The State of Play - Violence and Videogames
mozen writes "The BBC has an article up discussing the effects of videogames on the mind and how the media are reluctant to talk more openly about violent games. From the article: 'People who've grown up with Mario see him keeping pace, running and jumping along the building tops that streak by on a train journey. At best, it's a pleasant daydream — a happy reminder of a pastime you enjoy, and at worst, it's a mild distraction. Until, that is, you swap the games around. What if my screen dreams aren't of something so patently harmless as Puzzle Quest? What if they're of the stealth kills in Manhunt?'"
Games are under such sustained, and unfounded, attack because of the violence that they portray - still dramatically less gruesome that what is commonplace in film and TV
"It is a miracle that curiosity survives formal education." -Albert Einstein
The media DOESN'T like talking about violence in video games? What news sources do they use?
Do Or Do Not, There Is No Spoon, There Is Only Zuul. Everything in the above post is probably opinion.
I'm not going to each pills, while running from ghosts, and listening to repetitive music.
I'm not planning to perform a stealth kill in real life. I can't reset the real world or restore a save game.
Of course, that is what a rational person would do. But irrational people are... well, irrational.
I'd post more, but I've gotta go to a rave tonight.
my first memory of this phenomenon is after playing Lode Runner on the C64 for hours, then trying to read a book. the letters would drop off the end of the line as I read.
when I played Katamari for too long I would see everything in terms of "can I roll it up", which could be dangerous when driving.
I still find myself strafing around corners in office building, entering elevators backwards, and being very aware that landing a plane is just a controlled crash.
None of that, however, has made me more likely to shoot someone when the elevator door opens or run my car over a pedestrian to hit my 10m goal.
Then that means you daydream about that time you actually got the red kill. Big deal. You aren't daydreaming about murdering someone and then attempting to cover your tracks, worried if you will be found out, living with the guilt.
You are daydreaming about pressing fucking buttons. If you get those two confused, you belong in a VERY padded cell.
Living With a Nerd
Hopefully because they realize it's bullshit to blame videogames for idiots who act badly. I watched Zappa on Crossfire (via YouTube) yesterday and it was the same argument ~20 years ago, except about rock music.
If you don't like the content DON'T FUCKING BUY IT.
No sig for you!!
It's a funny thing, obsession. Sure, I've had some delicious fantasies of siting down that scope after too much Battlefield 2. And frankly, I'm ok with that. This article really is indirectly talking about the obsessive nature of humans to do too much of what we like. There's been tons of articles floating around the net about 'internet addiction', and I'm sure everyone reading this article knows at least someone that does something way too much. Personally, I think this modern day tendency to associate the activity with the addiction is irritating. People don't have MSN Messenger addiction, or video game addiction. They've just got a problem with balancing their life. And perhaps they need therapy to make that happen, but don't label the symptom as the problem.
I've had many (nighttime) dreams set in video games, but the weirdest by far were the Nethack dreams.
Comment removed based on user account deletion
After years of holding the industry back, video gamers are now old enough to be working professionals. Most of us who were in our late preteen and early teen years when Mortal Kombat was making so much controversy can now vote, pull down a serious income and are in short, starting to come to power. We make up the largest demographic of video gamers and it's a little hard to say that video games are primarily for children when most of the people who play them are at least 17 or 18 now.
I look at this, the victories on beating gun control and the increasing legal protection of self-defense as a bit of a reprieve for sanity and to some extent, masculinity in America. The fact is that a lot of women, especially (essentially primarily) middle and upper class women are scared shitless today of anything that reeks of traditional male ideas or interests. You see it everywhere from mostly female schools going batshit loco over a 6 year old **drawing a picture of a gun** to the attacks on violent video games (which are mostly enjoyed by men).
Now I'm not saying that women in general are like this. Most of the working class ones I've known are not like this, and I do know a a fair number of middle class women who aren't. However, a lot of the middle and upper class ones do find a serious problem with anything remotely dangerous or genuinely masculine. Anyone who has worked in a typical corporate environment should have met quite a few of those by now.
In some areas, I think we're seeing a return of sanity. There used to be a time where blaming violent games on every crime involving some punk was reasonable. Today it isn't. There used to be a time when saying stuff like "I wouldn't trust myself with a gun, so I wouldn't trust a stranger with one" sounded reasonable. With some of the stranger, more violent crimes and general shift in attitudes, now you need to explain why you aren't dangerous if you are so unbalanced that holding a gun would make you scared.
I'll remain a little positive until proven wrong about where things are going.
When I used to play World of Warcraft, I would go to sleep at night with my priest or rogue's actions running through my brain. I would constantly see myself playing, doing basically the same thing over and over, either running around or doing the typical battle moves that I would use against every enemy. This bothered me incredibly as I wasn't really sleeping, I was more in between and it was stopping me from falling asleep.
Something similar happened the night before I got married. I had been playing Meteos (a puzzle game for the DS) for a couple of hours to help calm me, and by the time I did go to bed, I was playing the game in my head. Along with the emotions of the coming day hitting me, I had such a hard time falling asleep. I got about as much sleep that night as the next night.
And I've also played Puzzle Quest in my head. I hate puzzle games!
Reviewing just the first hour of video games.
"I know that, if I've spent an entire weekend playing Halo and you stick me behind a crowd of slow-moving tourists, there's a split second when I wish I had my pistol "
Personally, I find after a weekend that features gaming heavily that when I'm waiting at the bus stop on Monday morning I sometimes find myself trying to press my brain's "z" button to toggle telescopic zoom, hoping I'll spot the bus coming down the long, straight road.
I'm not just daydreaming, for a split second I really think that some sort of inbuilt binoculars will activate and its actually a real disappointment when I realise I don't have such capabilities.
I guess it's a good thing I'm not usually holding an M-16 when waiting at the bus stop!
Just as the article says, everyone here will give the standard denial out of fear of giving the opposition new ammo.
But they do make a point. I've experienced a similar phenomenom. After playing hours of Tetris, I've found myself almost unwillingly thinking about moves, combos etc... even after I'd moved on. There was a pop-cap game where you shoot off fireworks that did the same thing, making me constantly think of new combos and such. We can deny the affects all we like, but anything that is repetitive will eventually get under your skin when over-exposed. The moment of truth comes in how we allow this to affect our behaviour. Most people are able to shake these affects and move on with their life, but a few can become consumed by it. These are the people who become your psychopaths and mass-murderers. Every person feels that urge every now and again to just go off. Whether you're sitting in traffic, in line at the bank, or doing some other tedious and/or annoying task, the urges exist. Those of us who are civilized and possess the ability to think rationally can get past these moments without incident, but again, there are always the few who can't.
This is why violent videogames are important. They help us to see what lies within us, and what the consequences of giving into can lead to. Games like Manhunt and Grand Theft Auto are great not because of their gameplay, but because they allow us to do that which we suppress in ourselves. It allows us to act out our most deviant and perverse fantasies without fear of repercussions. Nobody in their right mind will admit to it (which begs the question if I'm in my right mind), but we all have these fantasies at one point or another.
In a way, video games do affect me, just not in the way the "analysts" think. I'd say I'm far less likely to go on a killing spree or whatever after playing GTA. Why? Because I realize that driving my car into a "Pay n' Spray" will not help me one iota in a full on man-hunt involving the FBI and the National Guard. It reinforces that there is nothing great or glorious about killing someone in whatever gruesome manner the developer has cooked up. But most importantly, it helps me realize just how dark and terrible these urges are, and reinforces in me the need to suppress them.
So mod me into oblivion for speaking the truth if you must (It's the slashdot way, afterall), afterall, we wouldn't want our opponents to know this.
"Now I'm seriously serious!" - Serious Sam
It's not good to blame the audience for problems. Much better to blame someone else, in this case Video Games, but it could just as well be anything from usual list of bogeymen: Drugs, Rap Music, Paedophiles, Terrorists, Communists, etc.
The items on the list have one thing in common: mass-media's main audience (middle-aged, middle-income parents of middle-sized families) don't tend to like or identify with any of these so they act as good objects of blame as there is minimal likelihood of alienating viewers. We live in a "Someone must be to blame for everything" culture but nobody wants to hear that it's them who are to blame for anything.
"Okay, and speaking of impossible, Jane from Cedar Grove is on the line, and she wants to talk about how difficult it is being a parent today. Hello Jane."
"Hi Lazlow, I love the show, I'm a first time caller. I wanted to say something about these videogames, they are warping our kids minds. My sons dog, Bugle, got hit by a truck, and he says, 'Mummy, mummy, where's the reset button?' Kids these days, they think life is a game. Well it's not a game Lazlow. It is very, very serious. I let my kid play video games, and now, he runs around the house looking for gold coins. This is teaching our children to go chase money. My eldest has been playing this new videogame, called Pogo the Monkey."
"Yeah, I've heard of that one."
"The shop teacher called me today, and Sam made a home-made banana cannon in shop class, and was lobbing them across the street at a fast-food restaurant. And it's all because of videogames. Lazlow, life does not have a reset button."
"Right, but this show does."
[dial tone]
"I love that button."
Oh, say does that Star-Spangled Banner entwine / The myrtle of Venus with Bacchus's vine?
He does say that doing something over and over again-- whether it's a video game move or a cross-stitch pattern-- clearly affects the way we think. He acknowledges that this does NOT have to affect how we behave, and usually doesn't. But these things DO have a cognitive effect. His argument is that if we can only ever talk about this effect-or-lack-there-of in the context of condemning or defending violent video games, we are not going to be able to explore what is really happening.
His point is that the cognitive effects-- positive, negative, and/or neutral-- are worth exploring, and cannot be explored when every exploration begins with an agenda of "for" or "against", setting out to prove that games are/are not harmful. Is this really such an outlandish suggestion?