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Study Finds Gamers Prefer Control, Competence Over Violence

Science News reports on a new study which found that the violence in video games was not a significant contributing factor to players' enjoyment. Instead, the feelings of control and competence the games engendered were closely linked to how fun the players found it. Quoting: "... the researchers extensively modified a popular first-person shooter video game called Half-Life 2 to have less gore. Half the people in a group of 36 male and 65 female college students were instructed to dispatch adversaries as the original game intended, 'in a thoroughly bloody manner,' says Ryan. The other half was instructed to tag enemies with a marker. 'Instead of exploding in blood and dismemberment, they floated gently into the air and went back to base,' Ryan describes. An extensive survey of the two groups showed that the exclusion of violence didn't diminish players' enjoyment of the game."

50 of 219 comments (clear)

  1. Control vs. violence by Anonymous Coward · · Score: 4, Insightful

    "They may not be in it for the blood. They're in it for the fun."

    Unfortunately, violence is the ultimate form of control.

    1. Re:Control vs. violence by The+End+Of+Days · · Score: 2, Funny

      Only when you aren't any good at it.

    2. Re:Control vs. violence by KDR_11k · · Score: 4, Informative

      Rule 6: "If violence wasn't your last resort you failed to resort to enough of it."

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    3. Re:Control vs. violence by Mozk · · Score: 2, Funny

      I think that with video games a controller would be the ultimate form of control.

      --
      No existe.
  2. Surveying is not the best method by Yath · · Score: 4, Insightful

    An extensive survey of the two groups showed that the exclusion of violence didn't diminish players' enjoyment of the game.

    I hope they did more then just ask them how much they enjoyed themselves. People can be unreliable when asked such questions, for any number of reasons, such as not wanting to appear like bloodthirsty savages when questioned by authority figures.

    --
    I always mod up spelling trolls.
    1. Re:Surveying is not the best method by nedlohs · · Score: 5, Insightful

      Since there's no reason for either group to know what the other group was doing I can't see how that would matter.

    2. Re:Surveying is not the best method by Vu1turEMaN · · Score: 2, Informative

      I know that any real study would be studying brainwaves during both sessions, and would be videotaping the entire thing, and recording demos of their actions in-game for analysis.

      Hell, the psychological studies at Pitt that I just went through as a class requirement sound more in-depth than this one, which is full of holes. Surveys do very little in this situation.

    3. Re:Surveying is not the best method by Anonymous Coward · · Score: 4, Insightful

      An extensive survey of the two groups showed that the exclusion of violence didn't diminish players' enjoyment of the game.

      I hope they did more then just ask them how much they enjoyed themselves. People can be unreliable when asked such questions, for any number of reasons, such as not wanting to appear like bloodthirsty savages when questioned by authority figures.

      Yes, I sure hope they followed the most basic of procedures in their field.

      I hope the programmers here didn't drop their laptops in the tub today, or use them outside in heavy rain. I also hope that they remembered to compile the programs that they wrote- trying to run the source code files directly would probably skew the results!

    4. Re:Surveying is not the best method by Thoggins · · Score: 4, Insightful

      Are you saying that people are not good judges of their own happiness indicies?

      Implying that people don't know when they're happy or what makes them happy? I'd call that a safe one, wouldn't you?

  3. 65% Women? Yeah that's accurate. by IanDanforth · · Score: 5, Funny

    Researchers have also have discovered that Laura Croft's breast size does not significantly change the appeal of the character, Animal Crossing is just as fun as GTA, and female night elves are rarely created in WoW.

    1. Re:65% Women? Yeah that's accurate. by Sir_Lewk · · Score: 2, Informative

      Honestly, that comment doesn't make much sense, Thomson would argue the opposite (regardless of the facts). Furthermore, I think sarcism is a bit above him.

      --
      "linux is just DOS with a UNIX like syntax" -- Galactic Dominator (944134)
    2. Re:65% Women? Yeah that's accurate. by Anonymous Coward · · Score: 3, Funny

      > Animal Crossing

      The TV spot for that makes me want perform unspeakable acts of cruelty upon small fluffy animals, punch the guy in the face and make out out with the girl. This fluoxetine-imbued, saccharin shit is easily the most emotionally confusing and disturbing thing I've ever seen on TV.

      If there was a top secret government program to convert non-violent, law abiding citizens into serial killers... the animal crossing ad looping constantly for 2-3 days would be all they needed.

    3. Re:65% Women? Yeah that's accurate. by rts008 · · Score: 3, Funny

      Researchers have also have discovered that Laura Croft's breast size does not significantly change the appeal of the character...

      True, True...butt,

      Well, actually we are watching for a realistic bounce and jiggle on the oversized jugglies....and a nice butt....and a skimpy costume...and
      Uhmmm....gotta go....more research needed here...

      signed,
      Researchers

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  4. Knockback in City of Heroes by Bonker · · Score: 2, Interesting

    City of Heroes and City of Villains make extensive use of PhysX to impliment ragdoll physics for humanoid characters. When you, as a super-powered character knock the tar out of an enemy, they can go flying across the room or high into the air.

    With some skill, it's possible to use knockback as the ultimate crowd control device. You keep your enemies knocked down or penned into a corner where they can't hurt you.

    In my opinion, this is far more entertaining and far more visually stimulating than any other method of defeating your enemies.

    --
    The next Slashdot story will be ready soon, but subscribers can beat the rush and slashdot the links early!
  5. Violence isn't necessary to have fun in games... by VinylRecords · · Score: 4, Insightful

    ...but in combat situations in Half-Life 2, Fallout 3, or Metal Gear Solid 4......it is.

    The mood of Half-Life 2 is a doom and gloom apocalyptic atmosphere where soldiers and aliens are enslaving mankind. In Fallout 3 the world is a desert of death and nuclear radiation, violence, chaos, it's part of the atmosphere, part of the immersion. In Metal Gear Solid 4 you are dropped off in the middle of a bloody war between private soldiers for hire and nationalists guerrillas, violence, gunfire, explosions, nanobots and killbots (with preset kill limits), are part of the world that is the turmoil enveloped earth.

    If was playing any of those games and there was no violence, no blood, no swearing, no aggression of any kind, I would probably not even play the games in the first place. They are rated M, they are adult games, made by adults for adults. No need to strip them down and make them for children.

    Are they honestly trying to say that something like Grand Theft Auto would be fun without in game crime, violence, or swearing? Maybe it would be...but that's not the point of GTA. It aims to be violent to create an atmosphere of crime. Just like crime movies and TV shows, Training Day, The Sopranos, also portray violence. It's realistic within the context of portraying criminal behavior with a reasonable creative license.

    Why not conduct a study to say that all R-Rated movies are unnecessary? Or that violent TV shows should be toned down to exclude violence? Surely Saving Private Ryan (Rated R for graphic violence) and Band of Brothers (rated TV-MA for the same) could have been just as effective as cinema with a complete lack of violence and cursing. Is violence necessary in those movies? No. It is necessary to make the movies compelling and also historically accurate? Yes.

    "A common belief held by many gamers and many in the video game industry -- that violence is what makes a game fun -- is strongly contradicted by these studies," comments Craig Anderson, a psychologist who directs the Center for the Study of Violence at Iowa State University in Ames.

    What empirical data is he possibly referring to? I have yet to see the survey where significance testing was passed that conclusively shows that 'many' gamers think violence is solely what makes games fun.

    This is just another barely scientific study where the researcher wants to get water cooler points with his colleagues and say "hey I got published about video-game violence!" and while in the short term this research might turn a few heads, another book like Grand Theft Childhood will put this study in the negative in the history books.

    http://en.wikipedia.org/wiki/Grand_Theft_Childhood

  6. And who's going to buy the pansy version? by JoeMerchant · · Score: 4, Insightful

    So, then, you're 13 years old and in the video game shop in the mall with your buds... gee, let's see, which game do I want to buy here, think the guys would be impressed by some flag-football where the most dexterous player wins, or chainsaw arena football.... hmmmm.... tough one, right?

    1. Re:And who's going to buy the pansy version? by Fex303 · · Score: 4, Insightful

      In your rush to be offended, you seem have missed a couple of things. First off the OP's original framing of the question in terms of 13 year olds justifies judging things using terms such as 'pansy'. Even assuming that the post had a homophobic element (which I'd dispute), acknowledging that homophobia exists doesn't make you homophobic.

      The next thing you're forgetting is the actual history of the term. From wiki: "The word "pansy" has indicated an effeminate male since Elizabethan times and its usage as a disparaging term for a man or boy who is effeminate (as well as for an avowedly homosexual man) is still used." All of this can be discussed in terms of masculinity rather than sexual preference.

      So yeah, maybe save your outrage for things that actually matter.

  7. Re:Violence isn't necessary to have fun in games.. by the_humeister · · Score: 5, Insightful

    Are they honestly trying to say that something like Grand Theft Auto would be fun without in game crime, violence, or swearing? Maybe it would be...but that's not the point of GTA. It aims to be violent to create an atmosphere of crime. Just like crime movies and TV shows, Training Day, The Sopranos, also portray violence. It's realistic within the context of portraying criminal behavior with a reasonable creative license.

    I think it would just be a different type of fun. Take a look at the The Simpsons Hit & Run game. It uses the same engine as GTA 3 and you more or less do the same thing: do quests, get into cars and drive around, talk to people, etc. However, you can't kill anyone, there's no swearing, etc. And yet, it's still a fun game.

  8. interesting by theeddie55 · · Score: 5, Funny

    My studies showed that my tetris addiction was directly linked to the violence of the game, I'm now going to have to go back and look over that paper, see where I went wrong.

  9. Re:Violence, maybe, but not gore by Anonymous Coward · · Score: 3, Informative

    Portal.

  10. Violent games stopped me from playing by Geof · · Score: 3, Interesting

    I stopped playing first-person shooters at Quake II. I had enjoyed previous FPS games quite a lot, and I gave Quake II a good try, but the bloody chunks with the flies buzzing around them were the limit for me. Similarly, I didn't like that in Age of Empires II committing war crimes - killing enemy peasants to take out productive capacity - was the best way to win. Nor that an apparent flaw with uprisings in CivIII meant that the best way to take over cities was a bit of ethnic cleansing by way of starvation. I still played those games, but it bugged me. I never traded slaves in Elite.

    This is why I liked Tony Hawk and Jet Set Radio so much. They are about being cool instead killing things.

    I won't make grand claims about the effects on anyone else, but I know I don't want my 3-year old son playing violent games. I am kind of pissed off that many games I might otherwise enjoy are effectively wrecked by violence. Who knows who else is put off by violence? The people like me who are put off don't play, so they don't figure into many statistics.

    1. Re:Violent games stopped me from playing by Chris+Burke · · Score: 2, Interesting

      I won't make grand claims about the effects on anyone else, but I know I don't want my 3-year old son playing violent games.

      I'm sure there will be other obvious points made, so instead I'll say I agree with you on this one completely. By a certain relatively early, say pre-teen, I think most minds have a solid enough grip on reality vs fantasy and right and wrong to be able to handle normal levels of violence in movies and video games. Very young children are such blank slates though that they really can be influenced by just about anything.

      My younger step brother was a huge Power Rangers fan when he was in the 4-5 range. He got into the very unfortunate habit of kicking and punching people in emulation of the show. He thought it was great fun. He kinda didn't understand the difference between kung-fu on screen and punching his dad in the leg. So needless to say that show was banned. Only a few years later, he understood real vs pretend violence well enough to participate in tae kwon do classes.

      To me half the problem with the whole "do video games cause violence in children" debate is that people use "children" to include everyone under the age of majority. Sorry, but if your high schooler goes out and steals a car because they played GTA, then they were already a delinquent. But children children? Yeah, I am totally on board with being careful about what they're allowed to consume for entertainment.

      --

      The enemies of Democracy are
    2. Re:Violent games stopped me from playing by Geof · · Score: 3, Insightful

      You aren't the only one to talk about realism in your response (though the others weren't so polite). It is certainly true that history is bloody and unjust, far more than we usually recognize. Hell, the present is bloody and unjust too, with historically high levels of slavery, for example.

      Personally I think realism in games is generally a red herring. Games are no less fantasies than are most Hollywood films. At best, they have only a passing acquaintance with reality. We play games to escape from reality, not to replicate it. It is too easy to pursue "realism" as a design objective, perhaps because it's easier to imitate reality than to come up with original fun.

      To take Age of Empires as an example, in a realistic game we might expect to enslave conquered populations (or at least their women and children), commit religious genocide and cope with serious problems of deforestation and soil degradation. I doubt many of us would want to play a game in which our civilization suddenly and unexpectedly got wiped off the map a disease that kills a third of the population (the Black Death) or 90-99% (the Americas following first contact with European smallbox).

      Not that I mean to hold up AoE as a terribly violent game. It really isn't. What bothered me is that a small feature, so easily changed, was actually incredibly brutal. Attacking an enemy's productive capacity while building up my own is the sort of approach I am inclined to take, as opposed to frontal attack. Historically, though, I suspect that conscious economic warfare is a recent phenomenon, reflecting more of a WWII mindset than an ancient one. The wars in the former Yugoslavia or Rwanda would be more representative: genocidal attacks on other groups not in order to stop them from producing, but to take over their territory and resources. During the Middle Ages in Europe, the people simply went with the land so there was no need to kill them (though that happened anyway) - it wasn't until part way through the Hundred Years War that nationalism started to take root as a consequence of military brutality.

    3. Re:Violent games stopped me from playing by MsGeek · · Score: 2, Funny

      Oh yeah...he wants the "Rapture" mod. You know, the one where you type in a code and the Rapture happens. The virtuous peasants get taken to Heaven by Jesus, and you, the evil warlord, gets to gather up their stuff. Simple.

      --
      Knowledge is power. Knowledge shared is power multiplied.
    4. Re:Violent games stopped me from playing by ElectricTurtle · · Score: 3, Insightful

      Somebody needs to read Commentarii de Bello Gallico. From the beginning of recorded history in conflicts large and small, groups of people are routinely killed as a show of force. Caesar's records of handling Gauls, Britons and Germans are particularly clear. The idea is always to 'send a message' to anybody else who's thinking of opposition. It has nothing to do with nationalism.

      It also seems as though your gaming experience is lacking. All the things you speak of in terms of a 'realistic game' exist to one degree on another in Firaxis games like Civ IV and Alpha Centauri. Granted, when I play those (and I do excessively) I turn random events that effect population (like disease) off, but otherwise it's all there.

      The other posters are correct. It seems to me that you have a hard time with what is a clear difference between games and simulations with real events. The depictions of villagers in AOE aren't real people. They don't have families, goals, lives, etc. They're stupid sprites somebody drew to represent certain abstract capacities in a game that happen to look like people and are easily and intuitively understood in a common context (it takes labor to get resource X to place of use Y).

      If you're so sensitive that seeing a depiction of demise in art (these are drawings remember, they just happen to be part of the goal-oriented framework of a game) evokes a reaction on a level with reality, that is the literal definition of confusing fiction and reality.

      --
      I support the Slashcott and will not be reading or commenting from 2/10/14 to 2/17/14. Beta is steaming pile of dog shit
    5. Re:Violent games stopped me from playing by l00sr · · Score: 2, Interesting

      It's a shame that this thread has become a knee-jerk reaction fest defending violence in videogames, when in fact the article brings up an interesting question. Do videogames really need to be so violent to be fun, or could it be that the target demographic consists mainly of insecure young men who play violent videogames to feel macho/empowered?

      In that sense, I could very easily see being put off by pointless, over-the-top violence--in a way, it's an insult. I don't need to play a game that involves graphically castrating a man with a pair of pliers to feel like a tough guy, and admitting that Animal Crossing is just as fun doesn't make me feel like any less of a man.

  11. I'm not a bad person, but... by EZLeeAmused · · Score: 2, Informative

    When I play Half-Life2, in the places where you can set undead with head crabs on fire, I definitely try to do that. But then I do feel wrong when they stagger around on fire, moaning.

    --
    Some see the vessel as half full; others see it as half-empty; We pour it out on the floor and laugh
  12. Really? by east+coast · · Score: 4, Funny

    I can't speak for anyone else but I play video games so I can shoot people in the nutsack.

    --
    Dedicated Cthulhu Cultist since 4523 BC.
  13. The article casts some light on this! by jonaskoelker · · Score: 2, Insightful

    FTFA:

    In a different study of avid gamers, a group of 39 males who were, on average, 19.5 years old and played video games for 7.5 hours a week were asked to play the game The House of the Dead III with a low violence or high violence setting. [...] As before, violence did not affect playersâ(TM) enjoyment of the games.

    Even if we're talking about males-only, and the fairly young variety, violence seems to not matter.

    Chipping in with my own anecdote: my (by far) most violent wii game, Mortal Kombat Armageddon, is the one I find the least fun. The one with no violence at all, Guitar Hero III, is the one I find the most fun. The second-most violent is probably Twilight Princess, almost-tied with GH3 for fun. So there's no clear relationship. By the way, I'm male and 25.5 years old on average ;-)

  14. Re:Violence, maybe, but not gore by Torvaun · · Score: 4, Insightful

    Portal has violence, it's just all happening to you instead of your enemies.

    --
    I see your informative link, and raise you a pithy comment.
  15. Survey != Study by Darkness404 · · Score: 3, Insightful

    Yes, most people prefer control to violence, but if I'm playing Call of Duty when I'm in a war, I don't want people to just "faint" get transported back to base, etc. People die in wars, people bleed in wars, heck, people even swear in wars. I don't want to hit someone with a grenade and them just to be transported somewhere. On the other hand, I'm not sure if I would like it if whenever Mario stomps on an enemy for blood to be gushing out of it because it doesn't fit the mood.

    --
    Taxation is legalized theft, no more, no less.
  16. I, for one, ... by Strake · · Score: 4, Informative

    prefer rows of eliminated blocks in Tetris to explode into blood and gore and fire.

    1. Re:I, for one, ... by maz2331 · · Score: 2, Funny

      Prefer that the rows of Tetris blocks explode in an orgy of gore and fire - with extra points if it's somehow sexualized.

  17. The real test is none vs. some by Lonewolf666 · · Score: 2, Interesting

    I think there is something like "enough" of the naughty stuff, and it applies both to gore and the Lara Croft example in GP's post. Beyond that, more just means less believable and it gets old fast.

    Personally, one of my favorite games is Day Of Defeat with moderate "blood effects". I find that removing them completely would detract from the game, but excessive gore would not improve it. The same goes for breast size of female MMORPG characters, I like those but don't push the settings for boob size to the maximum.

    --
    C - the footgun of programming languages
  18. Re:Violence, maybe, but not gore by cibyr · · Score: 2, Interesting

    Portal is not an FPS, it's a puzzle game played from a first-person perspective and with traditional FPS controls.

    For an FPS without violence, digital paintball comes to mind.

    --
    It's not exactly rocket surgery.
  19. Yet another BS study by basementman · · Score: 4, Insightful

    They surveyed 101 people and expect to draw a useful conclusion from that? In my high school probability class we did surveys with more people than that. Besides the flawed sample, choosing more women than men in a hobby hugely dominated by males. The sample size is smaller than my recently removed left testicle.

    1. Re:Yet another BS study by Atario · · Score: 5, Informative

      Your high school "probability class" didn't teach you enough.

      According to this, there are about 228 million adults in the US.

      According to this, 40% of US adults play videogames, or about 91.2 million.

      According to this, a confidence level of 95% and a confidence interval of 10% can be achieved on a population of 91.2 million with a sample size of only 97.

      So, yes, you can draw something useful from that.

      --
      "A great democracy must be progressive or it will soon cease to be a great democracy." --Theodore Roosevelt
  20. Why half-life 2? by gparent · · Score: 4, Insightful

    Half-Life 2 is hardly violent. There is a bit of blood and people dieing and that's it. There is no such thing as "Exploding in dismemberment" in that franchise. So they took a low violence game and made it even less violent. Big deal.

    1. Re:Why half-life 2? by Anonymous Coward · · Score: 2, Interesting

      Are we talking about the same game ? There are parts of HL2 that are really, really violent...

      Like using the gravity gun with the saw blades on the zombies to cut them in two.

      Or enemies getting impaled on your crossbow bolts.

      Or zombies screaming in pain while they burn.

      Or using enemy corpses as projectiles.

      But in my opinion, it's not a bad thing, since it creates an creepy ambiance that is the goal of the game.

  21. It's the developers fault. by Anachragnome · · Score: 2, Interesting

    One time, a friend and I tried to actually be helpful in a World of Warcraft battleground (Arathi Basin) without doing a single point of direct damage to anyone on the opposing team, with a level 31 Undead Warlock and a level 32 Undead Priest. Lowest level toons for the ranked Battleground(think "cannon-fodder").

    Short of fearing everyone repeatedly(just pissed everyone off, and the first guy with a trinket would kill us) or simply kiting them around to waste their time, we only found ONE method of actually killing someone without doing direct damage.

    I'd park my succubus right next to the flag at the lumbermill, have her go invisible and then just stand there. Then I'd go and hide behind this rock real far away, but close enough to see the flag. The Priest would do the same, but closer in.

    I'd wait for some unsuspecting soul to walk up, start to take the flag, then seduce them with the succubus(WTF!?........), then have my buddy the Priest come out of hiding, race up to them, cast mind control, then run the poor slob right off the towering cliff next to the flag. I could usually run up to the edge of the cliff just in time to see them hit, far below.

    It wasn't us that killed them, it was the landing!

    But seriously, MOST games are based on doing damage to something. This study just says that MOST game developers are simply ignoring a possible playerbase-- the ones that don't really care about doing damage to something.

    Think Portal.

  22. frost upon my window; pains. by retchdog · · Score: 2, Interesting

    82,000 years ago I was a cat! In time: solid ball became hollow one – concomitant changes in the correlation structure were mitigated and I forgot what this meant. Never condition on the future.

    FUCK

    Betwixt me! Against me! Forlorn antipathy, against which a lurgid bee doth protest unkindly.

    Pie crust: kneading moist dough causes proteins to entangle (not applicable) = unpleasant mouthfeel. Moisturizing the dough to workability with high proof vodka (and the usual buttering/short) instead of water, thus gives superior results! Just ask Vivaldi and the late lobster-murdering Julia^H^H^H^Hesus Child^H^H^Hrist savour of the tulip factory.

    THIS IS WORSE THAN SOMETHING BUT I DON'T REMEMBER YET WHAT IT WAS
    Mustard is made from mustard seeds and is more properly called "prepared mustard". It's hard to know when to stop, though.

    (so see if I don't)

    --
    "They were pure niggers." – Noam Chomsky
  23. Lol. by cyn1c77 · · Score: 3, Interesting

    Half the people in a group of 36 male and 65 female college students were instructed... An extensive survey of the two groups showed that the exclusion of violence didn't diminish players' enjoyment of the game

    Yeah, OK. But only because they had so many women in the mix. Put some 12 year old boys in there and the map will be covered in blood.

  24. It has never been the gore. by CobaltBlueDW · · Score: 4, Insightful

    People who are outside of the gaming social faction get hooked on this stigma. Violence in games isn't violence. The point of gore in a game rarely has anything to do with violence. Blood splatter in games has a purpose, and it's not to attract the vampire demographic.

    Here's an overly simplified run-down for the unaware:
      - Games are structured activities with achievable goals.
      - Goals in games come with rewards (simple psychology).
      - The better the reward system, the more rewarding/entertaining the game.
      - Rewards come in many forms, audible and visual are among the most prevalent in audio-visual products such as video games.
      - An example of a visual reward is a firework. It's a visually appealing que signifying success.
      - Games also often have themes. This imbues the game with 'Mimesis', the fun of role playing and make believe.
      - Themes often involve living things because we(humans) find relevant topics more interesting, and living things (including humans) more relevant. Also, living things imply intelligence. Implied intelligence in opponents increases the sense of competition, or 'Agon'.
      - When the theme dictates that you should defeat a living thing, and the reward system dictates that you should que success with a visual explosion, common sense leads to blood splatter.

    Note: how some themes will use a more science fiction based approach, applying artificial intelligence to robots, and using combustion explosions or sparks as rewards.

    The prosperity of violence in games is not, for the most part, due to gratuity, but solid evolutionary success. The game industry is heavily driven by an evolutionary process. Game producers cling to what has worked in previous propogations, while intermittently making random variations to successful formulas.

    --So, thank you again scientists for attempting to give empirical evidence for something that was clearly logical.

  25. Postal anyone? by starblazer · · Score: 2, Interesting

    Remember postal? big hit. Remember Postal 2? Anyone? Anyyone? Once Postal hit and took the "OMG BLOOD AND GORE" away, the next game in the series sucked. Hardcore. Since then nobody has really cared about the stupid blood and gore games.

  26. Tell that to EA then? by Moraelin · · Score: 2, Insightful

    So, then, you're 13 years old and in the video game shop in the mall with your buds... gee, let's see, which game do I want to buy here, think the guys would be impressed by some flag-football where the most dexterous player wins, or chainsaw arena football.... hmmmm.... tough one, right?

    Well, I'm sure that'll be news to EA, who has been making more money with their sports games than with any other genre. In fact, nowadays the average game doesn't even break even, and EA effectively subsidizes the duds out of their sports games income.

    I'm sure it'll also be news to all the console manufacturers who've been courting EA for those games. Or to Sega who thought that they _need_ their own sports games to survive without EA sports, back in the Dreamcast days when they got in a pissing contest with EA.

    So yes, "some flag-football where the most dexterous player wins", and in fact is often little more than a re-release of last year's game in higher resolution and the list of players updated, routinely outsells games mindless blood and guts.

    I'm sure it'll also be news to Sony, where the Gran Turismo series and Final Fantasy helped sell more Playstations than all gory games combined.

    It seems to me that:

    1. Taking an arbitrary 13 year old male segment is a non-sequitur anyway, in an age where the average gamer age is in the 30's. There are more female gamers over 20 than male gamers under 18, and the numbers look even more bleak if you restrict yourself to 13 years olds. So what's really the point? That you can pick an irrelevant minority for your example?

    2. Even there, don't underestimate a culture where masculinity and aggression are basically channelled into "my sports team beat your team, sucker". You could maybe make your point about some other dexterity game. But football? In half the world it's the modern gladiators and _the_ way to channel us-vs-them willy-waving. People learn early that being a mindless football drone is actually _expected_ if you're male. And aspiring to be a football superstar is actually one of the very acceptable and popular puberty aspirations for males. In this culture it's not a case of "some fag-football", but rather the opposite: people might wonder if you're gay if you _don't_ like football.

    So, yes, if that 13 years old wants to not look gay to his peers, picking "some flag-football where the most dexterous player wins" is actually one of the easy ways to do so.

    --
    A polar bear is a cartesian bear after a coordinate transform.
  27. Re:Violence isn't necessary to have fun in games.. by Stormwatch · · Score: 2, Insightful

    Taking in account their old games, the Simpsons had a TERRIBLE reputation among video game players.

  28. Re:Violence isn't necessary to have fun in games.. by masterzora · · Score: 2, Interesting

    It is interesting to note that the original Fallout games both had Bloody Mess as a "trait" (similar to perks except they could only be selected at character creation and you get to choose up to 3 out of maybe a dozen choices). It differed from Fallout 3 in that it was purely the cosmetic effect, not the extra damage that Fallout 3's perk allowed. However, a lot of work was put into making the original Bloody Mess more... if not realistic, then at least sensical, than Fallout 3's, and it included many unique effects (unique to injury types, that is). This trait is/was easily the most popular trait in the games. When asked about it, however, few people say that they select it for the added violence, while many will say that it's interesting because of the creativity involved, seeing all of the different ways the devs made it work.

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  29. wow, another bullshit study by skam240 · · Score: 2, Interesting

    This really just seems to be just bad science to me. For starters, just asking people what they like more as they did in the 2,500 person study is no way to determine anything like this. Next, the sample size is entirely too small on the game play tests for them to mean anything. Finally, why on earth are they using a sample group that is disproportionately female in a study about game violence when it is males that a)generally spend far more time playing games and b) are generally more attracted to violence?

    Now just as a disclaimer, I'm not promoting any viewpoint in regards to video game violence. I just think the studies in question here are bullshit (at least as they are described in the article).

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  30. Re:Violence, maybe, but not gore by im_thatoneguy · · Score: 2, Insightful

    Then again. I've never seen the difference between:

    Paintball, Airsoft, Unreal Tournament and Counter Strike. All activities are me attempting to hit an oposing player with projectiles to eliminate them from play or gain a point.

    I also don't see any difference between Doom and Super Soakers. They're all equally "violent" in my mind. Just because blood comes out when I hit them doesn't make it more violent to me. Now on the other hand a game in which the goal is to mame or inflict 'pain' on an opponent I would view as violent. But those games are very rare and probably not very entertaining. I don't even twitch or cower away at Fallout 3's gore with heads popping off and lots of blood. But I can't stand the idea of someone's fingers getting smashed in a door. One is painful and one is just theatrics.

    What's fun is competition and challenge. The study is correct. But I don't think disabling gore makes Half Life 2 less violent. Just less gory. And while some gore is incidental to a game. Some Gore greatly enhances the enjoyment of the game. Usually good gore is comedic gore. Getting blown up in Team Fortress 2 is usually a hillarious experience as you watch your head fly across the map 200 feet in the air. It's gory. It's your own death. And it's really funny.

    Monty Python Search for the Holy Grail has some of the most hillarious gore on film. If the knight hadn't bled when his arm was cut off I think it would have been less enjoyable.

  31. Re:Before the tags come out by Smauler · · Score: 3, Insightful

    I think you're confused. I could do a completely randomised survey which concludes there is a statistically significant link between people who have long hair, and people who have given birth. However, growing your hair long does not make you more likely to give birth. That is the correlation is not causation argument.

    This experiment actually showed _no_ correlation between violence and enjoyment. That was the result. So there's nothing to cause in the first place. The correlation is not causation argument is completely irrelevant to the results of this experiment.