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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."

8 of 191 comments (clear)

  1. Hmm... by Anonymous Coward · · Score: 5, Funny

    "Generally, females rated immersion as more important, while males went for competence (and consistently rated their own expertise very highly)."

    There's a joke about sex in there somewhere, I'm quite sure of it.

    1. Re:Hmm... by Hatta · · Score: 4, Funny

      If it were sex, it would be males who were more concerned with immersion, and females more concerned with competence.

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  2. Studies show 99% of studies are B.S. by Estanislao+Mart�nez · · Score: 5, Interesting

    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?)

  3. Yahtzee... by Chabo · · Score: 4, Insightful
    I like Yahtzee's stance on this:

    Controversy and the games industry go hand-in hand like Ico and Yorda, if you'll forgive the incredibly nerdy analogy. And like Yorda, the controversy tends to stay focused for an average of about eight nanoseconds before getting bored and drifting off to do something else. But when it does get focused it can get very exasperating, such as when youthful paragons of self-control are called nasty names and decide that murder would be the wittiest comeback, and then is found to have stood next to a videogame sometime in the past. Then the media generally start drooling the usual uninformed questions as to whether wholesome, boyish pretend violence has any correlation with the real world. Short answer: No. Long answer: No, and go fuck yourselves, you ignorant, scaremongering cockbags. [Text in review: No, and I consider your argument misinformed.]

    Source -- Transcription

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  4. Re:Try the same experiment with film. by Anonymous Coward · · Score: 5, Insightful

    continued success of splatter films and torture porn

    How many millions of people saw Saw? How many thousands of them proceeded to chain people up in dirty bathrooms with nothing but a rusty hacksaw blade? Hundreds? Tens? Can you even show a 0.01% correlation?

    The funny thing about "correlation is not causation" is that "causation requires correlation". If you claim that X causes Y and you have millions of X and not one single Y, you're going to have some explaining to do.

  5. Missing the Point as Usual by spiedrazer · · Score: 4, Insightful

    These studies do not say that the violence does not effect a player's aggression level. They had a completely different focus! The results show that the enjoyment of the players was not impacted by the violence level in the game!!! So, a good game is enjoyable no matter how much violence it contains. Why, then, do certain game publishers keep pushing the limits of violent content?

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  6. Re:Look at PROPERLY violent games... by justin12345 · · Score: 5, Interesting

    I'm not sure if I would agree that either Quake or Mortal Kombat are actually violent games (though I know this is a little out there). They are both certainly gory, but I'm not sure gore = violence. Way back when, I had a discussion with a friend about the difference between violence and "action" in film. I made the argument that most "violent" action movies are actually more choreography and dance then they are violence, even if they are gory. I referred to it as "dances with guns".

    To bring it back to video games, take Mortal Kombat. In Mortal Kombat you can graphically disembowel your opponent, but it is more of a flourish, an exclamation point at the match, a demonstration of skill. The character isn't shown suffering, comes back the next round, and the player doesn't really receive much of a sadistic thrill. Compare this to the original Perfect Dark, or GTA IV where you have the option of slowly torturing the NPCs to death, and they stay dead.

    To take it a step further, imagine a game based on the movie Hostel (which I would argue is an extremely violent movie) where the object of the game is to earn points and unlock levels by torturing your victim to death in ever more imaginative and gruesome ways. That would be what I would consider to be violent as its intent would be to arouse sadistic impulses and draw pleasure from the dominance over another person, or pleasure from causing them to suffer. Another example of a violent game could be a puzzle type game which casts the player as an WW2 SS officer, who's job it is to exterminate the greatest amount of prisoners with the least amount of resources; an act which would require the player to either insulate himself/herself to the deed being done, or take pleasure in the suffering he/she inflicts.

    If you compare the above idea to Quake or Halo, where players just hope around and blast each other, I think you can see the difference. While Halo might awaken tendencies for competition or aggression, its more akin to those awakened by sports such as soccer or football, no matter if the opponent splatters or not when defeated. I wouldn't hesitate to let my (hypothetical) teenager play a game like Halo, Quake, or Mortal Kombat, but I might have reservations if I saw them playing the hypothetical "Hostel" or "Holocaust" I outlined above. The former rewards emotions and behavior that are healthy and useful in society, the later would train them to be actually violent, or sadistic (or maybe would actually be an outlet for natural sadistic impulses, I defer to the experts).

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  7. Re:Well then.... by khellendros1984 · · Score: 4, Funny

    Well, if children are accessing inappropriate material, and killing parents, then I have a better solution. We'll ban kids. Get to it, people! =p

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