Violence in Games, Once Again, Not That Compelling
One of the great arguments of the digital age has been over the effects of video games on aggression — especially if you have ever heard the name Jack Thompson. A recent study suggest the counterpoint once again, that violent video games really don't have that much impact. "The authors performed six studies in total, but they were in broad agreement, so we'll only discuss the more compelling ones here. For the experimental portion, these involved playing an essentially identical game with different degrees of violent content. One group of participants was randomly assigned to play the game House of the Dead 3 on the different extremes of its gore settings, while a second was split between those who played the normal version of Half-Life 2, and a those who played a modified version that turned the adventure into an elaborate game of tag. In both cases, the primary influences on enjoyment were the sense of competence and satisfaction, along with the immersive nature of the game. Generally, females rated immersion as more important, while males went for competence (and consistently rated their own expertise very highly). Violence didn't register when it came to enjoyment, even for those with pre-existing violent tendencies."
I hear what you're saying but I think they are looking at gender roles in games. Physical gender, and mental makeup are two separate things that should be addressed separately.
For the purpose of understanding gaming, understanding the physical gender is less important than understanding the mental states a particular player will gravitate towards.
Separate the terms masculine and feminine from men and women.
In World of Warcraft, both masculine and feminine players trend in the direction of an eventual end-game raiding PvE experience, while only typically masculine players trend towards PvP. A mixture of players trend towards goofing around in the game and not aiming towards the competitive raiding or PvP environment.
The dangers of knowledge trigger emotional distress in human beings.
Well, Im a fairly keen player of Team Fortress 2 (an HL2 mod) and not one for violence in games. All of the quake based games are the properly violent ones, and even then, they aren't really what you'd call violence in comparison to many films today. So lets take the properly violent games, for example, Mortal Combat. If you aren't familiar with the game (even with its extremely catchy theme tune from the original) then it bassically consists of smashing as many virtual bones as possible in your opponent through means of some extremely reddiculous kung-fu style moves and then "finnishing them" by some extremely gruesome means involving the map. For example one map involves kicking them off the side of a rock a couple of hundred feet and them landing speared on rock. And despite its rating, its clearly aimed at rowdy 8-12 year old boys, AND their parents are happy to buy it for them. Now please explain to me what makes games such as HL2 (which is actually one of the more inteligent and thoughtful games currently out) are a disaster for children to have?
Come on, folks, admit it. You only believe this study because it concludes what you want to conclude. If it concluded the opposite thing, you'd all be selectively trotting out that good old line, "correlation doesn't imply causation," and holding it up to standards that you won't hold this one up to. (Because, after all, what kind of evidence does imply causation? Don't all experiments, because of their own nature, demonstrate nothing more than correlation?)
Are you adequate?
This statement was obviously written by a man.
Women are more interested in immersion into a mental state of connection, while men are more interested in how well they performed the act, and the joke is that these desires are completely incompatible with one another, and therefore we have the war of the sexes still raging today, getting worse and worse until the women win. Do not kid yourself -- they will win.
The dangers of knowledge trigger emotional distress in human beings.
From the summary, this study does nothing to address the general issues of violence in games. From my understanding, the issue has never been that video games make children enjoy violence. The issue is that violence in games desensitize children to violent acts as an acceptable form of conflict resolution. Most people don't play violent games simply because they are violent. This study seems pretty worthless to me.
Why is this tagged Republicans?
If you think it's only the Republicans censoring things, do us all a favor and quit voting.