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Why the Gaming-Violence Connection is So Comforting

Warm Coffee writes "It's is well-established that the science supporting a connection between video game violence and real-world violence is tenuous. A new article at Ars Technica examines why society finds a gaming-violence connection so comforting. From the article: 'Sternheimer suggests that gaming is simply the latest in a long series of media influences to take the blame. "Over the past century, politicians have complained that cars, radio, movies, rock music, and even comic books caused youth immorality and crime, calling for control and sometimes censorship." She terms the targets of such efforts folk devils, items branded dangerous and immoral that serve to focus blame and fear.'"

11 of 125 comments (clear)

  1. Because it's a simple "answer" to a problem. by khasim · · Score: 4, Insightful

    Various "experts" sell books and make appearances to "explain" how the "problem" was created and what we should do to "solve" the problem.

    The names of these "experts" change over the years.

    As do their claimed "causes" of the "problem".

    But their MO is always the same.

    1. Re:Because it's a simple "answer" to a problem. by Kelbear · · Score: 3, Insightful

      I was thinking in the car today(dangerous habit, I'll try to quit). ...and I thought about how parents get blamed for a bad kid. Or media's bad influences, having taught the kid to behave the way they do. If the media isn't teaching the kids to be bad, were the parents teaching the children to be bad? The parents are supposed to train the children out of bad behavior.

      It seems to me that bad behavior is the natural course for a child to follow. It's not that "_____ is corrupting our kids!" the kids would have ended up that way either way without the parents actively training the kids to STOP. It'll be easier or harder for some parents depending on the kid's personality. It's their responsibility of course, regardless of how difficult the task may be(Some of you may have read the letter sent to Penny-Arcade from a guardian of a teen who killed a homeless man for fun and then blamed games, the parents seem to have put in quite a lot of effort in raising the kid and failed anyway).

      Anyway, another reason it's comforting to blame new and unfamiliar media like rock music, rap, movies, games, etc. for corrupting the youth is that it's a nice shield. It's depressing to think that youth may naturally turn out pretty crappy on their own without outside guidance.

      It's not like humanity has a good track record for keeping its behavior in check. It took a long while to develop civilization, training wild humans not to screw each other at every turn for fun or profit. And it's still a work in progress. So it's nice to have games as a scapegoat. Probably why it's popular.

  2. people *are* imitative by smellsofbikes · · Score: 5, Insightful

    Anyone who interacts with small children -- or even monkeys or parrots -- has seen them imitate behavior. Speech acquisition is imitative, interaction patterns are imitative. It takes no leap of imagination whatsoever to assume, as society does, that propensity towards violence is similarly learned (especially if you believe, as many do, that humans are innately nice and only do bad things because they're taught to.) I think the imitation behavior is so obvious, that the burden of proof is on the people who deny a connection, who say that humans *don't* get more violent from seeing violence. I personally believe that they generally don't because they have the cognitive ability to analyze behavior and decide which is acceptable and which isn't. A lot of people don't believe this, or believe only smart people can do this, or only adults, and they may be right. Forethought, and the ability to predict future events based on current actions, is a hallmark of intelligence. Not everyone has it. I think it's possible the reason the link between video games and violence is 'tenuous' is because for the large majority of people, there *isn't* any link, but for some impressionable, young, or screwed-up people, there *is* a tendency to imitate, because they're not good at separating reality from fantasy. But, really, that's no different than people who hear voices in their heads telling them to burn down churches. We don't blame the voices for the churches being burnt down, we say the people have problems. I suspect it's the same thing with video games. But, for people who dislike technology or new things they don't understand, it's easier to demonize the video game/comic book/whatever than to say that the people involved are the problem.

    --
    Nostalgia's not what it used to be.
    1. Re:people *are* imitative by Anonymous Coward · · Score: 5, Insightful

      I hope this doesn't come across wrong ...

      One thing I have wondered is whether the outrage we have seen since the 70's towards things like Comic Books, Horror Movies, Rap Music and Videogames is (in part) a consequence of both parents working. What I mean is that now a days both parents have to work 40 hours per week outside of the house and then come home and do (roughly) 20 hours of house work in order to make enough money to 'live' and have the house running well; this leaves many parents with very little time to actually parent their children. As a result there are a lot of kids who are running wild, maybe they're not breaking the law (or being caught) as much as their parents generation but they seem to be far more out of control.

      Now, in our North American culture it is inappropriate to blame ourselves for anything (and if you said their were consequences to both parents working you're likely to be killed by feminists) so people are looking for an external source to their problems ...

      Jimmy is violent because of videogames ...
      Jane is a slut because of MTV ...
      David does drugs because of Rap Music ...
      Dianne is a goth-freak because of horror movies ...

      The reality is that many children are screwed up because they don't (really) have parrents, and other children are 12 kinds of crazy (and would be screwed up regardless) ...

    2. Re:people *are* imitative by Chris+Burke · · Score: 3, Insightful

      Anyone who interacts with small children -- or even monkeys or parrots -- has seen them imitate behavior.

      Of course. And for small children, violent video games can be a very bad influence because a small child does not have a firm grasp on the difference between reality and fantasy.

      I think the imitation behavior is so obvious, that the burden of proof is on the people who deny a connection, who say that humans *don't* get more violent from seeing violence.

      As we get older (as in, double digits) and our brains incorporate the concepts of reality vs fantasy, we don't imitate in the same way anymore. We will imitate real-life behaviors, what we see our parents and peers do, but we won't arbitrarily imitate simulated actions in a computer.

      It's like conditioning -- it only works if you believe you are experiencing real rewards/consequences. Pavlov's experiment wouldn't have worked if he used fake dog food. For a small child a video game can provide an example for emmulation in a very real sense. For older children, the mental rewards of video games are inherently tied to the act of playing a video game, not to the act of performing those same actions in real life.

      A teenager is going to imitate their parents, their peers that they look up to, but not the Power Rangers. It is so obvious that the focus of imitation has shifted from simple monkey-see-monkey-do behavior to more social-oriented sophisticated immitation, that I am going to have to turn it around and say the burden is on you to show that they still mindlessly immitate violent behavior they see in a video game.

      The reality is that the only children above age 10 that become violent from playing games or watching a movie are the ones that have failed to incorporate the reality/fantasy barrier into their psyche, or in other words they are nuts. How many people have actually comitted violence they learned from entertainment media compared to the number who consume said media? What is the rate per capita of violent sociopaths in the population at large? I think you'll find the numbers are very similar.

      For something that is supposedly so automatic, very few people seem to be conditioned by these influences. I'd say whatever our imitative instincts are, they don't apply to fictional material outside of a few extreme degenerate cases.

      --

      The enemies of Democracy are
    3. Re:people *are* imitative by smellsofbikes · · Score: 2, Insightful

      I agree entirely: very few people are influenced by virtual representations of reality. The thing is: that's not the perception. We're not fighting facts here, we're fighting assumptions, and people assume that young adults learn from video games the same way they learn from speak-and-spell games. The question is really: at what age (or more properly at what state of maturity) do children manage to separate reality from virtual? The games-are-evil crowd says very late or never, the games-are-great crowd says real young, like, totally, dude. The answer's somewhere inbetween. It'd be awfully nice to have a test that could determine where it is for a given person.

      --
      Nostalgia's not what it used to be.
    4. Re:people *are* imitative by smellsofbikes · · Score: 3, Insightful

      *I* think parents have become control freaks. Up until the '50's children were born with hideous deformities on a regular basis, died of awful diseases in childhood, got limbs cut off in stupid accidents, but since antibiotics and safety equipment has come into regular usage, Americans in particular think life has to be safe, especially for children, so they try and control their children's environment, control what they see and who they talk do and what they do and what they read, rather than just letting the kids be kids. It's not that kids seem far more out of control: it's that the parents think their kids are out of control and want to CHANGE it.

      --
      Nostalgia's not what it used to be.
    5. Re:people *are* imitative by amuro98 · · Score: 2, Insightful

      Psychologists can already determine if a child or person can distinguish between reality and fantasy.

      The question I have is why isn't this considered in these "video games made him do it!" stories?

      I mean, if there was a case of a 16 year old jumping off his roof after reading Peter Pan, and thinking he can fly, you wouldn't hear about the media trying to ban 'Peter Pan' for encouraging, I don't know, "fairy-like behavior", right? So why is it different when a 16 year old decides it'd be "neat" to go on a shooting spree after playing a video game? In both cases, the person in question already lacked a firm grasp on what's reality vs. fantasy. The stimuli is immaterial at that point.

  3. Comforting, and illogical. by MeanderingMind · · Score: 5, Insightful

    Strangely enough, I can almost understand it.

    Our children are ultimately our legacy on this planet. Some people get to be in history books, but most of us don't. Whether or not there is an afterlife is irrelevant, what remains behind are our children and grandchildren.

    In effect, many people feel as though their children are the measuring stick of their lives. This may not be concious, but it is there. When you are dead and gone people will look at your children and judge you by them.

    Thus, what happens when things go wrong? Even the best of parents can have terrible offspring. Suddenly, good and incompetant people alike are presented with the possibility that their only legacy on this world will be a serial killer, a school shooter, or any other socially damaging aberration.

    It doesn't matter whether or not they were loving or negligent, people have an inherently cruel judgement built in. They will see James Q. Killer in the paper, and assume much about Mr. and Mrs. Killer. They could be the sweetest and wisest people in the world, but the callous eye of society will comdemn them with their child.

    This principle works even on lesser problems, such as stubbornness, bad grades, and direputable behaviour. Whatever is wrong with a child can gnaw at their parents.

    While the wisest and kindest of parents may not turn desperately for a scapegoat, most people aren't that strong. 40-50 years into life, no one wants to hear they've been doing it all wrong. Facing this would mean accepting that, on some level, you've wasted half your years.

    And so we have our "Folk Devils". These are comforting because they delude people to the truth and the difficulty of dealing with it. That this doesn't solve the problem means nothing, only that it takes the burden of responsibility off the shoulders of parents.

    It's a flawed way of dealing with reality to be sure. The moment one engages in scapegoating, it is inherently admitted that one was never in control. This premise is essential, or else the scapegoat isn't sufficient. With control, some blame still rests on the parents. Without control, are we not blameless?

    It also only compounds the problem. Scapegoating isn't a solution. Anything that might actually be causing or contributing to whatever issue there is with the child will remain unchecked. The parents are only concerned with Bad Influence(TM) X.

    It's a lie, but a comforting one. To admit the truth is painful.

    --
    Thunderclone: ONE MAN ENTERS! TWO MEN LEAVE! ONE MAN ENTERS! TWO MEN LEAVE!
  4. Well, to be fair by hey! · · Score: 3, Insightful

    All those people who thought stuff like rock n' roll was leading society into depravity were right -- or at least they weren't proven wrong.

    Modern society is depraved according their standards. The fact that we don't see it that way makes it even worse.

    Maybe the causal relationship isn't firmly established. But if you went back in time to visit somebody who thought listening to black music (rock) would lead to horrible things like miscegenation, and showed him what the future was going to be like, his worst fears would be confirmed.

    --
    Post may contain irony: discontinue use if experiencing mood swings, nausea or elevated blood pressure.
  5. Placing blame on the unknown by Mysterious+Stranger · · Score: 2, Insightful

    It's always been easy to place blame on something yes, but it usually involves placing blame on something that isn't well understood, researched or generally accepted by society. Imitating what we see and do is something that exists on the micro level.. yes we've all learnt as a child and we imitate what we see. But you don't see three year olds acting as a leader for groups of people and they probably wont be a factor in changing society as a whole. As we interact and form society's we decide whether or not an action/idea is accepted. What we've learnt through school and personal life lessons often comes from example. As we gather more examples and reasons to support or disprove our beliefs we can enhance our conscience. This can be why we can look at some societies and think "Wow, what the heck are they thinking!? That's so wrong?" But they may look at us thinking the same thing. As we grew up in different societies we were brought up differently, and sometimes there's conflicts of interest as a result. Violence in video games is easy to blame since it's effects are not well understood and more research needs to be done. Yes, some people may feel like they need to act out on violence they see but other people have learnt the difference between fiction and reality. Remember that those we elect also have the ability to relay their message to many people. Many leaders prefer to relay messages that society can relate with so they may stay in power. It's easy to say something people can agree with opposed to a conflict idea. With conflict, those who elected the leader remember it when it's time to vote for a new leader, and it's quite likely they'll remember more of the (bad/conflicting things) than the good. More research needs to be done on video game violence before society as a whole will begin to shift the blame away from it. Did you hear about the study conducted that shows playing first person shooters improves reaction times more than those who play Tetris? Funny how research that shows there's benefits to playing violent video doesn't get as much attention. But that is partly due to it conflicting with society's beliefs that violent games are evil, and as a result companies aren't as willing to fund research that examines the benefits of violent games.