Columbine Student on VG Violence
Sophia wrote in to mention some discussion of Video Game Violence on 1up.com this week. Brooks Brown had the experience of attending Columbine High School around the time of the now infamous shooting incident. Via his blog, Brown goes into a detailed discussion of Why Violence in Gaming is a Good Thing. From the article: "GTA isn't about fucking hookers or killing cops. It's a story of a guy who got screwed trying to get back on top. It is, by nature, a story game. Postal 2 may let you kill anyone you want in bloody and disgusting ways - but that's not what it is about either. It is, by nature, a tech demo in the abilities of programmers and AI. it is WE - the gamers - who change what the game is about and determine what happens. It is the person playing who determines what the game contains." Jane Pinckard has a quick reaction to his post. More commentary on this subject is available via John Davison's Blog, who met Brown at a taping of a news program which was ostensibly to be about gaming in general. Instead he was ambushed about violence in games and ended up walking out.
In the days after the Littleton, Colorado massacre, the country went on a panicked hunt the oddballs in High School, a profoundly ignorant and unthinking response to a tragedy that left geeks, nerds, non-conformists and the alienated in an even worse situation than before. Stories all over the country embarked on witchunts that amounted to little more than Geek Profiling. All weekend, after Friday's column here, these voiceless kids -- invisible in media and on TV talk shows and powerless in their own schools -- have been e-mailing me with stories of what has happened to them in the past few days. Here are some of those stories in their own words, with gratitude and admiration for their courage in sending them. The big story out of Littleton isn't about violence on the Internet, or whether or not video games are turning out kids into killers. It's about the fact that for some of the best, brightest and most interesting kids, high school is a nightmare of exclusion, cruelty, warped values and anger.
The big story never seemed to quite make it to the front pages or the TV talk shows. It wasn't whether the Net is a place for hate-mongers and bomb-makers, or whether video games are turning your kids into killers. It was the spotlight the Littleton, Colorado killings has put on the fact that for so many individualistic, intelligent, and vulnerable kids, high school is a Hellmouth of exclusion, cruelty, loneliness, inverted values and rage.
From Buffy the Vampire Slayer to Todd Solondz's "Welcome To The Dollhouse," and a string of comically-bitter teen movies from Hollywood, pop culture has been trying to get this message out for years. For many kids - often the best and brightest -- school is a nightmare.
People who are different are reviled as geeks, nerds, dorks. The lucky ones are excluded, the unfortunates are harassed, humiliated, sometimes assaulted literally as well as socially. Odd values - unthinking school spirit, proms, jocks - are exalted, while the best values - free thinking, non-conformity, curiousity - are ridiculed. Maybe the one positive legacy the Trenchcoat Mafia left was to ensure that this message got heard, by a society that seems desperate not to hear it.
Minutes after the "Kids That Kill" column was posted on Slashdot Friday, and all through the weekend, I got a steady stream of e-mail from middle and high school kids all over the country -- especially from self-described oddballs. They were in trouble, or saw themselves that way to one degree or another in the hysteria sweeping the country after the shootings in Colorado.
Many of these kids saw themselves as targets of a new hunt for oddballs -- suspects in a bizarre, systematic search for the strange and the alienated. Suddenly, in this tyranny of the normal, to be different wasn't just to feel unhappy, it was to be dangerous.
Schools all over the country openly embraced Geek Profiling. One group calling itself the National School Safety Center issued a checklist of "dangerous signs" to watch for in kids: it included mood swings, a fondness for violent TV or video games, cursing, depression, anti-social behavior and attitudes. (I don't know about you, but I bat a thousand).
The panic was fueled by a ceaseless bombardment of powerful, televised images of mourning and grief in Colorado, images that stir the emotions and demand some sort of response, even when it isn't clear what the problem is.
The reliably blockheaded media response didn't help either. "Sixty Minutes" devoted a whole hour to a broadcast on screen violence and its impact on the young, heavily promoted by this tease: "Are video games turning your kids into killers?" The already embattled loners were besieged.
"This is not a rational world. Can anybody help?" asked Jamie, head of an intense Dungeons and Dragons club in Minnesota, whose private school guidance counselor gave him a choice: give up the game or face counseling, possibly suspension. Suzanne Angelica (her online handle) was told to go home and leave her b
*weeps*
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Uhh, I'm pretty sure it was pretty much a 'kill everything that moves, and even if it doesn't move, kill it anyway just to be sure' kind of game. It was innovative in the ways you could kill people though. Very creative.
Not that there is anything wrong with that.....
The real danger is with racing games. Try racing an Audi S4 around in Project Gotham all day, then hopping into a real S4 to go to the grocery store. Dangerous stuff.
If I'm not mistaken, all forms of drugs were legal up until around the turn of the century. People used to be able to medicate themselves as they chose. But after society perceived that drugs were causing harm to the youth, there was a big push for leglislation.
If the political push continues against violence in video games (and I think it will), it will be interesting to see if this "war on game violence" plays out the same way. That would mean either some kind of certification to use games or perhaps some biometric age device hooked up to game players. I don't believe games harm anyone, btw, but in politics perception is everything.
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I have often thought that people who were likely to commit murder were attracted to violent video games, and NOT that violent video games created murderers. Perhaps we should find out what percentage of violent video game players DO NOT commit violent crimes... probably in the high 90 percentage count. Also, perhaps we should find out how many people who commit violent crimes didn't even play violent video games. For those who believe in the Bible... Cain slew Abel... and that was before violent video games, movies, or anything else of that nature.
Well, it's basically a game where you can drive around an ambulance and take people to the hospital, drive around a fire truck and put out fires, drive around a police car and catch criminals or drive a taxi and take people places. Of course, there's much more you can do, but I'm not into all that violent stuff.
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If video games caused violence, we'd have terrible world wide child violence and regular school shootings by now. We don't. I belive this is all about children with psychological issues that, of course, may be influenced by video games, but so would they be by movies, TV and news by this theory.
I believe a video game simulation is nothing compared to how convincing real events illustrating the true nature of gruesome human behavior, and we're basically fed with this daily through television. People call watching it educating.
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How people are actual killers and nut jobs? I mean this in all seriousness. It is probably a split percentage point. How many people can watch a movie with gore and walk home without thinking twice? Probably 99.x percent of the people on this planet.
The problem with his blog entry is that he talking about the vast majority and not the absolute minority. And while I don't think that video games on their own create killing machines, they are an influence. That is the problem, the summation of all factors is what causes the problems!
Here is the kicker, in his last statement he says the killers were "f'd up". Well, duh, yeah! However, they blended in since our society does not think twice about violence and that is a problem.
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This is all well and good, but I think it misses a crucial point - this.
Right...?
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His observations on how it's not the game itself, but what you bring to the game, is right on the money.
As an example, how many people have played Civilization III?
So... what's it about?
Is it about a brave tribe of people who are struggling to establish a civilization under your benevolent leadership, and advance their learning and culture while they peacefully expand, only to be constantly attacked by less enlightened and/or more warlike cultures?
Or is it about a tribe of people who have fallen under your evil domination, who you will then guide forward through the ages in an orgy of conquest, until you stand astride the Earth as its sole Overlord?
Or is it just a bunch of pixels being moved around by the in-game AI, and you're a video gamer with a few hours to kill, amusing yourself by trying to defeat the AI opponents in the game?
It can be any one of those things, depending upon the imagination of the player.
Brooks Brown was the guy who was friends with Harris and Kleibold and warned the cops *a year before the shootings* that these guys were up to no good, that they were making bombs and planned to shoot up the school. If anyone has the right to make a comment about the connection (or lack thereof) between First Person Shooters and the Columbine Incident, it's Brown.
I don't know if I entirely agree with him...I noticed that I was getting a bit desensitized to real-world violence (on the news, in the movie "Fahrenheit 9/11") after a few years of avidly playing Unreal Tournament, and put down for a while. However, he has definitely the right to say what he has to say, and by dint of what he's experience he's earned the right to say it with some level of authoritativeness.
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Isn't most of GTA:Sa(quite far into it) about a guy trying to go straight and stop drug dealers?
Shocking really.. who would of thought you that? I've only ever used a prostitute once just to see WTF it was that happened, then I couldn't careless.
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Please, very informative, though a little off. It was a fear of Chinese that lead to banning of smoked opium. The 'Drug crazed negroes' would lead to the banning of cocaine. Also:
1937 saw the passage of the Marijuana Tax Act. Harry J. Anslinger (Bureau of Narcotics Commissioner) testified in hearings on the subject that the hemp plant needed to be banned because it had a violent "effect on the degenerate races," notably Mexican immigrants.
Here's a nice section of a wikipedia article: War On Drugs, 20th Century
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"GTA isn't about fucking hookers or killing cops. It's a story of a guy who got screwed trying to get back on top."
So it's about a guy who got screwed and is trying to get back on top... On top of what again? The criminal world? By enacting all sorts of violent mischief? Who just happens to fuck hookers and kill cops along the way?
Now don't get me wrong, I love videogames, but the line this guy is trying to rationalize is so thin as not to even exist. It's as if the author is trying to explain away the fact that the game is putting you in direct control of a quasi-gansta whose missions are to almost exclusively commit acts of violence against rivals and society at large. I mean, let's not sugar coat this here. You can't divorse the two concepts, as well as the fact that it becomes more than "just a story" when you have user interaction. You're programming your brain with tactics, responces and behaviors in order to operate in that environment. I'll be the first to say most pleas of Videogame violence is way too overrated, but I'll also be up there in saying that it's not as harmless as some of the developers would have you believe. For most well adjusted people, it probably IS harmeless. But for a developing child? You have to be fucking kidding me. There's a reason sesame street exists and it's to program kids. Or, conversly, you can program them with GTA. Both purposely or inadvertantly will do the same thing, and to try and totally absolve yourself of the potential impact you're making on anybody playing is rationalist idiocy.
And yes, the parents have the biggest role in that development. But I wish these devs would call their games for what they are instead of trying to hide behind this conjured BS.
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It's the fact that mankind has an inborn propensity for violence. The problem isn't violent video games, but that we haven't addressed the fundamentally violent nature of mankind.
Lenin and Hitler killed millions before the first video game had been invented; our violent nature is as old as recorded history.
Instead of blaming a scapegoat (video games), parents would be better off recognizing this fundamental trait (propensity for violence) of human nature and teaching their children to overcome it. After all, keeping the kids away from violent video games won't keep the bullies from bullying, nor will it keep them from getting angry... The ability to take revenge isn't limited to those who have played violent video games.
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You had me until this sentence:
Dewey, what part of this looks like authorities should be involved?
Your point about "The killers at Columbine weren't geeks, nerds, goths, dorks, weirdos, metalheads, skaters, or punks." is true. But I don't buy your conclusion. The groups you point to have found outlets for their frustrations. "I'm a homicidal maniac," says Wednesday Addams in The Addams Family Movie, explaining why she apparently didn't dress up for Halloween. "They look like everybody else."
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Dewey, what part of this looks like authorities should be involved?
why hasn't he been captured yet? His kidneys are disfunct - how can he keep evading the US troups?
Simple; the people in charge of the US don't *want* him to be captured. (Witness pulling out of Afghanistan when we knew he was still there.)
The reason for this is simple: control. Right now, the US is one of the most paranoid places in the world, and this paranoia is being fed by the White House, because it gives them power.
Want to pass blatantly unconstitutional laws? Say the "T" word, and watch your opponents' political power crumble.
Want to run a police state? Have Federal agents armed with machine guns "patrol" major cities, and tell the sheeple that it's necessary to keep them safe.
If Bin Laden had been captured, people might ask "why do we need all of this?" Bush/Cheney need a bogeyman to keep the sheeple properly afraid, so that the real terrorists (the ones in the White House) can maintain their power hold.