioning works just as well for both), living with a "more violent than average family" (which will be half of families), or... well... political disagreement.
You either have free speech or you don't. Protecting free speech doesn't mean being able to say that purple is my favorite color: it means allowing speech that everyone disagrees with and may, in fact, be harmful.
Similarly, gun nuts say "guns don't kill people, people kill people" and fans of violent movies deny their role.
Are Americans HAPPY with the level of violence in their society, or perhaps accepting of it because it is a necessary trade-off for some other desirable aspect of their culture? Because it's undeniable that compared to other civilized first world countries, the level of violence in America is very high. Yet every interest group insists that their pet recreation has nothing to do with it. If videogames don't contribute to violent behaviour, what IS causing America's disproportionately high levels of violence?
Everybody's a libertarian 'till their neighbour's becomes a crack house.
True. Anyone who has read "Influence: The Psychology of Persuasion" knows all about suggestability and the Werther's effect. The basic concept -- which works for TV, games, books, anything -- is that the more closely someone can relate to what they see, the more likely they are to mimick that behavior. So a little yellow pac man eating ghosts isn't going to influence anyone to eat ghosts, but a bunch of bunch of Burger King ads featuring black males in their 20s and 30s suddenly makes their sales demographic skew toward black males in their 20s and 30s.
This is why when my daughter sees grandparents in a commercial advertising a drug, she doesn't care. But when she sees an ad featuring 3 9-year-old girls fawning over their cool Bratz journal, she suddenly wants one. Her Amazon wish list is almost a perfect mirror of every ad that has appeared on Nickelodeon in the past 6 months. That's not by mistake. When someone targets your demographic, you can be influenced.
Of course, some people are immune to this stuff. Any free-thinking person who is remotely self-aware can sense when their buttons are getting pressed. But it gets harder to sense manipulation when it's not deliberate. I think games are art. As such, they often do nothing more than hold a mirror up to society, possibly to provide a jarring wake-up call. Or possibly just to be jarring. :) But in any case, as they become hyper-realistic, we get pulled in and influenced. For example, I love Vampire: Bloodlines. My wife and kids have called me a vampire for years -- I love the movies, I love being awake at night and sleeping at day, I think the culture is sexy. When I'm in playing that game, nothing breaks the illusion that I'm in that game world. It feels comfortable. The problem? It completely objectifies women, something I do not get in my real-world life. But there, in the game, it's quite nice. How much carries over into my real-life thinking? Enough that I have to check myself. I don't think the game developers intended for that to happen, it just did.
You can take a jab at me and say that I must have a weak mind if I let that affect me. But I don't mind, it IS in fact a defect that I can be so suggestable. And that's the point. These studies are not about strong-willed Slashdotters who have their shit together. These studies are of the huge number of weak-minded people who have no idea that they are internalizing what they see. Those people are a problem, and there are a lot of them.
My wife is a shrink. About half of her clients' problems are simply that they have surrounded themselves with negative influences for so long that they're stewing in it, and can't see what it's doing. For the other half of her clients, she uses these techniques on THEM. In other words, if a 30-something mom is scared of wide open spaces, my wife will show the her videos of 30-something women enjoying the outdoors. For many people, this stuff seeps into the psyche and changes thinking.
In the end, the point I would make is twofold. First, it is nice to see some Slashdotters understanding this finally. Three years ago when this stuff would come up here, it was always 100% rejected as baloney. Second, while our environment influences us, and what we fill our minds with influences us, it is only the extremely violence-prone who are so susceptible to this that they cross a line. So I do not want to be penalized for their mistakes. I don't know how you work that out, but there must be a way. For example, instead of banning something, make it available only to adults.
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That violent games can translate to aggression in young boys I think is fairly easy to illustrate
I dunno ... I think young boys are naturally aggressive. I'm not sure my two sons would be any less aggressive if we lived out on a farm in the 1800's...
We don't allow 12 year olds to see rated R movies (okay, we've all snuck into a movie that aside...). We don't allow them to view porn. We shouldn't allow them to buy violent video games
IF "we" means "my wife and I", fine ... If "we" means "Congress", NO WAY! As far as I am concerned my duty as a parent is to make the decisions for my sons that they cannot make. Nobody else has that right (well, except my wife :-) ). Have you watched "American Chopper"? They bleep the bad words, but there's no mistaking what they are. This would definitely be "R" rated if it were an unbleeped movie. But I let my 9-year old watch it. Why? Because he's not the type to go running around swearing, because he knows it's not OK. My 5-year old, however, has some trouble with that :-), so he doesn't watch ... MY kids, MY decision ... And I am willing to admit failures when they occur, fix them, and move on ... It's called life ...
When I watch a movie it is a fairly passive activety. I sit back, enjoy the flick without much involement. When I play a game though, such as grand theft auto or the like, that is a very active thing. I look for pedestrians to run over, I look for police to beat up. Now, I don't think that this nesassarly translates into violence in real life but it is definetly worse then what you see in tv and movies. So what about those actors in Hollywood, are they all wacko too? I mean, they pretend to kill people in violent movies, that must mean they are violent.
Knight37 - Once a Gamer, Always a Gamer
"You are always going to have people who cannot distinguish between make believe and reality. We should commit these people, not punish the sane people."
So are people arguing that all the violent behavior in the world is because of the inability to tell make believe from reality?
Second, mechanism of violence. How do people think children learn about violence, and is it a process that's peculiar to one particular activity?
Or maybe we're just naturally violent, in which case nothing external is to blame.
I simply can't believe that we are still having the debate of whether or not video games influence child behavior. If a child plays video games for 2+ hours a day OF COURSE it influences their behavior. Children are like sponges; they soak up whatever they experience; our brains are designed to do this as we are growing up.
/. crowd vastly overestimates the number of gaming minors who have the technical savy to find the image, butn it and mod their playstation or whatever console to play it. 25% at most. So the law would not be completely effective, but what law is?
The real question is to what lengths should we go to shield children from things which would influence their behavior negatively. Personally I have no problem with an enforced ratings system.
The two counterarguments to this are:
a) Kids will burn copies anyway and play it.
Response: Yes, some, but I think the
b) This should be the job of the parent.
Response: Perhaps, but the reality is we aren't living in a world where there is a parent watching their child 24/7. Many more families these days either have only one working parent or two parents working fulltime. This just isn't realistic to demand that parents monitor their kids activities 24/7 (not to mention how terrible of a parenting method that would be). Besides, mandatory ratings actually encourage the parent to get involved; if the child wants a game rated M or whatever he/she can attempt to convince the parent he/she is mature enough to handle it. The choice now rests on the parent.
"Orthodoxy means not thinking--not needing to think. Orthodoxy is unconsciousness." --Eric Blair
Your second sentence makes no sense so we'll just ignore it.
Since you are having trouble reading let me break this down for you. Some kids see things in a video game and don't understand that they are just playing a game, and think that they may repeat these actions in real life. Hence, not being able to seperate reality from fantasy. Get it?
Leave the sane ones among us to reflect to some extent on whether it is a good idea to have our children spending hours a week engaging in ever more realistic bloodshed.
But you did hit the nail on the head here. Parents, who are the ones really responsible for raising a child, should monitor thier children's activities. They are responsible for the child's upbringing, and should make good decisions for their child based on that fact.
I just don't like congress getting involved in these types of issues.
From my own personal experiences I have played these types of video games since I was a kid, and even watched violent movies. I turned into a normal adult, and I don't have any violence issues whatsoever. Hey, maybe I'm just the exception. I only speak from my experiences.
It's the battle of the minds, and everyone's unarmed.
Is it really so surprising that violent people have usually played violent video games? That's like saying "The vast majority of people who play games that display females in a sexual manner are young men that go on to have sexual relations with women. Therefore, those games must make most men straight and interested in sex."
Does anyone else see the problem with this logic?
On a more personal note, I usually avoid FPS-style games (I find them way too boring), but found GTA a lot of fun. The few times I've played the game, I went around killing as many pedestrians as possible and taking their stuff... so I suspect that puts me squarely in the category of people that is supposedly made violent by video games. Interestingly enough, even though the games that I have played have probably desensitized me to animated blood and gore, I'm extremely squeamish in real life. I actually switched over from biology to computer science this past January in part to get away from dissection... I just can't handle cutting apart a living (or recently-living) thing, even if that thing is just a crab or worm or something. Hell, I even feel bad flushing an amoeba down the drain because I'm afraid it will suffer.
I also can't stand hurting people. A few years back, I took kendo lessons for a few months and found that despite all the anime/movies/games I'd been exposed to where sword fighting was glorified, the whole idea of running at a guy and hitting him with a big stick really wasn't easy for me. There were other reasons why I quit, but that was part of it.
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