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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.

110 of 626 comments (clear)

  1. violent games by dmf415 · · Score: 2, Interesting

    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.

    1. Re:violent games by crunk · · Score: 5, Insightful
      Ya lets get rid of the video games, and movies, and boxing, football, and all other "violent" activities and live your pie in the sky dream.

      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.

      --
      It's the battle of the minds, and everyone's unarmed.
    2. Re:violent games by DarkMantle · · Score: 4, Funny

      Another recent study shows that 90% of Serial Killers ate a bread product within 24 hours before commiting murder.

      Therefore, eating bread leads to murder.

      --
      DarkMantle I been bored, so I started a blog.
    3. Re:violent games by Cheirdal · · Score: 5, Insightful

      Video games don't teach kids how to kill. Absent parenting combined with social retardation (as in the case of Columbine)lead kids to kill. Bad parenting or no parenting is behind most if not all teen murderers.

    4. Re:violent games by Anonymous Coward · · Score: 2, Interesting

      ...

      And we aren't programmed by nature to be confrontational? You've never seen little kids shouting at each other/their parents?

      'Monkey see, monkey do' applies more to reality than video games. Kids do what they see their parents/peers/teachers doing long before they do what they see on a video screen.

      Which isn't to say that there's no link whatsoever between observed violence and real violence, but the factors are much larger than just the video games/movies.

      We are, by nature, confrontational. Never forget that. Some of us spar with words, some with horseplay, some with guns. Do not pin societal problems on specific symptoms of those problems.

      Instead, ask why we enjoy killing people on video screens. Ask why kids bring knives and guns to school. Ask why people live in fear of things that will likely never happen to them. Ask why we've created violent black markets and glorified them in various forms of media.

      Video games are a drop in the bucket...

    5. Re:violent games by halber_mensch · · Score: 2, Insightful

      And you're literally a "fact simulator" teaching readers to believe unidentified information with no sources or references.

      --
      perl -e "eval pack(q{H*},join q{},qw{70 72696e74207061636b28717b482a7d2c717b343 637323635363534323533343430617d293b})"
    6. Re:violent games by carpe_noctem · · Score: 4, Informative
      --
      "Quoting famous computer scientists out of context is the root of all evil (or at least most of it) in programming." - K
    7. Re:violent games by notque · · Score: 4, Interesting

      Video games are literally "murder simulators" teaching our kids how to kill.

      If you are going to use a term like literally then you need to include accurate statements.

      Video games have nothing to do with murder. Violent video games might.

      Violent video games, do not teach kids how to kill, only to be more used to violents.

      Grand Theft Auto never taught me how to kill someone with a chainsaw, only that it was possible. As if I needed to realize that.

      I think that it makes children less sensitive towards violence, in video games.

      What effect it has outside I bet is largely determined by the teachings of the parents.

      --
      http://use.perl.org
    8. Re:violent games by gurps_npc · · Score: 3, Insightful
      That study, like all the others ASSUMES causality. No attempt was made to prove it. at all.

      Look, to prove the concept you have to do the following:

      One take a random selection of at least 100 people, divide it into two groups of at least 50.

      Force, and I do mean FORCE one group to play violent video games for a period of however long you think is neccesary to make them violent. 1 year, at 1 hour a day seems reasonable to me. If they don't enjoy playing the game, tough. They have to do it.

      Prevent, and I do mean PREVENT one group from playing violent games for the same period.

      Compare both groups violent tendencies, IQs, etc. etc. with the people deciding who is "violent" etc. having no idea which group the subjects belong to.

      Such studies have been done before. They found ZERO, NADA, NO increase in violent tendencies.

      So of course the fools claim "you got the age wrong" or "You didn't force them to play enough" etc. etc. etc.

      Not a single study has demonstrated causality. I personally think this is because there is NO causality. People that like violent games grow up to be violent. People that watch violent games think violent thoughts for a short period after (24 hours is the max tested). But neither of those things means that watching the games makes you act violently.

      --
      excitingthingstodo.blogspot.com
    9. Re:violent games by Anonymous Coward · · Score: 4, Funny

      Yes, thanks to my training with "murder simulators", I am quite skilled at approaching pedestrians on the street and pressing R1, Circle, Circle, Circle.

    10. Re:violent games by Trigun · · Score: 2, Insightful

      Just as anecdotal evidence, Video games have become popular and chic at about the time both parents went to work, leaving these children at home to raise themselves. Without guidelines and supervision, these children grew up into a 'Lord of the Flies' society. They make their own society based upon their life experiences, which are few. They do not learn the difference of right and wrong, only that the strong and fast make it to the next round.

      As mommy and daddy dearest buy lots of luxury items to combat the guilt of not being around with their now combined six figure salary, they teach their young a very important lesson: Stuff is free. Binding that with their other life experiences, including the strong make it to the next round, and when a guy calls you a l053r, you go out of your way to make his gaming experience a lot less enjoyable, coupled with the fact that there is no punishment for rude behaviour (How's that guy going to kick your ass physically, when he doesn't even know where you live?) then what you've done is create a breeding ground for social miscreants. And these miscreants do not have the social skills that other violent parasites who festered in the hate inducing, parent screaming sports-culture have. At least Jocks have had their asses handed to them physically once or twice.

      It's not the violence of the video game that causes it, it's the lack of life experience and extended boundaries that allow already mentally unstable psychopaths to flourish until they are old enough to do some damage, or to scrape up enough money to buy a gun.

      You can blame video games all you want. You can blame the parents all you want. You can blame bullying all you want. You can even blame pornography. It is not any one of those that make a killer, but a random combination of factors that press upon a child until it twists his reality, presses on his psyche, and warps his view of the world. Removing one factor may break the chain, but it also creates room for the other factors to press harder and harder.

      And if people cannot see this, if the "psycologists" (a bunch of fucking quacks that couldn't make it through Jungian theory) cannot see this, if society cannot see this, then, I fear, that all is lost. We have become an irrational, reactionary, backwards society, far from enlightenment.

      And you can quote me on that!

    11. Re:violent games by CPUgrind · · Score: 3, Informative

      Just hold down circle, you don't need to keep pressing it.

    12. Re:violent games by ThatsNotFunny · · Score: 3, Funny

      I disagree, All video games *are* murder simulators. Every time I play Tetris, I just wanna go out and pop a cap in someone's ass, muthaf*&#ah! And Super Mario Kart makes me violent towards women, too.

      --
      "Was it a millionaire who said 'Imagine No Posessions?'" -- Elvis Costello
    13. Re:violent games by BackInIraq · · Score: 5, Interesting

      You first said "teach" and then "lead". Teach they do - they teach kids to not waste ammo, to aim for the body center and to keep scanning for new targets quickly. They do teach how to kill more efficiently.

      Actually, most frag-fests tend to glorify the headshot and the absolute wasting of ammo. Part of why I don't like them. They do teach scanning for targets, however. Now actual light-gun type games can teach a bit of pistol marksmanship...I'm still convinced I learned everything I needed to know about firing a pistol from Time Crisis. I used to play gun games in the arcade every now and again, and having never fired any firearm in my life, I hit 20 out of 20 targets my first time shooting a pistol in the army. Went on to shoot best in my company in basic as well. But if you're doing your aiming with a mouse or controller, I can't imagine you're really getting all that much from it.

      But, even assuming a game can teach a kid how to kill more efficiently, what society should really be looking into is what is making them *want* to, dontcha think? Side note: For those thinking that I would have been firing a rifle rather than a pistol in basic training, I was in the one enlisted specialty (Armor Crewman) that I know of that qualifies on M9 pistol rather than M16 rifle (some others do both). I was in the army for 3 years before I ever fired a real bullet from a rifle. And I sucked at it.

      Which brings up an additional point...if we want to ban video games because they can make kids more effective killers, shouldn't underage hunting go with it? That teaches kids quite literally how to kill, and vastly improves their marskmanship as well.

    14. Re:violent games by FiReaNGeL · · Score: 2, Funny

      You mispelled Cereal Killer.

      Ok, just a bad joke :)

    15. Re:violent games by Dachannien · · Score: 4, Insightful

      By "social retardation" do you mean "emotional abuse at the hands of their peers"?

    16. Re:violent games by Anonymous Coward · · Score: 4, Insightful

      Back when I was a young lad, I went through a "white boy being a G" phase. This involved a strong appreciation for Snoop Dogg, NWA, Fuck The Police, etc. I dressed up more like these guys, talked a cracker-assed form of ebonics, and hung around with the like crowd.

      One day, while out with "the crew", two of the guys decide its a good idea to steal a couple of handguns from a small mom'n'pop gun store we were driving by. Sure I listened to violent music, had an odd fascination with pimps and ho's, and all that shit, but as soon as it came down to these guys ready to steal a couple of handguns, my better instincts took over.

      We all listened to the same music, so by this logic we all should have been piling into that gun shop stealing what we could. Instead, only 2 guys did, and the rest of us got the hell out of there. I attribute this to good parents that gave me the right tools and skills to handle random situations in life (and I am eternally grateful). It was plainly obvious to me even then that those two guys came from some severely f'cked up homes.
      I wish parents would do more to take personal responsibility for their kids, instead of trying to place blame elsewhere. I know I am.

    17. Re:violent games by s0abas · · Score: 5, Insightful

      The problem isn't so much bad parenting as it is Fundamental Attribution Error.

      This is a term in psychology where basically, bad things that happen to me are attributed to external causes, and good things that happen to me are attributed to internal causes.

      For example, if I do well on a test, it was because I studied hard. If I didn't, then it's because the teacher failed me or didn't like me for some other reason, or because I was tired.

      Being a parent myself, one of the last things I would want to do is admit I'm a bad parent. If my son went off and killed some people, it would be very difficult for me to admit that it was my bad parenting that caused it.

      Because I tend to be more open minded then the average Joe in America, I think I would admit it eventually.

      But someone like Jack Thompson is just another ambulance chaser. He just aggrivates the situation the parent is going through by telling them that their kid killing some people isn't their fault, it's the video games' fault. Everyone is prone to Fundamental Attribution Error, and Jack Thompson is just helping that process along. When you're in a state or mourning, it's easy to not see the truth clearly.

    18. Re:violent games by wawannem · · Score: 4, Informative
      A study such as what you mention is much harder to pull off than you realize. How exactly are a person's "violent tendencies" measured? I wrote a paper on this very topic (the affect of violent video games on adolescents) in undergrad and one study I read equated a small child popping balloons to "violent behavior" or one child recognizing "violent words." The problem is that violence isn't an easily definable behavior. There have been a number of court cases where cities/states have tried to ban violent video games, but each has been thrown out because it is unprovable that video game violence leads to real violence. Now, if only I could find my paper to point to some links.

      This is the only one that comes to mind quickly, but many may argue that a trade organization representing video game mfgrs is biased. But, some facts are impossible to ignore.
      1. Adolescent violence is a problem primarily in the US despite other countries having a equivalent number of video game playing adolescents
      2. In the last 20 years (actually since 1983) youth violence has been significantly decreasing, while video game sales has become a 7 billion dollar a year business. The decrease in adolescent violence is theorized to be due to increased youth programs and decreased gang-related activity and membership.
    19. Re:violent games by wembley · · Score: 2, Funny

      Grand Theft Auto never taught me how to kill someone with a chainsaw, only that it was possible. As if I needed to realize that.

      And what they fail to take into account is that all the video-game addicted fat little teens/tweens with atrophied muscles who can't bear daylght aren't exactly capable of chasing you down while wielding a heavy object.

      Sneaking up on you in your sleep is a different matter, tho. Which would explain the raging success of the "Pillow Snuffer" series of games.

      --

      Share and Enjoy!

    20. Re:violent games by bigbigbison · · Score: 2, Interesting
      First of all, either you are Jack Thompson or you are just cutting and pasting from his web site (5th paragraph).

      Secondly, I don't know the specifics of the other studies, but the study done at IU Medical was 1) funded in part by The Center for Successful Parenting which already beleives that media can lead to violent actions and is simply looking for support for their beliefs which makes the findings suspect in my opinion.

      2) according to the press release for the IU study says that the kids didn't even PLAY videogames but:
      watched a car racing video game that had excitement without violent content and a James Bond video game that had excitement and moderately violent content. While watching the video games, the youths were scanned with fMRI to determine changes in brain activity. The youths were not actually playing the video game because of the limitations imposed by the MRI equipment, but they did have the feeling of participation since they pushed a response button each time they thought the video character should take action.

      I don't know, but that makes it sound like WATCHING violence is problematic, not playing violent games.

      Just because a study is published doesn't mean that it is unbiased or that the popular media won't distort the findings into something much more sensational.

      --
      http://www.popularculturegaming.com -- my blog about the culture of videogame players
    21. Re:violent games by kingj02 · · Score: 3, Interesting
      I think that it makes children less sensitive towards violence, in video games.
      I don't know about that. I've spent countless hours playing GTA, zooming in with the sniper rifle and shooting heads off, but on a TV show like CSI, if they have a scene with a dead body, I have to turn away or I'd probably throw up. If a game was too realistic, I wouldn't be able to play it. I imagine most people are the same.
      --
      Ardente veritate incendite tenebras mundi
    22. Re:violent games by Life2Short · · Score: 2, Informative

      Could you cite any of these studies that have been done before and found ZERO, NADA, NO increase in violent tendencies? Could you explain the significance of the number 100 in your thinking? The power of a statistical test relies on 3 things: sample size (which I think is what you're trying to get at), the significance criterion that you set for the test, and the effect size that you're looking for. As far as I know, there is nothing special about 2 groups of 50 people. I'll admit that I don't know the videogame literature as well, but I do know literally hundreds of studies that clearly show a link between exposing children to televised and live violence and a number negative outcomes. There are correlational studies, lab experiments (one of my favorites is a study that showed violent and nonviolent films to youth offenders incarcerated for either violent or non-violent offenses living in separate dorms), and naturalistic observations (some great studies from the 60s in Canada where obervers literally have the opportunity to look at children before and after television is available to rural communities). Negative outcomes include violent behavior in general (hitting/kicking), desensitization to violence ("Watch these kids playing and call me when you think their play is becoming too rough" - kids who are previously exposed to violence wait longer for the violence they are watching to escalate before calling the experimenter to intervene), belief in a violent world (e.g., I believe that arguments frequently end in physical violence), and copycat acts of violent behavior (e.g., I saw them put ground glass in the stew on TV, I thought I might try it at home to see if it works). If you have trouble believing any of this, just read the literature for yourself. Try a scholar.google.com search of the keywords "video game violence children" or check out "television violence children."

    23. Re:violent games by Rei · · Score: 5, Funny

      Video games do indeed teach people to kill. There was the Mario Killer, who killed 13 interns by jumping on their heads. Then, there was that soldier over in Iraq who, when his unit encountered a minefield, tricked some of his comrades into crossing by erasing some sevens and drawing in ones. There was the construction worker who destroyed a couple floors of the building he was working on while his coworkers were inside by dropping properly shaped girders in the right places. There was that guy with the spikey yellow hair who tried to attack people by hidding them with an 8 foor long, 400 pound sword, and gave up and just knifed them. And then there was that guy who had his X-wing shot down the other day...

      Quite simply, games teach kids to kill.

      --
      Clean coal harnesses the awesome power of the word 'clean'.
    24. Re:violent games by gurps_npc · · Score: 2, Informative
      Go here:

      http://www.pafko.com/wayne/docs/media_effects_vide o_games.pdf

      They list several studes, some of which showed a DECREASE in violence.

      I just picked 100 as a sample number. Do it as large as you want to.

      Note, there are LOTS of studies where the Authors "Conclude that violence was caused by video games". But NONE of them I have ever seen succesfully show indicate causation of actual violence.

      What the tons of "anti-video game studies consistently prove is that:

      people that play violent video games have some violent thoughts for the period immediately afterwords. Violent thoughts sounds scary, but there is another name for it: Memories. When you look at red things for an hour, you tend to think about red things. It does not make you like the color red more, nor does it make you subconciously want to buy red things.

      People that engage in violent actions like playing violent games and liked to play violent games when they were kids. They also like to eat meat and liked to eat meat as a kid. They also like to wear cloathing and wore cloathing as a kid. And they tend to be physically in better shape.

      Causation is not correlation. Proving Correlation is worthless. Show me causation and I will agree with you.

      --
      excitingthingstodo.blogspot.com
    25. Re:violent games by wawannem · · Score: 2, Interesting
      I did find it hard to believe, so I did a little searching... Wouldn't you know it, the Surgeon General did a study:
      http://www.surgeongeneral.gov/library/youthviolenc e/youvioreport.htm
      But, what does he know, so I figured the Washington State Dep't of Health may know better: http://www.doh.wa.gov/cfh/Videoresearch.doc
      Again, they're probably just wrong, so I checked the Journal of American Medicine, and wouldn't you know it... A researcher from John Hopkins University had this to say:
      Consensus is lacking on whether video games with violent content fuel aggressive behavior in children and adolescents... If video games do increase violent tendencies outside the laboratory, the explosion of gaming over the past decade-from $3.2 billion in sales in 1995 to $7 billion in 2003, according to industry figures-would suggest a parallel trend in youth violence. Instead, youth violence has been decreasing.


      I'm admittedly being a dick, but one thing people need to realize is that violence and violent behavior can't be easily measured. The statistical analysis of youth violence doesn't show any correlation with video games and suggests that attacking violent video games will likely yield little/no results in slowing down youth violent behavior.
    26. Re:violent games by tgibbs · · Score: 2, Interesting

      I've read a number of these studies, and they are pretty much worthless. Either they fail to control for overall arousal with an equally exciting control stimulus, confirmed by heart rate measurements, or they call things like "hitting and kicking" violence.

      When kids hit and kick, it is aggression, but it is not serious violence. Kids know that they aren't strong enough to cause serious harm to one another by hitting or kicking, so they have few inhibitions about fighting than adults. That doesn't mean that they aren't capable of serious violence, though, especially if they use a weapon like a knife or a rock. I'd like to see one of these studies that excluded all of the rough play nonsense, and only counted incidents serious enough to require admission of the victim to a hospital.

      The bottom line is that as games have gotten increasingly popular, and more realistic and violent, the incidence of youth violence has decreased not increased. So either these studies are wrong (which seems likely, considering the incompetent methodology and the obvious bias of many of the researchers), or the effect is so small that it is insignificant next to other cultural and social influences.

    27. Re:violent games by TyfStar · · Score: 2, Interesting
      Heres the big problem I have with equating violent video games with violent acts:

      when I was a kid, after playing video games I did not instantly want to eat mushrooms & jump on turtles. I did not go around shooting jumping things with a sword that shoots out silver swords when I was full health.

      However, I _HAVE_ walked out of a store at dusk and thought "oh, I need to cast the spell to make myself seeat night". And, I am a little afraid of dragons that look like ducks. Okay, a lot.

      It does depend on the person and the time in their life, I think. If Jumpstart video games are good for my daughter, then the shooting games & WoW _MUST_ be teaching her _SOMETHING_.

      In all honesty, I believe this is a societal phase. The same people that yelled "Noo! we can't show violence on TV to kids! It's bad for them! Ditto with sex!" are yelling now. Someone will always want the world to think of the children. One day a president or governer will stand up and say "WE CANNOT ALL THINK OF THE CHILDREN! IT IS TIME TO THINK OF THE PARENTS, AND HOW TO TEACH THEM TO THINK OF THEIR OWN DAMN CHILDREN!!"

      --

      "There is a reason Linux is free"

      ~me~

    28. Re:violent games by Suddenly_Dead · · Score: 2, Interesting

      [I]Video games are literally "murder simulators" teaching our kids how to kill.[/I]

      When I was a young one, I played video games the likes of Starsiege: Tribes (which still rules). That was a late 1998 game, which I probably started playing in/around 1999, and I am currently 17. Before that, I played some Quake and Doom II.

      These are all "violent" video games, and I played others to a lesser degree back then. The only 99% nonviolent games I play today are probably Sim City 4, and Flightsim 2004.

      I am curious. Did these video games teach me to strap jetpacks onto my back and shoot exploding discs at people (Tribes)? Or perhaps I've been taught to shoot fireballs, nails, and BFGs at creepy, raspy voiced alien things? Ehh, I'm not seeing it. And I've always gotten pretty good marks for someone whose brain functions have been damaged, they probably even improved around the time I started playing Tribes.

      I didn't do much in the way of violent games at the younger ages (eh, 8 maybe?). The most violent things I was allowed to watch on TV for the longest time were bugs bunny cartoons and some cheesy kiddy anime and whatnot. Perhaps that helped offset the games, perhaps not. However, I must say that I am not the type of person to ever go to fighting to resolve a conflict. "Peace, not war", etc.

    29. Re:violent games by 3nuff · · Score: 2, Interesting

      Which brings up an additional point...if we want to ban video games because they can make kids more effective killers, shouldn't underage hunting go with it?

      I would contend that real life hunting and video game killings are not the same. In a real life hunt the child can see the true consquences of using a gun to kill another being, not some digial representation of it. In my estimation there's nothing like the real deal to make an impression on a child (or an adult.)

      The problem with video gaming is that it provides a disconnect from the actions taken by the player (unless you count a vibrating controller as punishment.) There's no carcass to clean (or bury), no blood to wash off your shoes. Play enough games (at the right age) and soon you think that this is how it works in real life.

      I'm not advocating abstention from games or hunting, moderation is key as with most things in life.

      --
      "Give me taste, give me funk, give me fury, gimme some more."
    30. Re:violent games by LoRdTAW · · Score: 5, Insightful

      Violent video games, do not teach kids how to kill, only to be more used to violents.

      I completely disagree. There is a huge difference between viewing simulated violence and real life violence. I have been playing so called violent video games for a long time now. Yet a while back I witnessed the direct aftermath of a horrible accident on an expressway that turned my stomach. A guy on a motorcycle wiped out after a car had side swiped him. The sight was one that I cannot forget. The blood pouring out of him like the Nile River only made the hunk of ground meat that used to be his head stand out from his white undershirt now half soaked with blood. And I can tell you there is a big difference between virtual bloodshed and the real thing. If I was desensitized to violence and bloodshed don't you think I would have just shrugged it off? And have you ever been in a bar and a fight breaks out? Witnessing someone getting cracked in the face and smash there head on a tile floor and convulse from the concussion is very unsettling. Think about it, how real are GTA/Quake/Doom/Half-life etc.? Even with the half-life 2 physics engine a shotgun blast to the head doesn't shred it to bits splattering brains, skull fragments and blood all over with real life detail. Go to rotten.com and look at what real life violence looks like. No matter how much counterstrike I play those pictures still disturb me.

      And my good friend just returned from Iraq just a few days ago says he doesn't even think that all those hours spent playing quake 2 online help one single bit. The shit he saw there doesn't compare to what we see in movies or games. One thing that disturbed me was his recollection of an incident when a rebel popped out from behind a building holding an RPG. He was on the gunner's position of a hummer with the m240 bravo 7.62MM machine gun. He says it was slow motion as he paused and squeezed the trigger of the gun and lit the guy up. The blood spray and spatter from the bullets punching holes through the unarmored rebel was less disturbing then the guys' actual body motions as he danced around with about a dozen holes in him then doing a 180 and dropping like a sac of potatoes to the ground. That guy was his first kill.

      Violence in movies can almost compare to real life but still its fake and you know it. Seeing the real thing is a whole different experience. And there is no other like it, you can't simulate it.

    31. Re:violent games by End11 · · Score: 2, Insightful

      Yes, and after we ban hunting we should ban baseball. After all, it's quite possible to kill somebody by swinging a baseball bat at their head with great force and accuracy, is it not? Also, anybody who can drive a car at all well can drive it INTO people. Clearly this is a menace to society.

      I don't understand the irrational thinking that the mere mention of guns so often triggers. I learned how to file a rifle at a young age, but was taught proper discipline at the same time and to this day I feel uncomfortable if somebody even points a toy gun in an unsafe direction. If anything, teaching people about firearms makes them less likely to do stupid things with them, just as better drivers are less likely to kill pedestrians.

      The problem is with people who actually want to kill, and that desire is rooted deeper than a little bit of training.

      --

      Which is worse: ignorance or apathy? Who knows? Who cares?
    32. Re:violent games by SoulMaster · · Score: 2, Funny

      I am beyond way with you.

      Just the other day, I watched a 6 or 7 year old kid in WalMart telling his mom to "go fuck yourself, bitch". She just smiled, laughed him off and got him the whatever cereal anyway.

      Perhaps they should make a law licencing Intelligent Citizens. When a licenced individual sees someone acting like a moron (like that mother, or the idiots who water thier lawn while it is raining) they are allowed to go smack the shit out of that person for a period of not more than 5 minutes. Or, if they aren't into smacking people around, they get to write MORON on thier head with a Sharpie.

      Of course, getting that through D.C. would be very tough... There is an Office Depot there right? Have them stock up on those Sharpies!

    33. Re:violent games by cameroon33 · · Score: 2, Insightful

      I am thinking you made a fundamental attribution error in your comment. I hate to say it, but despite all the positive role-modelling a parent can do, there is a point in childhood (different for every child) at which autonomy kicks in.

      Parents and society can only do so much, and at some point a child is going to make their own choices. Blaming the parents is as knee-jerk a reaction in some cases as blaming video games.

      Great parents, teachers, etc., can often make a difference, but assuming bad parenting when seeing bad kids denies the role of the child in their own poor decision making.

    34. Re:violent games by Anonymous Coward · · Score: 2, Insightful

      Or maybe, some people get picked on more than others.

      For example, I got picked on more than others.

      Not that I want to kill anybody over it, but it happens.

      In conclusion, you're wrong. And, I envy you if you actually think that getting picked on is something that everybody goes through. It means that you've never gone through it personally.

      -random autistic slashdotter

    35. Re:violent games by ultranova · · Score: 2, Insightful

      Violent games can't be compared with flight simulators, the latter is about dynamics and balance, the former is about gratuitously destroying lives. There is a difference.

      So how about combat flight simulators ? Gratuitously destroying lives by being better at dynamics and balance than your opponents ?-)

      Also, in very few violent video games killing is truly gratuitous. They are, with very few exceptions, about protecting the gameworld from some horrendous evil. You aren't going to some innocent beings and "destroying their lives"; you are defending yourself against horrible monsters that are trying to kill you. Self-defense is about as good a reason for killing as there can be.

      Last, but not least: here in Finland we have a conscription army. That means that almost all the males (and some females too) get to learn how to hit targets with real weapons. However, there's very little gun violence in Finland - for the simple reason that there's very little guns on the streets. Nor have I ever had any desire to shoot anyone, despite being pretty good shot in the army.

      People have a dark side. It easier to blame it on books/comics/movies/television/video games/Internet porn/whatever, than to admit that it's inherent in human nature, because if we admit that, we also have to face the fact that we too have it, and not just those psychopaths who kill people. We might not do so, but the capacity is always in us, and it frightens us, and so we go to any lengths to blame something external for human evil. Video gaming is just the newest victim in a long list of scapegoats.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

  2. New Study, More Time by moofdaddy · · Score: 4, Interesting

    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.

    --
    Be better in bed. Wikiafterdark!
    1. Re:New Study, More Time by Capt'n+Hector · · Score: 5, Insightful

      And to sound like a broken record, but it must be done, that is correlation, not causality.

      --
      Quid festinatio swallonis est aetherfuga inonusti?
      Africus aut Europaeus?
    2. Re:New Study, More Time by darthv506 · · Score: 2, Insightful

      So what were the error bars from these studies? Anything more than 1% is going give totally meaningless results ;)

    3. Re:New Study, More Time by Kierthos · · Score: 5, Informative

      Correlation, not causation. If video games could so drastically affect behavior, where are all the Pac-Man addicts who should be running around eating everything in sight? Where are the vast numbers of Halo and UT who should be sniping at people off of rooftops?

      Most people can play videogames and not think that the room-mate who refuses to do the dishes needs to be fragged. It's those sad sacks who can't, and their parents (who in all likelyhood are just as responsible for Junior being a clue-impaired moron) who should be held responsible, not the game companies.

      Parents need to actively involved in raising their kids, not letting the TV or the X-Box do it for them. Buckley hit the nail on the head with that one.

      Kierthos

      --
      Mr. Hu is not a ninja.
    4. Re:New Study, More Time by BWJones · · Score: 5, Interesting

      There is a reason that the armed services are looking at video games to desensitize soldiers to pulling the trigger on a human being. As far back as the 1930's, the armed forces have known there is an innate reluctance to pulling the trigger on another human being (in most cases), and this resistance has to be overcome by training. Therefore, whereas the first targets were simply targets, modern targets have become more and more realistic, culminating today in video games that are more immersive. When I did the USMC ROTC bootcamp a dozen years ago or so, we had serious serious training to react, react, REACT! when confronted with an enemy target. This training is deeply ingrained so that at what is called "the moment of truth", you will not hesitate.

      There likely is a small but significant correlation between video games and increased violence, but this will likely not be any greater than if they properly controlled for other means of aggressive expression, like playing football or rugby or simply getting into fights. Properly controlled studies will also have to control for drug and alcohol abuse.

      --
      Visit Jonesblog and say hello.
    5. Re:New Study, More Time by Mr.+Sketch · · Score: 2, Insightful

      Exactly. These 'studies' are the equalavent of saying that breathing causes heart attacks or riding in a car increases your risk of being in a fatal accident.

    6. Re:New Study, More Time by superpulpsicle · · Score: 5, Insightful

      I am wondering why these studies are not done in Japan? A place with zero crime rate and an overwhelming dose of video games.

      Ooops... could it throw off their theory/lame hypothesis etc etc.

    7. Re:New Study, More Time by Durandal64 · · Score: 3, Insightful
      There is a reason that the armed services are looking at video games to desensitize soldiers to pulling the trigger on a human being. As far back as the 1930's, the armed forces have known there is an innate reluctance to pulling the trigger on another human being (in most cases), and this resistance has to be overcome by training. Therefore, whereas the first targets were simply targets, modern targets have become more and more realistic, culminating today in video games that are more immersive. When I did the USMC ROTC bootcamp a dozen years ago or so, we had serious serious training to react, react, REACT! when confronted with an enemy target. This training is deeply ingrained so that at what is called "the moment of truth", you will not hesitate.
      This is a flawed analogy. The training you went through was designed to not only desensitize you to the idea of killing another human being but also to instill a second-nature reaction so you could effectively defend yourself. Your training did not (I'm assuming) cause you to go on a killing spree. Videogames do contribute to a desensitization, but only when the "moment of truth" arrives. Getting to that moment is an entirely different thing. The Columbine kids consciously decided to go on a killing spree. Now, playing Doom may have helped them desensitize their classmates and pull the trigger, but you'd be hard-pressed to argue that Doom gave them the idea to kill lots of people at school.
    8. Re:New Study, More Time by kat11v · · Score: 2, Insightful
      I recall from my social psychology lecture, several studies that dealt with violent television shows (slightly different but agreeably comparable to violent video games) and their effects on adolecents. While most studies do show only correlations, several long terms studies were able to show a definite cause-effect relationship between violent television viewing and increased violent behaviour.

      Of course the most common /. argument is always "well I play violent video games and I'm not a murderer" and yes, of course that's true for majority of the population as well. But violent acts do not always have to be as drastic as 5-year-prison-term felony. Have you ever cut someone off while driving? Have you ever snapped at someone for no reason other than you've had a bad day? Ever yelled at a member of your family or a friend? All of those constitute violent acts, although to a mild degree. The point is not that you'll become a hardened criminal from playing these games but that your behavior will become more violent than it would have been otherwise (had you never played them).

      Just my $0.02 on the subject.

    9. Re:New Study, More Time by BWJones · · Score: 2, Interesting

      This is a flawed analogy.

      How so? Because you seem to contradict yourself in the next sentence.

      The training you went through was designed to not only desensitize you to the idea of killing another human being but also to instill a second-nature reaction so you could effectively defend yourself.

      Look. The idea of a soldier, particularly a Marine, is to kill if necessary. As it was explained to me, ...... If you are threatened, you WILL destroy your opponent. Otherwise you will lose and the first rule of warfare is not to lose. Furthermore, if ordered into a combat situation, you will pull the trigger when necessary and in an offensive situation (as opposed to a police action), there is no waiting to be threatened. Malice is not necessarily involved, as it is your job. It is what you do and if you are in a command situation, you will be also be able to order your troops to do the same.

      Your training did not (I'm assuming) cause you to go on a killing spree. Videogames do contribute to a desensitization, but only when the "moment of truth" arrives. Getting to that moment is an entirely different thing.

      You are talking about two completely different things. There is an innate reluctance to bring harm to another human being in most folks. In some folks who have sociopathic tendencies, this inhibition is already missing. They are pre-wired to be disinhibited to commit violence. The question is: Do video games have any influence on somebody who otherwise would not commit a violent act to become disinhibited and lower the threshold for violence.

      --
      Visit Jonesblog and say hello.
    10. Re:New Study, More Time by blincoln · · Score: 4, Funny

      No one seems to understand the difference between correlation and causality anymore (or did they ever?).

      50% of the population has an IQ of 100 or below.

      There are so many stupid, unknowingly-ignorant, and easily-manipulated people in the world that it makes me want to execute a stealth kill on them, jack their car, and use it to drive to the Covenant mothership where I will lay enough waste to become the most legendary sentient-being-slaughtering machine of all time.

      --
      "...always new atoms but always doing the same dance, remembering what the dance was yesterday." -Richard Feynman
    11. Re:New Study, More Time by renderhead · · Score: 2, Funny
      No one seems to understand the difference between correlation and causality anymore (or did they ever?).
      50% of the population has an IQ of 100 or below.

      So does having a low IQ make you stupid, or do stupid people just tend to have low IQs? I'm thinking it's a coincidence.
      --
      I wish that my inferiority complex were as good as yours.

      -RenderHead

    12. Re:New Study, More Time by CreatureComfort · · Score: 2, Insightful


      No. The question is: Did your extremely thorough, and well planned psychologically effective training in the military desensitise you to violence enough to lower your self control and cause you to commit violent acts in normal social settings?

      If not, then why are you willing to ascribe the lack of self control and tendency for violence in children who have not undergone nearly as psycologically intense and focused training on their gaming?

      If your training and deliberate desensitisation isn't causing you, or your collegues, to be more violent in social situations where it is not called for, then why would densensitisation affect adolescents that way? Or are you admitting that your training has caused you to be more violent in normal societal situations? If you ascribe the knee-jerk response, of, "Well they aren't being taught resposibility to go along with it," then you are saying exactly what the pro-game side is saying. That it isn't that the games cause adolescents to commit violence, it is the lack of social training and proper upbringing that causes it.

      --
      "Unheard of means only it's undreamed of yet,
      Impossible means not yet done." ~~ Julia Ecklar
  3. They can debate this to death... by Capt'n+Hector · · Score: 2, Interesting

    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.

    --
    Quid festinatio swallonis est aetherfuga inonusti?
    Africus aut Europaeus?
    1. Re:They can debate this to death... by bcmm · · Score: 2, Insightful

      Cigerettes kill people. About 50% of addicts.

      There is enough money in the industry to pay off any politician who wants to seriously restrict smoking though.

      Video games make big money too, but they don't kill one person for every two players...

      Nevertheless, how long till we see the minimum age for gaming raised above smoking?

      --
      # cat /dev/mem | strings | grep -i llama
      Damn, my RAM is full of llamas.
  4. There was no violence before video games... by k3v0 · · Score: 5, Funny

    Violence must be caused by video games. There was no murder or violent crime before Grand Theft Auto came out and tainted all of the children!!

    1. Re:There was no violence before video games... by UWC · · Score: 4, Funny

      Yeah, and now I hear there's a crime with the same name! Who can deny that the game affected our culture negatively?

    2. Re:There was no violence before video games... by crunk · · Score: 2, Funny

      Video games do not fucking make people violent! What the fuck is wrong with you people! I'm going to thump the skull of the next mother fucker who says it!!!

      --
      It's the battle of the minds, and everyone's unarmed.
    3. Re:There was no violence before video games... by Jeff+DeMaagd · · Score: 2, Interesting

      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.

    4. Re:There was no violence before video games... by Skye16 · · Score: 4, Insightful

      Personally, I want to see these studies that show there is or isn't a link between real violence and shitty parenting.

    5. Re:There was no violence before video games... by JohnnyCannuk · · Score: 2, Interesting

      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...

      --
      Never by hatred has hatred been appeased, only by kindness - the Buddha
    6. Re:There was no violence before video games... by squiggleslash · · Score: 4, Funny
      That has nothing to do with the amount of violence in video games.

      It's actually because of the increase in obscenity on TV. As the number of off-colour jokes and swearing has increased, so has the murder rate declined. When Janet Jackson had her wardrobe malfunction last year, nobody assaulted or killed anyone for nearly six months.

      It's truuuuuuuuue. I tell you.

      --
      You are not alone. This is not normal. None of this is normal.
  5. If the experts are whores... by hunterx11 · · Score: 4, Funny

    ...what does that make Thompson? Seriously, this guy has his head so far up his ass, he makes Helen Lovejoy sound rational.

    --
    English is easier said than done.
  6. Woah by pHatidic · · Score: 4, Funny

    These people are retarded. If they want to stop violence then they should just ban killing people instead.

  7. Lawyers & Whores by eviloverlordx · · Score: 3, Insightful

    I find it funny that Jack Thompson is calling the experts that don't agree with him 'whores'. Seems like that's a pot-kettle-black issue to me.

    --
    'Loose' is when your pants are three sizes too big. 'Lose' is when you misuse 'loose'.
  8. Violence by blahlemon · · Score: 2, Insightful

    I'm sorry, I don't understand people who think that you can expose yourself to hours and hours and hours of violence and not become, at least, desensitized to it or, at worst, enticed to it.

    --
    It take more faith to believe in evolution than it takes to believe in God
    1. Re:Violence by th1ckasabr1ck · · Score: 4, Insightful
      I'm sorry, I don't understand people who think that you can expose yourself to hours and hours and hours of violence and not become, at least, desensitized to it or, at worst, enticed to it.

      I love violent games, I've been playing them as long as I can remember. I've boxed, wrestled, competed in jiu-jitsu and submission wrestling tournaments. Those may be sports, but they're as violent as sports get.

      I just love the visceral feeling I get when I blast an imp that jumped out of the shadows and scared the crap out of me. I get a similar visceral feeling when I land a nice punch or tap out an opponent.

      All of that being said, these are just games. Repeat after me: "IT IS JUST A GAME".

      I absolutely detest "real" violence. Every time they showed people in the comforts of their middle-class existance cheering as bombs went off in Iraq I felt sick to my stomache. I am not desensitized whatsoever.

      If people didn't have games to blame things like this on, they would just find something else.

    2. Re:Violence by blahlemon · · Score: 2, Insightful

      If people didn't get desensitized to violence, at least on some level, then why do producers (any media) feel the need to make things more and more violent? Why do you need more realistic body physics when someone is shot, or more spectacular explosions? Why does it matter if blood pools under a body on the ground or if there are photo realistic, gory death scenes? If people aren't desensitized at all then why feel the need to make it more and more graphic?

      --
      It take more faith to believe in evolution than it takes to believe in God
  9. The overly simplistic comment threw me off by dcarey · · Score: 3, Insightful

    From the article: I'm sure that at one point or another a golfer snapped and beat someone to death with a 7-iron.

    Let's ban golf, shall we?

    Wow, how witty. I completely saw past the simplisticness of the allegory there. My mind sure is made up after that comment! Now just throw in a catchy slogan, and I'm hooked!

    --

    -- (Score:i , Imaginary)

    1. Re:The overly simplistic comment threw me off by Effexor · · Score: 2, Insightful

      Yes that was a rather simple flippant comment. However the point made before about competative sports was not.

      Simple observation of the behavior of amateur and professional atheletes suggests to me that perhaps further studies should be done to determine if there is a causal link between sports, especially contact sports and violent behaviour.

      Violence is not just condoned in some sports but is often actively encouraged, even outside the degree of roughness that the rules allow. What's a hockey game without a few fists flying. Hell even baseball players will get into it. This kind of thing would get me arrested anywhere else, but in the virtual world of these 'games' it is fine. While I may occasionally want to punch someone at work, it's been a long time since the last office brawl had to be broken up.

      So how about a study to see if kids in competative sports show any 2% or so increase in aggessive behavior outside of the game. If they do than maybe some should be 'adults only'.

      --

      As the air to a bird or the sea to a fish, so is contempt to the contemptible -W.B.

  10. Age is the key by jav1231 · · Score: 5, Insightful

    That violent games can translate to aggression in young boys I think is fairly easy to illustrate. I don't think that means there needs to be wholesale bans or anything but there should be ratings and limits. 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.

    1. Re:Age is the key by gurps_npc · · Score: 3, Insightful
      No. Even this is incorrect.

      You made the causality error. The question you have to ask yourself is which came first - the violent tendencies or the games. It is without question that people that enjoy violent games usually grow up to be more aggressive/violent than people that do not enjoy violent games. It is even without question that people that like those games act more violent within an hour after playing them. But despite MULTIPLE attempts, not a single study has ever conclusively demonstrated that if you expose a person to violent games/tv, they will become a more aggressive/violent person.

      You are right that violence is like porn, but both porn and violence are also like dancing. When you see someone dancing in a movie, you think about dancing for a couple of minutes, maybe try out a few steps. But the movie will NOT turn you into a dancer, nor will it make someone that does not really like dancing start to like it.

      There is no reason to outlaw or regulate violent games, anymore than there is to regulate porn - only the people that dislike these things try to stop others from enjoying them.

      P.S. I don't play ANY video games. My porn colletion is none of your business.

      --
      excitingthingstodo.blogspot.com
    2. Re:Age is the key by crunk · · Score: 3, Insightful

      There is a rating system on video games, and there has been for years. Correct me if I'm wrong but I believe you are supposed to be at least 17 to buy Grand Theft Auto. We need to enforce these laws that we already have. Seems to me that stores should be enforcing this policy, and that parents should get a clue as to what games (with what ratings) their kids are playing.

      --
      It's the battle of the minds, and everyone's unarmed.
    3. Re:Age is the key by glhturbo · · Score: 2, Interesting

      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 ...

    4. Re:Age is the key by sjames · · Score: 2, Insightful

      If there is no causal relationship between violent games and violence, then restricting the games will do nothing.

      Actually, we have no reason to believe that. It could easily be the case that the games act as an outlet that prevents a less appropriate violent acting out. Consider the following scenerio for the study which is intirely possible:

      Start with 100 kids. 50 of them choose to play video games. 25 have latent violent tendancies. 6 of them for various reasons don't like games. The other 19 kids play games. Of them, 11 get it all out of their system. Then 6 non-gamers and 8 gamers go on to be arrested for assault.

      In that scenerio, eliminate the games and the total rate of assault arrests goes from 14 to 25.

  11. Much Worse then TV and Movies by moofdaddy · · Score: 3, Insightful

    A lot of people compare this whole issue to television and movies. They say that violent games are no worse then the violence that kids see every day on the news and in the movie theaters. I disagree with this greatly though.

    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.

    --
    Be better in bed. Wikiafterdark!
    1. Re:Much Worse then TV and Movies by pHatidic · · Score: 2, Informative

      Please keep up the obvious, uninsightful, and only tangentially related posts to whore your porn site. The rest of us really appreciate it.

    2. Re:Much Worse then TV and Movies by knight37 · · Score: 2, Interesting

      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
  12. Perhaps they should quit attacking the authors... by Nuclear+Elephant · · Score: 3, Insightful

    and do something about the idiot parents who let their kid hang a swastika in their room and collect empty gas canisters.

  13. Hundreds of studies? by aweiland · · Score: 2, Insightful

    Being an avid gamer and all, I've never ever seen a study published with conclusive evidence linking violence in games to real life. Since supposedly there are hundreds of them I'd imagine stumbling across one would be easy but it is amazing difficult.

    With millions of people like myself who play violent video games, why aren't we all mass murderers?

  14. Health Care Orgs are Even *More* Biased in This by Rude+Turnip · · Score: 4, Insightful

    Think about it...of course major health care organizations are going to find some sort of link between video games and violence. Think of the BILLIONS of dollars in potential revenue to be had by "treating" kids who play too many games. Now who's the whore?

  15. English by hunterx11 · · Score: 4, Interesting
    FTA:

    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.
    1. Re:English by Galvatron · · Score: 2, Insightful
      Look, I support people'e right to change genders and all the rest, but I'd scale back the rhetoric here. Technically, gender is self identity, sex is biological (although it should still be noted that virtually all dictionaries will list the two as synonyms), but of course once one starts hormone treatments the line starts to blur. So, in the modern age where sex change is entirely attainable, we're talking about a distinction almost without a difference. Yes, there are those, such as yourself, who are born female but take the male gender identity, and then for whatever reason forgo any form of medical sex reassignment, but at this point we're so far removed from a discussion of violence caused by videogames that we really need to stop.

      I'm not sure I'd say the existence of the intersexed means there's "more than two sexes," but I suppose that's something of a semantical quibble. To me, it seems that to qualify as a seperate sex, one needs unique sexual traits not found in either males or females. Otherwise I'd argue that the person is part male, part female.

      --
      "The question of whether a computer can think is no more interesting than that of whether a submarine can swim" -EWD
  16. Utterly Ridiculous by Metapsyborg · · Score: 2, Insightful
    I'll stop playing violent videogames when basketball players no longer strangle coaches, the president/congress stops endorsing war and TV stops broadcasting violent movies/shows.

    American football is basically gladitorial arena combat (which makes it neat), but nobody complains about the violence it induces in our children.

    To the Media: Stop the perpetuation of unfounded fear! It's almost as though they want to keep humanity in constant fear...oh wait, they do.

    --
    (\(\
    (^.^) INFECTED
    (")")
  17. Moot point by Lovesquid · · Score: 2, Insightful

    I'm sure that many lazy parents are going to be fully in support of the causality link argument, so they can continue to not have to monitor what their children are playing and can point the finger elsewhere and say "it's their fault little Billy burned down the school".

    An exaggeration, but still... people need to take some personal responsibility for how their children behave. Linking violence in games to children's actions is beside the point when they should not be playing M-rated titles to begin with.

  18. We are a silly nation by gosand · · Score: 2, Insightful
    Violence must be caused by video games. There was no murder or violent crime before Grand Theft Auto came out and tainted all of the children!!

    Right. And there were no evil corporations before Microsoft, no lawsuits before that lady spilled coffee on her lap at McDonalds, etc.

    Personally, I think there is a link to violent behavior and how we as a society have come to accept it as "normal". Video games are a part of that culture, but they are by no means something you can point at as a single cause. We have a US President that is a war monger. You can see people getting killed all over television, but show a bare breast and the entire country freaks the F out. Over the last 20 years or so, we have been propagating the message that violence is normal and OK. We are a very silly nation.

    --

    My beliefs do not require that you agree with them.

  19. Kneejerk attorney by nathan+s · · Score: 4, Informative

    I found it difficult to take him seriously after the first question:

    What constitutes violence in video games?

    There's no real debate over that. Any M-rated game has violence levels unacceptable and definitionally harmful to anyone under 17. The industry will rue the day it accepted this labeled scheme.

    Again and again throughout the interview, he basically takes an elitist stance that says "if you don't agree with me you're stupid." Here, if you don't agree that "M-rated means violent" then the implication is that you must be too dumb to accept what "everybody" thinks.

    It would have been interesting to see him actually answer the question, as Tim Buckley did. Compare and contrast:

    What constitutes violence in video games?

    The same things that constitute violence in real life constitute violence in video games. Blood and gore, for instance...
  20. Re:You know Jack... by TheRaven64 · · Score: 3, Funny

    As a disclaimer, I must first state that I have had no direct interaction with either profession, however it is my understanding that whores provide a pleasurable, possibly valuable, service in exchange for money. I am fairly sure that lawyers do not, and so any analogy between the two is misleading at best, and insulting to whores at worst.

    --
    I am TheRaven on Soylent News
  21. Problem is Internal, not External by Ridgelift · · Score: 4, Insightful

    I have no earthly idea, and no one can guess at that. I can tell you that some crimes would not occur but for the violent entertainment. For the families of the deceased, that is the only statistic that matters.

    Francis Schaeffer once said "Art reflects culture". The fact that so many people buy and play violent video games (which is an amazing art form) tells more about who we are as a culture than will the history books. To blame the manufacturers isn't getting to the root of the problem.

    I don't know what the answer is. I think there probably is some link between people being desensitized to violent and playing violent games, but I also don't think laws will do anything more than to fuel debate and make lawyers wealthy.

  22. Video games can be a catalyst...like anything else by sl8763 · · Score: 3, Insightful
    If someone has the propensity for violence, and lacks conscience or understanding of right/wrong, anything can be the catalyst for them to act violently.

    Sure, they may play Grand Theft Auto and shoot at people. But they could just as easily get inspiration from the latest 50 Cent album or even a TIME magazine article detailing the Columbine massacre. Hell, there are enough wackos blaming their crimes on God speaking to them, shouldn't we point the finger at religion too?

    The bottom line is that you never know how the mind of a sociopath is going to interpret something - so video games hold no more blame than anything else.

  23. Ahh! Game studies! by davecrusoe · · Score: 3, Informative

    Despite the contentious issue of violent game playing on player health, I concur with James Gee of UWisc. I'll paraphrase one of his arguments, as I can't recollect which precise article it's in:

    While game playing might contain violent aspects, the cognitive engagement is far different than, say, bullying or beating up some poor kid. How the player thinks about their experience - entertainment and fun, for example, rather than punishment or retribution - is important.

    Furthermore, some of my own research asks, despite violence in videogames, what do players learn through their playing? The results have, so far, been a surprise. Younger players use the medium for socialization with older players; groups of players focus on teamwork skills (nothing amazing there) and the game environment requires active thinking about strategy for success. My own next step is to explore "gaming clans," and clan players' motivations.

    Nonetheless, the question we should all be asking is, given that violence is inherant to our humanistic being, in what modes is it possible a constructive experience, and in what modes is it destructive?

    Bandura's social cognititve theory might suggest that the illustration of violence begets further violent behavior. But that we haven't all killed each other, and that we don't punch random stranges on the street, despite having watched violent television programming, indicates a compromise.

    More later, this is a wonderful subject! --dave

  24. Whores? by popo · · Score: 2, Insightful

    So is *every* industry full of whores?

    I challenge anyone to name a single industry which doesn't conduct "studies" which favour itself.
    Nothing's as bad as the pharmaceutical industry. Or how about the world of financial analysis at the end of the 90's? Those were some pretty screwed up "studies".

    And now we've got characters like David Lereah (head of the Association of Realtors) on TV everyday screeching "There is no housing bubble" (although he's sounding very depserate lately).

    Using the media, the legal system, the court of public opinion, and analysis/forecasting is *how* business is done today. We live in 'spin land'. If you're going to start calling people whores than apparently we're living in one big giant brothel.

    Hey... how come I'm not getting laid?

    --
    ------ The best brain training is now totally free : )
  25. Perhaps we need MORE violent video games? by isotope23 · · Score: 4, Interesting

    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.

    --
    Service guarantees Citizenship! Questions Guarantee GITMO.... Amerika Uber Alles!
  26. Video games vs. movies... by BackInIraq · · Score: 2, Insightful

    The only thing this guy says that I can really get behind is that we need to restrict the sale of violent video games to minors. I firmly believe that developers have the right to make games like GTA or Manhunt, much the same way directors have the right to make games like Pulp Fiction or Goodfellas. But I don't believe that minors have any right whatsoever to buy them. I was once the manager at a video store, and I think I was thought of as a ratings nazi, because if you weren't 18, and your parents weren't okay with it, you weren't renting it. Simple.

    The problem, of course, is that you can make it absolutely impossible for kids to buy these games and they'll still get them, because the average parent is too damn stupid to know that GTA may or may not be appropriate for their 10-year-old. There is this idea that the over-40 set has stuck in their head that *videogames are automatically for kids*...same way cartoons are automatically for kids. They can't grasp the idea of either one being made with adults as an intended audience. I was working at said video store when GTA:III first came out. I told every parent whose kid convinced them to rent the game for them, whether they solicited my advice or not, that it might not be appropriate. Most were like, "what, is there some swearing or violence in it?" I would reply the same every time: "You can beat hookers to death with a baseball bat to get back the money you gave them to have sex with you in the back of the car, which you stole from an old man who you also beat to death with a baseball bat."

    Nine out of ten put it back. Parents just don't get it. Maybe if the game industry had paid whatever the MPAA was more than likely asking to use their ratings scheme it would sink in a little better...parents see an "R" rating and they think 16 or 17 and up. They see "M" and they think 10 or 11 and up. Because again, videogames are just for kids, right?

    My opinion is that violent movies can have nearly as much effect on kids as games, but you don't see a push to ban violent movies. It's not hard to figure out why this is, of course...lawmakers actually watch violent movies. They don't tend to play games. I think ten years from now when the videogame generation starts getting elected to office (if they get up of the couch and run, that is!), maybe this will finally become the non-issue it should be...because the people in office will actually understand that videogames aren't much different from movies, and that violent players are the rare exception, not the rule.

    On a final note, I am so damn sick of hearing video games being blamed for Columbine. Nobody seems to think that maybe the way kids treat each other, combined with general lack of give-a-damn from parents and faculty, combined with relatively easy access to guns that led to that incident. The video games were just an excellent scapegoat.

  27. Other Studies: by DrugCheese · · Score: 2, Insightful

    Other studies have proven that kids that are raised on alcohol and heroin grow up to be druggies.

    That's why it's the parents responsibility to keep them out of their hands, not the governments nor anyone elses.

    THINK OF THE CHILDREN!

    When I have one I will think of them, and being the huge gamer I am I know there will be many games my kids won't even see untill I think they're at the age where they can handle them.

    I'm just so god damn sick and tired of lazy parents pointing the fingers everywhere else.

    --
    *DrugCheese rants*
  28. They make no attempt to prove Causality at all. by gurps_npc · · Score: 5, Insightful
    The anti-violoence people always ASSUMES causality. Attempt to prove causality consistently fail. It is NOT hard to prove causalit. Look, to prove the concept all you have to do the following:

    Take a random selection of at least 100 people, divide it into two groups of at least 50. Force, and I do mean FORCE one group to play violent video games for a period of however long you think is neccesary to make them violent. 1 year, at 1 hour a day seems reasonable to me. If they don't enjoy playing the game, tough. They have to do it.

    Prevent, and I do mean PREVENT one group from playing violent games for the same period.

    Compare both groups violent tendencies, IQs, etc. etc. with the people deciding who is "violent" etc. having no idea which group the subjects belong to.

    Such studies have been done before. They found ZERO, NADA, NO increase in violent tendencies.

    So of course the fools claim "you got the age wrong" or "You didn't force them to play enough" etc. etc. etc.

    Not a single study has demonstrated causality. I personally think this is because there is NO causality. People that like violent games grow up to be violent. People that watch violent games think violent thoughts for a short period after (24 hours is the max I have seen tested). But neither of those things means that watching the games makes you act violently.

    --
    excitingthingstodo.blogspot.com
  29. What you put in your mind SHAPES WHO YOU ARE! by edesjardins · · Score: 2, Funny

    One of the most fundamental facts of human behavior is that we are literally shaped by what we choose to put into our minds. We become what we dwell up and it does affect how we act whether you will acknowledge it or not. While I'm not saying that playing a game will make you a killer, it does beg the question... If a 30 second spot can sell you on a product, what can hours upon hours of interactive, life-like entertainment sell you on?

  30. Modern day parents by USCG · · Score: 2, Insightful
    I think it should be interesting to see how current parents are reacting to the claims brought by this charlatan. The majority of young parents (say 40 and under) should be well aware of what a video game is because it's gone mainstream in that age group and younger. I'd like to believe that panic mongers like Thompson will lose his effectiveness as video games continue to go critical mass.

    All of the parents who I know who are similar in age to me (mid-30's) played (or had high levels of exposure) video games as children, and violence in gaming isn't something really to get bent out of shape on. The sex still bothers this same group of people to varying levels, but the violence does not, which illustrates our unfortunate Puritan heritage...

  31. Let's Blame "The Three Stooges"... by __aaclcg7560 · · Score: 2, Interesting

    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.

  32. This can't be wished away. by cfalcon · · Score: 2, Interesting

    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.

  33. If not the vids, what is it? by fuzzy12345 · · Score: 2, Interesting
    Whenever violence in games comes up here, there's a chorus of people who say that there's no causality between violence in videogames and violence in real life.

    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.
  34. True. But don't punish me for it! by Anthony+Boyd · · Score: 2, Interesting
    The heads of six major health care organizations testified before Congress that there are hundreds of studies that prove the link.

    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.

  35. Game from Bible by slothman32 · · Score: 3, Insightful

    Actually I had the urge to commit violence and did it. But not by playing a game. I just read a book. In fact I duplicated various human sacrifices mentioned in the Bible. Actually I was playing the game, "The true Bible," and got it from there.

    *Not this is not really true but what if someone said that.

    ** This game does not exist but if it did then it would contain more violence than most movies. If, "The Passion of the Christ," the game came out, that depicts torture, though it was for "good" reasons. Would playing that be a factor? Is it because it is real? Because it is religious or Christian? What about a game where Christians fought back against ancient Romans in the 100's AD? You try to kill as many Roman guards to allow you religion, Christianity, to flourish.

    --
    Why don't you guys have friends or journals?
  36. Same old line: parents ultimately make this work by ianscot · · Score: 3, Insightful
    We don't allow 12 year olds to see rated R movies

    My 11-year olds saw at least one R-rated movie years back. "Waiting for Guffman" was rated R (thanks to the totally surreal fundie/Catholic world of the MPAA's ratings board) but I thought it was watchable for them. Tonight we've got a copy of "The Big Night" from Netflix, and it also has an R, probably for language. I have no trouble letting them see that.

    The limits on games right now are advisory, and stores sell according to them basically in order to keep their reputations. That's the way I want it. The power in this situation is with the parents if they will only exercise it. That's as much as we can really hope for.

    (In general I think tons of social problems in the US today come down to economic pressures that force both parents to work without giving us as much flexibility as we need to raise families. Nothing against women working, it's not a gender thing -- but kids need adults in their lives, and it's just plain a bad economic situation when there's this much pressure drawing the attention of adults away. Personally, as someone who's benefitted from it, I think flex time is a much more effective solution to a variety of social ills than most of the "scary problem!" legislation that gets suggested.)

    --
    "Fundamentalism" isn't about divine morality. It's about human authority.
  37. Study proves nothing by whitis · · Score: 2, Informative

    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.

    Correllation does not prove causality. Consider, for example the following hypothetical statistics:

    • 20% of the population is prone to commit violent crimes
    • People who are prone to violence are twice as likely to enjoy violent games. Suppose 30% of the non-violence prone population plays the violent games and 60% of the violence prone population plays the games.
    • 50% of the violence prone successfully sublimate their violent tendancies through violent video games while none find that it makes them more prone to violence.
    • 0% of non-violence prone become more likely to commit violence as a result of playing the games
    • To simplify the explanation, we are going to assume 1 crime per offender.

    Now we conduct an omnipitant study of 1 million people. Results show:

    • Non Violent, plays violent games: 0 commit acts of violence, 240,000 people
    • Non Violent, don't play violent games: 0 commit acts of violence, 560,000
    • Violent, plays violent games: 50% commit acts of violence, 120,000 population, 60,000 commit crimes
    • Violent, doesn't play violent games: 100% commit acts of violence, 80,000 population, 80,000 commit crimes

    Now a study committed by mere mortals that looks only at the numbers and doesn't look deeper would show:

    • Of the 140,000 who committed crimes, 60,000 played games. Thus 42% of those who committed acts of violence played games as opposed to 30% of those who did not. Thus, violent offenders were 40% more likely to have played violent games.
    • Of the 360,000 who played violent games, 60,000 (17% committed violent crimes). Of the 640,000 who did not play violent games, 80,000 (12.5%) commited acts of violence. Thus, those who play violent games are 36% more likely to commit acts of violence.

    Both of these studys show a strong correlation between playing violent games and committing crimes. But in reality, the violent games have actually eliminated 60,000 violent crimes and the availibility of violent games have reduced the amount of violence by 30%.

    There are many other reasons for violent crime. There is a statistical indication that the drug war may have doubled violent crime (not even counting the crimes perpetrated by the government) just as prohibition did. There is considerable violence against racial and sexual minorities. The poor are increasingly desparate in our rich get richer, poor get poorer economy.

    Someone was pointing out to me, that in an area of the city where I live, that there has been a substantial outbreak of armed robbery. This followed a recent crackdown on dope dealing. Possible cause: the remaining dope dealers have decided that it is safer to commit armed robbery and split than to wait around long enough for both drug buyters and police to find them.

  38. Re:Wrong by sjames · · Score: 3, Insightful

    Or, if the group that had NO previous history of violence had a rate of engaging in future violent behaviour higher than the control group, then that would be meaningful.

    The most interesting thing to know would be how they selected the two groups. If there was any self selection involved, it's just as likely that those with a latent tendancy towards violence will tend to self-select to play video games at a slightly higher rate than those without the tendancy. Do you have a link to the study?

    Other factors could also come into play. For example, kids with less parental interaction will be more likely to sit in their room playing video games. It could just as easily be the parental interaction that matters.

    Given that it's an 8 year study, I imagine that the two groups were, in fact, self selected.

  39. BZZT. by Grendel+Drago · · Score: 2, Informative

    Nope, he's right and you're wrong. The point which he describes is not the average, but the median. As IQ is normally distributed (well, it's designed to be), it's symmetric about 100, so that its median and average (mean) are the same.

    IQ tests are normalized based on scads and scads of results for lots and lots of people. A test taker is given a score of 100 because half of the people who took it in the calibration group scored higher, and half lower.

    So, while the mean isn't necessarily the median, it sometimes is, and you won't always score cheap points by saying it isn't.

    --grendel drago

    --
    Laws do not persuade just because they threaten. --Seneca
  40. What problem? by tgibbs · · Score: 2, Insightful

    In every generation, we have some idiots running around trying to blame some aspect of youth culture for the fact that teenaged boys are, on average, more violent than grownups.

    The fact that violent crimes, and even violent crimes by young people have steadily declined as games have become both more violent and more realistic proves that any possible pro-violence effect of games is statistically negligible relative to other social and cultural factors.

    The possibility that violent videogames actually decrease real world violence cannot be excluded, and is consistent with the data (although one can think of many other explanations--perhaps the decrease in violence is due to violent movies, rather than violent games, or to easier availability of pornography, or liberalized abortion laws).

    Experimental studies that attempt to correlate "violent behavior" with gameplaying (or violent TV, for that matter) are pretty much crap. I've read a number of these studies, and they either confuse aggression with serious violence (a boy pushing or hitting another kid is not the same as a serious attempt to kill or maim) or fail to properly control for overall excitement (there would have to be a control stimulus that is equally exciting, confirmed by heart rate measurements--a sports match, perhaps).

    Studies that track kids and try to relate their violent behavior with their taste in media are also pretty worthless, because they are not randomized (that is, they don't pick a bunch of kids at random and force them to play games several hours a day whether they want to or not). As a result, you can't distinguish between the hypothesis that kids with a propensity for violence like violent entertainment and the hypothesis that violent entertainment causes real violence.

  41. trained 'killers' by Infinity+Salad · · Score: 4, Funny
    This is a funny anecdote regarding training kiddies in dangerous arts (fake though, http://www.snopes.com/military/reinwald.htm).

    National Public Radio (NPR) interview between a female broadcaster and US Marine Corps General Reinwald who was about to sponsor a Boy Scout Troop visiting his military installation:
    FEMALE INTERVIEWER: So, General Reinwald, what things are you going to teach these young boys when they visit your base?
    GENERAL REINWALD: We're going to teach them climbing, canoeing, archery, and shooting.
    FEMALE INTERVIEWER: Shooting! That's a bit irresponsible, isn't it?
    GENERAL REINWALD: I don't see why, they'll be properly supervised on the rifle range.
    FEMALE INTERVIEWER: Don't you admit that this is a terribly dangerous activity to be teaching children?
    GENERAL REINWALD: I don't see how. We will be teaching them proper rifle discipline before they even touch a firearm.
    FEMALE INTERVIEWER: But you're equipping them to become violent killers.
    GENERAL REINWALD: Well, you're equipped to be a prostitute, but you're not one, ... are you?

  42. Broadcast media newsrooms will ALWAYS slam games by Ungrounded+Lightning · · Score: 5, Insightful

    Broadcast media slams games. They have since they first began to show up. They do it now. They always will.

    Their newsrooms hype every study purporting to show a connection between violence and games (while simultaneously burying any making the same connection between violence and TV). Ditto between anything else bad and games. (Low test scores, low income, alcoholism, etc.)

    Their made-for-TV movies have main plots or subplots slamming games. Their sitcoms have episodes on games. Their commedians make cracks about games.

    They did it to RPGs and the did it to video games. They do similar things to home computers, computer programming, and a number of internet activities (blogs, news outlets, mailing lists, online entertainments, file swapping, social contact facilitating 'ware of every sort, etc.).

    Why do they do it?

    Because it's their COMPETITION!

    Video games and RPGs compete for eyeball time against their shows. This costs them advertising revenue. Online entertainment ditto. Social networking also takes time away from viewing, AND may lead to other non-TV-watching activities far beyond the time spend in front of a screen.

    Network news outlets and news-related blogs scoop theirs regularly and expose their errors and malfesance. This reduces both their audience-related revenue and their effectiveness as a political tool.

    TV networks are part of media conglomerates. So online "content" production/distribution tools (in addition to the "piracy" issue) pose a threat to their own offline operations.

    And so on.

    So when you hear them claim things are bad you need to consider the source, and dig down to the underlying meat, to discover whether there's anything behind the hype - or whether it's just something that either matches their current templates for an eyeball-attractor or promotes their own interests by slamming their opposition.

    Which is, of course, what we're doing here. B-)

    --
    Bantam Dominique roosters crow a four-note song. Once you've heard it as "Happy BIRTHday" you can't NOT hear it that way
  43. EVERYTHING influences child behavior! by jay-be-em · · Score: 2, Interesting

    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.

    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 /. 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?

    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
  44. Re:Hardly insightful. by crunk · · Score: 2, Interesting
    Think about this, maybe some humans are just violent by nature. Humans have been at war with each other since the beginning of time. This was before video games or violent movies. You could even argue that our past was even more violent than present time.

    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.
  45. Cause and effect by Arysh · · Score: 2, Interesting
    As others have pointed out, the people trying to ban violent video games clearly don't understand that a correllation does not necessarily mean any kind of cause and effect relationship. Furthermore, even if you assume that such a relationship exists, identifying which is the cause and which is the effect is very difficult if you're just working with statistical information.

    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.

    --
    "A signature always reveals a man's character - and sometimes even his name" - Evan Esar (1899-1995)
  46. Violence Dendrites?!?! by realityfighter · · Score: 2, Insightful

    Do you think the interactivity of game violence makes it different than violence on television, which is passive?

    Of course, as you actually grow neural pathways called dendrites that enable you to perform more easily the physical acts of violence.


    Um...I'm not a neurologist, but doesn't that have to do with muscle memory for things like learning to ride a bike? Or, for example, learning how to move your mouth to make certain syllables? I mean, even if you did play a game long enough for your brain to be hard-wired like this, it seems like those pathways would dead-end if there wasn't a controller in your hand.

    --
    A strain of paranoid prevention can be worse than the disease, whate'er the intention.