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Games That Make Players Act Like Psychopaths

An article at Wired takes a look at two multiplayer survival games, DayZ and Rust, and at the behavior of players when their actions are freed from a civilized moral code. 'Violence wouldn't bother a psychopath, [Dr. Adam Perkins] says, but they might have another incentive to avoid violence: the consequences of getting caught. Most psychopaths are logical people, he says, and understand that actions bring consequences. The threat of repercussions — say, for example, prison — might keep them from acting out. Such disincentives do not exist in virtual worlds. Absent a sense of empathy, you're free to rob and kill at will. What we do with this reveals something about us.

Jon Ronson, author of The Psychopath Test, says imagining ourselves doing something horrible is a way to see ourselves in a new light. "One of the ways we keep ourselves moral is to imagine the terrible things we could do, but then don't do," Ronson says. "You stand on a train platform and think, 'I could push that person in front of the train.' That thought pops into your head, and it doesn't make you a lunatic. It makes you a good person, because what you're actually saying is, 'Oh my god, I’m capable of doing a terrible thing, but I would never actually do it.'" ... But we're still left with the big question: Are our actions in a virtual world tantamount to imagining those things we could do in real life but never would? Or are we merely behaving as we would in real life if there were no consequences for our actions?'

212 comments

  1. As Stephen King said... by alphabet26 · · Score: 0

    As long as you keep the gators fed.
    Why We Crave Horror Movies

    --
    -AlPhAbEt
  2. LOL ... by gstoddart · · Score: 1

    You need only look at the comments on Slashdot to prove this. ;-)

    --
    Lost at C:>. Found at C.
    1. Re:LOL ... by Somebody+Is+Using+My · · Score: 3, Insightful

      You would get a lopsided view of the world if you base your opinions solely on the comments on some Internet forum.

      Just like many of us would not commit a crime just because we feel it is wrong (and not in fear of any legal consequences), so many people do not make childish or rude comments just because it is on the Internet. As old the expression goes, "if you have nothing nice to say, don't say anything". Unfortunately, this imbalance can often make it seem as if the Internet is full of sad jerks whereas the truth is more likely that there is a vast unspoken majority lurking behind the scenes.

    2. Re:LOL ... by Anonymous Coward · · Score: 0

      I am a lurker here.

      I have been here almost since slashdot started, but you almost never hear from me.

      I agree with the idea of "a vast unspoken majority lurking behind the scenes".

      We come here to glean information and knowledge from those who already have it, and the occasional belly laugh.

    3. Re:LOL ... by Anonymous Coward · · Score: 0

      "if you have nothing nice to say, don't say anything"

      I lived by that, and I was lonely and shunned. You should rearrange that into: "if you have nothing to say, say something nice".

  3. Or, we could just be playing a game by djrosen · · Score: 5, Insightful

    But that wouldn't be very interesting of help to fear monger, would it.

    1. Re:Or, we could just be playing a game by djrosen · · Score: 0

      s/of/or

    2. Re:Or, we could just be playing a game by s.petry · · Score: 5, Insightful

      Correct on all accounts. Playing a video game is not bad by nature. If the player can easily understand that "it's a game" and not confuse the game with reality, I don't see an issue. One of the major issues I see with mental health and video games is that some parents use games as baby sitters. They don't provide the moral context, then wonder why their kids get out of control.

      I see this just like I see people blaming Wily Coyote cartoons for violence. Entertainment with proper guidance is just entertainment, but some people need a scape goat.

      --

      -The wise argue that there are few absolutes, the fool argues that there are no probabilities.

    3. Re:Or, we could just be playing a game by ppanon · · Score: 5, Insightful

      Neuro plasticity indicates that what you repeatedly perform becomes a more entrenched behaviour as those neural paths become strengthened. That would seem to indicate that it would exacrebate natural tendencies. If you naturally are repelled by psychopathic behaviour, then performing it could strengthen that revulsion. If on the other hand you have psychopathic tendencies....

      --
      Laissez lire, et laissez danser; ces deux amusements ne feront jamais de mal au monde. - Voltaire
    4. Re:Or, we could just be playing a game by ShanghaiBill · · Score: 4, Insightful

      They don't provide the moral context, then wonder why their kids get out of control.

      If this was true, there would be plenty of data with a positive correlation between game playing and immoral behavior. Can you point to any evidence that shows that games cause kids to "get out of control"?

    5. Re:Or, we could just be playing a game by Ravaldy · · Score: 2

      I think the NSA posted this because I just had a conversation with my son about violent games. This weekend for the first time I've let him play GTA. He loves it and speaks out loud while playing. I actually played with him to show him he doesn't have to kill officers and civilians to get what he wants. I also took the time to explain to him it's a game...

      At the end of the day it's about parenting. Parents need to be involved with their children to ensure they stay on the morally correct path.

    6. Re:Or, we could just be playing a game by Anonymous Coward · · Score: 0

      It's "Wile E Coyote," dammit *pull out my Uzi and...*

    7. Re: Or, we could just be playing a game by Ravaldy · · Score: 1, Funny

      Stop being jealous.

      ---
      C.I.O.

    8. Re:Or, we could just be playing a game by Anonymous Coward · · Score: 0

      Case in point: there is not much violent crime in Seoul.

      http://www.theguardian.com/news/datablog/2012/nov/30/new-york-crime-free-day-deadliest-cities-worldwide

    9. Re:Or, we could just be playing a game by Anonymous Coward · · Score: 0

      This assumes that playing a video game is similar enough to actual psychopathic behavior to activate those pathways.

    10. Re:Or, we could just be playing a game by Trax3001BBS · · Score: 1

      I just had a conversation with my son about violent games. This weekend for the first time I've let him play GTA. He loves it and speaks out loud while playing. I actually played with him to show him he doesn't have to kill officers and civilians to get what he wants.

      You showed him how to pick up hookers? (Grin)

    11. Re: Or, we could just be playing a game by sillybilly · · Score: 1

      I live in a rental tub, like Diogenes used to, but I think he owned his tub. See http://en.wikipedia.org/wiki/D... This one is made of cast iron because a magnet sticks to it, and it's pretty good all around x-ray protection, except from above.

    12. Re:Or, we could just be playing a game by Ravaldy · · Score: 1

      Lol !!!

      Father of the year award.

    13. Re:Or, we could just be playing a game by tlhIngan · · Score: 1

      They don't provide the moral context, then wonder why their kids get out of control.

      If this was true, there would be plenty of data with a positive correlation between game playing and immoral behavior. Can you point to any evidence that shows that games cause kids to "get out of control"?

      Perhaps that's why every study is inconclusive, actually.

      The reality is, the military uses games to desensitize soldiers so pulling the trigger is much easier - the training is dehumanizing the other side. It's well studied that video games are an effective method of this and it's a regular part of soldier training.

      However, in a less controlled context, like letting your kid play GTA or whatever, the outcomes are not that ever kid goes on a rampage. Why? Could be because most kids are brought up in environments where actual parenting takes place, so the context of the game is well, it's a game and don't you dare do it in real life.

      However, for a small minority few or those whose parents are more absent from their lives, lacking proper moral guidance may lead them to a warped sense of reality. Of course, a supportive environment (e.g., a friend) could very easily steer the kid the right way, as in "this is fun, play and not real life".

      Then you have the broken homes where the family isn't there and whatever happens.

      Which explains why all sorts of video game studies are all over the map, and the question can never be definitively answered. (And probably because the question being hypothesized is slightly different as well).

      Of course, the fact is, the vast majority of kids who play these games generally play under good parenting - hence why we don't have huge gangs of kids shooting everything up the street.

    14. Re:Or, we could just be playing a game by StrangeBrew · · Score: 1

      Wouldn't it be best to test clinically identified psychopaths to see if there is any identifiable pattern related to how they play video games when all actions are permissible? It's irresponsible to suggest that certain 'immoral' behavior during video game play is indicative of real life psychopathic tendencies without first determining whether or not those same actions would be performed by a psychopath playing that video game.

    15. Re:Or, we could just be playing a game by Anonymous Coward · · Score: 1

      Retarded argument based on dubious understanding of a scientific concept.

      You could just as easily say that playing out bad behaviour in games may defuse that kind of behaviour in real-life. For sane people, the thought "this is just a game", could easily make you picture how badly it would go to try something like that in real life, and discount stupid ideas before you will them to happen. A gamer can most probably do this alot faster and more accurate than non-gamers.

      Of course, you have a few twisted personalities disorders, that would abuse war-games for planning real-life murder. These kind of people would use any tool, a book or a hammer for the same ignorant thing. In such events, don't blame the gun, blame the ignorant and damaged person.

    16. Re:Or, we could just be playing a game by DM9290 · · Score: 1

      If you naturally are repelled by psychopathic behaviour, then performing it could strengthen that revulsion.

      so logically then the healthy portion of the population should be directed towards playing more violent games and watching more violent movies repeatedly in order to strengthen their revulsion to psychopathic behavior.

      --
      No one has a right to their *own* opinion. They have a right to the TRUTH.
    17. Re:Or, we could just be playing a game by Sabriel · · Score: 1

      Er, what? Re-read the post you replied to - they're not saying games cause immoral behaviour, they're saying games (that don't provide a moral framework) _used as a substitute for proper parenting_ (providing a moral framework) cause immoral behaviour.

      Most children internalise the morality of their social environment. Raised by X? More likely to identify with and share traits of X. Doesn't matter whether X is pacifists or militants, theists or atheists, etc. If the only moral framework someone bothers to provide to their child is a bunch of activities that reward violent behaviour, I'm not going to be particularly optimistic about the outcome.

    18. Re:Or, we could just be playing a game by ShanghaiBill · · Score: 1

      they're saying games (that don't provide a moral framework) _used as a substitute for proper parenting_ (providing a moral framework) cause immoral behaviour.

      This is a testable hypothesis, and there is no evidence whatsoever that it is true. If (bad parents + games) is worse that (bad parents without games) then the games themselves would be negatively correlated with morality (unless the games somehow cause parents to be better). Yet they aren't.

      If the only moral framework someone bothers to provide to their child is a bunch of activities that reward violent behaviour, I'm not going to be particularly optimistic about the outcome.

      I would be far more concerned about people basing their opinions on wild conjecture rather than actual data. As video games have become more popular, crime, and violent crime in particular, has fallen dramatically.

    19. Re:Or, we could just be playing a game by ShanghaiBill · · Score: 2

      Perhaps that's why every study is inconclusive, actually.

      Except studies are not inconclusive. They have consistently found no link between games and violent behavior. The only evidence from anti-gamers are anecdotes about the Columbine killers or Adam Lanza being gamers, or conjecture that games are the "obvious" explanation for the "dramatic rise" in shootings (reality: there has been a dramatic DECLINE in shootings).

      It's well studied that video games are an effective method of this

      If it is "well studied" then can you provide a reference to one of the studies?

    20. Re:Or, we could just be playing a game by Master+Moose · · Score: 2

      If this was true, there would be plenty of data with a positive correlation between game playing and immoral behavior. Can you point to any evidence that shows that games cause kids to "get out of control"?

      I agree and think that the fact is that *most* kids are playing video games now days as a part of their usual leisure time and have been for the past 15 - 20 years. If there were such a correlation, there would be a lot more "out of control" kids running around.

      --
      . . .gone when the morning comes
    21. Re:Or, we could just be playing a game by kesuki · · Score: 1

      have you ever sat 16 hours in front of a computer with basically 95% of that time trying to type commands and move and click a mouse?

      do you have any idea what that does to you?

      i do, because i have been playing video games since i was 5.
      i am 36 now.
      most of the games i played didn't cause lasting harm and only one other game had me playing day and night, until i found warcraft 3, and it's expansion frozen throne.
      but just one game was so addictive i'd have jitters trying to sit still and not play.
      just one game left me not feeling hungry even if i hadn't ate in 14 hours.
      just one game did i wrack my brain over what games i had failed my team at to the tune of sleeping 2 hours a night effectively.
      just one game where i smashed the discs to because then i wouldn't play until a week later when i replaced the discs.
      just one game had me physically destroy 7 keyboards and cause me to kick a computer case causing a short that powered it down, and i had to hammer at the case to get it to work and not short again.
      yup frozen throne had me so hard i couldn't do anything else.
      what 5% of gamers find this game? the one they can't play without. it nearly killed me. it is a game so fast paced i literally double my heart rate and double the blood pressure in my veins. i can see how gamers who haven't found the game they can't put down might not get how one game can change the course of ones life, but most gamers just play less addictive ones that are still fun but not 'addictive' enough to cause harm.
      anyways games movies books etc. they all affect you but the level and extent of change varies.

    22. Re:Or, we could just be playing a game by Sabriel · · Score: 1

      This is a testable hypothesis, and there is no evidence whatsoever that it is true. If (bad parents + games) is worse that (bad parents without games) then the games themselves would be negatively correlated with morality (unless the games somehow cause parents to be better). Yet they aren't.

      Hey. I did NOT suggest that hypothesis, that (bad parents + games) are worse than (bad parents without games). What part of "that don't provide a moral framework" did you miss following the word "games", and what part of "providing a moral frame work" did you miss following the word "parenting", in my post?

      You might as well have suggested a claim that I go flying on weekends is stupid, on account of it being impossible to flap my hands fast enough, because you ignored the claim specifically stating that I possess a pilot's license and own an aircraft. As for your own claim, is there any evidence whatsoever that it is NOT true either? Has your hypothesis actually been tested (and to be flippant, how did you get it past the ethics committee)?

      If the only moral framework someone bothers to provide to their child is a bunch of activities that reward violent behaviour, I'm not going to be particularly optimistic about the outcome.

      I would be far more concerned about people basing their opinions on wild conjecture rather than actual data. As video games have become more popular, crime, and violent crime in particular, has fallen dramatically.

      Me too. After all, I'd no more blindly accept the proposal that video games (compared to other recreational activities) reduce crime than I would that they increase it. Even if it did waggle its brows suggestively, correlation is still not causation.

    23. Re:Or, we could just be playing a game by rtb61 · · Score: 1

      So logically, the healthy portion of the population would play the game based upon the marketing and advertising presented, find the game undesirable to play and move on. Of course psychopaths similarly will be drawn to psychopathic game play because it is in their nature. Hence the reason why certain three letter government agencies are monitoring those types of games and their users.

      Take Eve online, any discussion of adding PvE, is ruthlessly attacked by psychopathic PvP adherents because they need the psychological kick of sticking it to other people and making them suffer. Even the idea of creating completely separate PvE servers is attacked because it might reduce the number of potential human victims. The reality is of course most normal people simply drop the game because they get sick of it and the attitude of psychopathic players and the psychopaths rebuttal 'Rage Quit, Rage Quit, Rage Quit', sorry crazies, it is not fun and boring, too much like working in a corporation, quit.

      --
      Chaos - everything, everywhere, everywhen
    24. Re:Or, we could just be playing a game by Anonymous Coward · · Score: 0

      Yeah, I don't think this is the case. When I'm playing chess I don't feel bad for the Queen that just got mauled, most likely raped, and killed by my knight. Games are games. IN some board games I'll betray, backstab, and lie to my friends. They do the same to me. The games are designed so they are more fun, and work better that way. Take Illuminati for example. The game rules even have a "cheating" variant, that allows cheating in certain situations. (it's actually pretty tedious to play as you have to watch others like a hawk, so we don't). The rules explicitly state you can promise anything, but there is no need to keep your promises. If the game had a a rule that stated you'd have to keep the promises you gave last round the game would just break down. It wouldn't work. It's the exact same in every other game. The point is to win (or to have fun, but most games kinda break down if some player decides to just fool around, and the fun stops. HUGE problem in online games), and that means you have to think of the game as a game, not as some extension of your real personality. It's not psychopathic to kill a chess piece. It's also not psychopathic to kill someone elses avatar in a game that's based on doing so and allows it. I don't even see why psychopaths would care about games. It's all a game for you if you consider other humans just objects anyways.

    25. Re:Or, we could just be playing a game by Anonymous Coward · · Score: 0

      You realize there have been numerous studies that show no correlation between violent video games and real life aggression, in fact, according to a recent study the only correlation that they found was the quality of the games could increase aggression if it was poor.

    26. Re:Or, we could just be playing a game by Reziac · · Score: 1

      I think the ability to differentiate is inherent in normal people. I say this because I've seen two-year-olds who readily differentiate between their toy (a toddler's fantasy game) that they can beat the crap out of, and another person whom they approach with affection. They aren't old enough to understand ethics or morals, and don't yet have much impulse control, yet they will differentiate. They understand "pretend" and that the rules are different from "real life".

      As to people using video games as babysitters, it's not the game, it's that such parents are not doing THEIR job... quite possibly because they have issues of their own, and increasingly we're finding that such things are inherited.

      --
      ~REZ~ #43301. Who'd fake being me anyway?
    27. Re:Or, we could just be playing a game by Reziac · · Score: 1

      Indeed ... I figure I've killed over 20 million innocent hellspawn, which if translated to Realworld behavior, would make me one of the premier mass murderers in history.... who knows, I could have depopulated Canada! I've always wanted my own country. ;)

      [If you're wondering how I reached that number, there's a particular kill that has odds of 1 in 5 million, and I've had it happen four times now. Close enough for slaughtering work.]

      --
      ~REZ~ #43301. Who'd fake being me anyway?
    28. Re:Or, we could just be playing a game by Reziac · · Score: 1

      Well-studied doesn't necessarily mean well-researched or soundly-concluded, of course...

      Back in the Columbine era, when someone coughed up a massacres-by-year chart, I noted that declines in violence followed very well after each increment of violent games, with significant drops for DOOM and Quake (and others I forget, later on), but right on the same path as how 'sex crimes' declined a chunk with the advent of BBSs, and a whole lot more with wide internet availability.

      --
      ~REZ~ #43301. Who'd fake being me anyway?
    29. Re:Or, we could just be playing a game by s.petry · · Score: 1

      You are not looking at the correct problem to correlate data against. The problem with immoral or out of control behavior is not "Video Games". The problem is with how the kids are raised and the environments they live in.

      I'll also point out that correlation != causation, and when it comes to things like "morality" there are huge amounts of influence from all kinds of sources.

      --

      -The wise argue that there are few absolutes, the fool argues that there are no probabilities.

    30. Re:Or, we could just be playing a game by Anonymous Coward · · Score: 0

      I played carmageddon with a "bro" (?) in middle school ( 10-11 years old or smth? ). Anyway, it was on a school computer and when our teacher found out... well, let's just say she said she hoped we'd never drive cars. Needless to say we are both 29 now and have had drivers licenses for 10 years and no incidents ( at least not me )...

      Most kids understand the difference between fantasy and reality. The ones not understanding difference of reality and fantasy however, may need some help...

    31. Re:Or, we could just be playing a game by ppanon · · Score: 1

      Exactly. Note that there is a scientific study that indicates this appears to be the case with trolls in Internet commenting systems. So it's not exactly a big leap of faith to expect that PvP adherents, displaying similar aggressive behaviour for the "fun" of being aggressive and controlling, have similar tendencies. The big question, as the AC above indicates, is whether trolling, PvP, and violent video games act as an outlet for those urges and help control them or whether they feed and exacerbate them.

      A decade ago, I had fun playing Quake III Arena death matches with other members of the development team, and I'm anti-sadistic, not at all Machiavellian, and pretty average when it comes to psychopathic behaviour. It was pretty easy to discern between the game and real life and treat it as an entertaining sport. So I think that even with the more realistic graphics in contemporary games, it's quite possible for normal people to make that distinction. The real question is whether psychopaths would prefer not to make that distinction, pretend the game is real, and in doing so aggravate their condition?

      Mass and serial killers often have a history of serious animal abuse, which later escalates into even more serious human-oriented behaviour. So while enjoying bullying through virtualized violence in video games likely isn't a sufficient condition for the escalation of psychopathic behaviour to physical violence, it may prove to be a useful warning sign or even a catalyst in conjunction with other factors. Another significant factor for instance maybe whether the community of enthusiasts tends to and reinforces a distancing, demeaning, psychopathic attitude towards other players and "newbs", or maintains a more sportive approach. The recent Isla Vista shooting by the former PUA and PUAhate adherent Elliot Rodger seems to indicate this is a good candidate for a co-factor.

      --
      Laissez lire, et laissez danser; ces deux amusements ne feront jamais de mal au monde. - Voltaire
  4. Lemmings. by Rhaban · · Score: 4, Funny

    Lemmings makes players act like psychopaths.

    1. Re:Lemmings. by Anonymous Coward · · Score: 1

      Wouldn't you prefer a nice game of chess?

    2. Re:Lemmings. by GarethIwanFairclough · · Score: 2

      Lemmings makes players act like psychopaths.

      I'm a psychopathic Lemming you insensitive clod!

    3. Re:Lemmings. by Anonymous Coward · · Score: 0

      More like crazy psychotic dictators to be precise on that one.

      Order up the lemmings, we gotta bridge to cross, and there's a whole lotta holes.

    4. Re:Lemmings. by Anonymous Coward · · Score: 0

      D&D is pretty bad, too. They don't call your standard D&D group "murder-hobos" for nothing.

    5. Re:Lemmings. by TheDarkMaster · · Score: 1

      Depends. You can have a very, very funny and good game on D&D if you have good players. Bad players exist in any type of game where you can have some kind of competition between them.

      --
      Religion: The greatest weapon of mass destruction of all time
    6. Re:Lemmings. by Anonymous Coward · · Score: 0

      Lemmings makes players act like psychopaths.

      You jest, but most of my games of Civilization/Alpha Centauri end in nuclear fire. Not because I need to, but because I have unsrpassed military dominance, and it takes time to raise an army to rout a city, and even more time to rebuild an invaded city to my standards. I use nukes to avoid having to micromanage. As the old bastard put it, "No man, no problem?" Well, "No city, no problem." When I've blasted the last opponent down to one hovel glowing in the fallout, I then kick back, relax, and rack up the tech tree and either go to the stars or transcend humanity.

    7. Re:Lemmings. by Anonymous Coward · · Score: 0

      Which explains why you're shitting out the same lame fucking joke after fifteen unfunny fucking years.

      Congratulations, you're the Family Guy of Slashdot. Truly the only reward is self-immolation.

    8. Re:Lemmings. by Anonymous Coward · · Score: 0

      The only way to win is with nukes.

    9. Re:Lemmings. by Anonymous Coward · · Score: 0

      Which explains why you're shitting out the same lame fucking joke after fifteen unfunny fucking years.

      Congratulations, you're the Family Guy of Slashdot. Truly the only reward is self-immolation.

      Wow, way to over-react there pallie. Have you really nothing better to do?

    10. Re:Lemmings. by Anonymous Coward · · Score: 0

      It depends, yes, but it's no secret among tabletop gamers that D&D's rules set encourages players to be rootless psychopaths who travel from place to place, killing people and taking their stuff.

  5. Kinda like the Marines? Army? by Anonymous Coward · · Score: 0, Flamebait

    Because that is their job you know. Kill. KILL. KILL!!

  6. Duh... by Anonymous Coward · · Score: 0

    Duhhh.... that's what games as a form of escape means.

  7. My favorite, and last, memory of DayZ by Nidi62 · · Score: 4, Interesting

    I had finally made it to the airfield, gotten an M-16 with a M-203 grenade launcher (ammo for the gun but no grenades) in one of the barracks, when I see someone running outside. It was twilight, so I laid down in the hallway and waited. I see a silhouette and flashlight in the door. I say "friendly" but get no response, so I open fire. I can't tell if my first burst hit him, but I see movement again and keep shooting. Next thing I know zombies are all over me and I died. I must have killed him with my first burst but the shooting attracted zombies. After that I stopped playing, because it took forever to get that far. But really it was a fun game, and the only time I've ever been more afraid of other players than "real" enemies like the zombies.

    But thinking about it, that's probably how I would react in real life. I had just managed to get a good weapon, I had supplies, and I saw someone that could be a potential threat to me. When you have to work hard to get something, you want to keep it. I couldn't discern their intentions, so I killed them. My first,and really only, priority was my survival. There were also times where I killed people that weren't immediate threats, that never knew I was there, but knew if they saw me they would probably kill me as well.

    --
    The only thing necessary for evil to triumph is for it to be pitted against a slightly greater evil
    1. Re:My favorite, and last, memory of DayZ by Anonymous Coward · · Score: 2, Insightful

      Rust is worse. Unlike DayZ, where (if I remember right) players start with a pistol, in Rust people start with a rock. The rock is a melee-only weapon with a horribly long swing time. It's deadly at close range, but it takes maybe half an hour to get a gun in Rust.

      A very, very common sight in Rust is players with M4s and other military-grade weapons (which supposedly are only "placeholders" but have been in the game since its inception) killing people who have just spawned. On some servers, there are entire teams of people dedicated to camping popular spawn locations for the SOLE PURPOSE of killing anyone who dares to randomly spawn there.

      There is no benefit to doing this. The rock is a useless item, not used for making anything else, and at most the new spawns might find a few wood or stone before they're killed.. neither of which are useful to the guys in metal bases with assault weapons. There is no advantage to killing like this - in fact, you're wasting precious ammo - but people do it anyway. Granted, a lot of them seem to be pre-teens with no jobs who can spend 24 hours a day grinding ammunition.

    2. Re:My favorite, and last, memory of DayZ by Nidi62 · · Score: 2

      Rust is worse. Unlike DayZ, where (if I remember right) players start with a pistol, in Rust people start with a rock.

      When I was playing they had taken away the starting pistol in DayZ. So yeah, people could sit there just shooting fresh spawns, but it wasn't worth it because you spawn with basically nothing.

      --
      The only thing necessary for evil to triumph is for it to be pitted against a slightly greater evil
    3. Re:My favorite, and last, memory of DayZ by Anonymous Coward · · Score: 4, Interesting

      On some servers, there are entire teams of people dedicated to camping popular spawn locations for the SOLE PURPOSE of killing anyone who dares to randomly spawn there.

      There is no benefit to doing this.

      The same thing happens on some DayZ servers, but at least the random spawn area is most of the coast, so it's not viable to lock down the spawn.

      In both cases, the devs ought to find a way to avoid this; this behavior is griefing that is hitting the developers in their pocketbook.

      The worst case scenario is someone trying the game, getting killed on their first spawn, and then quitting to never come back. Sure, that person already bought the game. That person won't be telling their friends the game is awesome, or getting their friends to buy it.

      It's not just hypothetical; it happened to me on my first spawn in DayZ Standalone. I'm just coming off the beach, and some player tells me to get down on the ground. Since I had plenty of experience with the DayZ Mod, I knew I had nothing to gain by complying - just my own time to waste. So, they shot me, and I respawned on a less populated part of the coast.

    4. Re:My favorite, and last, memory of DayZ by TheDarkMaster · · Score: 2

      It is for reasons like this that I just do not waste my time playing multiplayer games. Most players are dickheads teenagers who have nothing better to do and little or no education.

      --
      Religion: The greatest weapon of mass destruction of all time
    5. Re:My favorite, and last, memory of DayZ by pmontra · · Score: 1

      I'm surprised the designers made that decision. Didn't that destroy the game? I mean, why should I attempt to pass this entry test until I'm lucky enough to escape the death squad? I might go play 2048 instead of buying Rust. Oh wait, 2048 wasn't there yet. Angry Birds maybe?

    6. Re:My favorite, and last, memory of DayZ by 0123456 · · Score: 1

      Bingo. The decline of the game becomes self-reinforcing as the teenage psychos drive away the non-psycho players.

      I like the idea of DayZ, but it just sounds like idiot kids intent on screwing up other people's game. I won't be buying it unless they do something about that.

    7. Re:My favorite, and last, memory of DayZ by Anonymous Coward · · Score: 0

      I killed someone with a 12 with my rock!

      Never underestimate someone with a rock! ;)

    8. Re:My favorite, and last, memory of DayZ by CronoCloud · · Score: 1

      I don't play Rust or DayZ (not a PC gamer), so I'm not understanding something here. Wouldn't cooperating with other players be beneficial? More zombies than players right? So wouldn't it be like the Walking Dead when Rick figures out that more people is better because when you have plenty of people you have more skills/hands/eyes/brains available to do stuff?

      So why aren't smart players camping spawns to recruit new players into groups so they can secure larger areas and more resources, and then when group borders meet up, merging groups into town-states.

    9. Re:My favorite, and last, memory of DayZ by Nidi62 · · Score: 2

      I don't play Rust or DayZ (not a PC gamer), so I'm not understanding something here. Wouldn't cooperating with other players be beneficial? More zombies than players right? So wouldn't it be like the Walking Dead when Rick figures out that more people is better because when you have plenty of people you have more skills/hands/eyes/brains available to do stuff?

      So why aren't smart players camping spawns to recruit new players into groups so they can secure larger areas and more resources, and then when group borders meet up, merging groups into town-states.

      The short answer is that some people are just assholes.

      The long answer is more complicated. In a game like DayZ, you have to work to get equipped, to get food, to find shelter. At any time you can be killed and have to start all over with nothing. Now, imagine you come across a village that you want to scavenge. You can go in, risk getting attacked by another player, risk getting killed by zombies, and you don't even know if there is anything worth the risk. But if you see someone else searching the village, and say you have a rifle, you can just sit back, let them take all the risk by clearing the houses and grabbing anything good, then once they leave you can simply shoot them and take whatever gear they found along with whatever they had on them. You have significantly reduced the risk to yourself by doing so and get to live a little bit longer. Plus, since when you spawn you spawn with essentially nothing (just a flashlight), camping a spawn location (which is really the entire coastline) doesn't really help yourself since you would have to give things to your new buddy for him to be of any immediate use, and then would have to split whatever you found later with them as well.

      --
      The only thing necessary for evil to triumph is for it to be pitted against a slightly greater evil
    10. Re:My favorite, and last, memory of DayZ by Jesus_666 · · Score: 1

      Same here. I'm not really into PVP against strangers and as much exploration and growth as DayZ and Rust may involve, in the end there are enough people who just love shooting other players that those games seem to be nothing but PVP with extremely slow resource acquisition added in. Every single story I've heard about those games reinfoces thi impression. I'm not going to pay for a game and spend lots of time to grind up to a handgun only to get killed by a more experienced player and lose all my progress. That would be acceptable if it took maybe an hour to get to top-tier equipment but not as it seems to be now.

      Now, if someone came up with a survival game that heavily rewarded cooperation I might be more interested. You know, besides Minecraft. (And before someone mentions Terraria and Starbound: Me and my friends played the hell out of those already. I'm thinking of something less voxel and more 3D. Something like a cooperative open-ended S.T.A.L.K.E.R. would be nice.)

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    11. Re:My favorite, and last, memory of DayZ by genner · · Score: 1

      Rust is worse. Unlike DayZ, where (if I remember right) players start with a pistol, in Rust people start with a rock. The rock is a melee-only weapon with a horribly long swing time. It's deadly at close range, but it takes maybe half an hour to get a gun in Rust.

      A very, very common sight in Rust is players with M4s and other military-grade weapons (which supposedly are only "placeholders" but have been in the game since its inception) killing people who have just spawned. On some servers, there are entire teams of people dedicated to camping popular spawn locations for the SOLE PURPOSE of killing anyone who dares to randomly spawn there.

      There is no benefit to doing this. The rock is a useless item, not used for making anything else, and at most the new spawns might find a few wood or stone before they're killed.. neither of which are useful to the guys in metal bases with assault weapons. There is no advantage to killing like this - in fact, you're wasting precious ammo - but people do it anyway. Granted, a lot of them seem to be pre-teens with no jobs who can spend 24 hours a day grinding ammunition.

      Med-kits are useful and everyone spawns with them.
      That being said.......

    12. Re:My favorite, and last, memory of DayZ by genner · · Score: 1

      I don't play Rust or DayZ (not a PC gamer), so I'm not understanding something here. Wouldn't cooperating with other players be beneficial? More zombies than players right? So wouldn't it be like the Walking Dead when Rick figures out that more people is better because when you have plenty of people you have more skills/hands/eyes/brains available to do stuff?

      So why aren't smart players camping spawns to recruit new players into groups so they can secure larger areas and more resources, and then when group borders meet up, merging groups into town-states.

      The short answer is that some people are just assholes.

      The long answer is more complicated. In a game like DayZ, you have to work to get equipped, to get food, to find shelter. At any time you can be killed and have to start all over with nothing. Now, imagine you come across a village that you want to scavenge. You can go in, risk getting attacked by another player, risk getting killed by zombies, and you don't even know if there is anything worth the risk. But if you see someone else searching the village, and say you have a rifle, you can just sit back, let them take all the risk by clearing the houses and grabbing anything good, then once they leave you can simply shoot them and take whatever gear they found along with whatever they had on them. You have significantly reduced the risk to yourself by doing so and get to live a little bit longer. Plus, since when you spawn you spawn with essentially nothing (just a flashlight), camping a spawn location (which is really the entire coastline) doesn't really help yourself since you would have to give things to your new buddy for him to be of any immediate use, and then would have to split whatever you found later with them as well.

      It's really just history repeating itself. People do work together but only in the small groups of people that they trust. Tribe mentality takes over and outsiders are killed on sight because they can't be trusted.

    13. Re:My favorite, and last, memory of DayZ by TheDarkMaster · · Score: 1

      Few people have the brains to work together in an environment that does not have punishment for criminal acts. Most people only care about killing others and taking everything for themselves, and laughing at the "losers" as a bonus. This type of person ends up in jail, not in a community.

      --
      Religion: The greatest weapon of mass destruction of all time
    14. Re:My favorite, and last, memory of DayZ by Anonymous Coward · · Score: 0

      There is no advantage to killing like this - in fact, you're wasting precious ammo - but people do it anyway.

      Nits grow up to be lice.

      In a game with permadeath, it's not "kill or be killed," it's "kill way before you have a chance of being killed."

    15. Re:My favorite, and last, memory of DayZ by Anonymous Coward · · Score: 0

      ...Or you have no fun because you get smashed all the time. There have always been assholes in games incl. QII / action quake / ultimate online etc.

      Even back then most players were dickhead young people who had nothing better to do and potentially little education.

    16. Re:My favorite, and last, memory of DayZ by Anonymous Coward · · Score: 1

      This behaviour happens because the game is a sandbox that has nothing to do after you have accumulated enough weapons and ammo. It's because "wrong" type of players try to play the game. They try to "win" it. And being a multiplayer game the first thing that comes to mind is to beat the other players somehow. And hey, you have a weapon, why not just shoot them? Just make all playerkilled players the chance to spawn as intelligent, faster, and better equipped zombies with an arrow pointing a way to their killer and playerkilling would go down a lot, as you would have to consider if you can take down a vengefull zombie!

    17. Re:My favorite, and last, memory of DayZ by Anonymous Coward · · Score: 0

      The zombies are a joke. You don't need others to survive, so, well, you just don't need them for anything. And because the other player can end your nice 6 hour run with one shot, it's better to shoot first. That game isn't ruined by assholes, but by bad game planning. It's an FPS trying to camouflage as a zombie survival. Just make a scoreboard that brings up the ones that help other people somehow and watch a miracle happen. Make gathering food more important. Make the game harder. Make moving in pairs or groups faster or somehow easier. Penalize somehow for shooting other people (like give them 5 seconds of "last breath" moment to shoot you back)

    18. Re:My favorite, and last, memory of DayZ by thejesses · · Score: 1

      My first DayZ memory was loading up, finding a guy with a lot of stuff standing in a road, not moving. I tried to get him to talk, but he must have been AFK. So I beat him to death and stole all of his stuff.

    19. Re:My favorite, and last, memory of DayZ by UnknownSoldier · · Score: 1

      Anonymous kids act like tools / griefers / assholes on the internet.

      Game at 11.

  8. Not an analouge to reality by E-Rock · · Score: 3, Insightful

    In a world without consequences, I think most people would be pretty fucking vicious.

    However, I don't think these games are a mirror to your real nature because of the other differences the game world creates. Most importantly, you're immortal and can go do something else whenever you want. Death is ultimately trivial compared to real life. Sure you lose your stuff, which sucks, but you don't cease to exist. The reverse is true for those you 'kill' in game.

    1. Re:Not an analouge to reality by RabidReindeer · · Score: 1

      The Game of Thrones.

    2. Re:Not an analouge to reality by dinfinity · · Score: 2

      They cease to exist, but they don't lose their stuff?

    3. Re:Not an analouge to reality by Anonymous Coward · · Score: 0

      In a world without consequences, I think most people would be pretty fucking vicious.

      I think this is the core fallacy of the discussion. In a world without consequences, what does it even mean to be "vicious"? The whole idea of viciousness comes about precisely because there are consequences to one's actions, not merely at a lawful level or moral level but a physical level. Most people tend to think of vicious as a form of excessive behavior, even if it's lawful. After all, almost everything in reality is of a gray scale and it's precisely that excess (usually also the direction, but not always) that turns something from a virtue to a vice.

      Yet in video games without consequences, it's most often nonsensical to speak of virtue, vice, or try to paint anything in black, white, or gray. The only part that can be said to be of virtue or vice is how much time you play video games and hence how much time that you're not doing something else. If you play video games to excess--a possible hard thing to measure as virtually everyone "wastes" a lot of time on tv, knitting, driving, etc and trying to turn your whole life into one of productivity is its own sort of excess--, then video games can be a vice and your actions vicious in that you play so much time wise. The rest of the discussion about treating video games as virtual worlds and imagining pushing people off train platforms in real life? It's all just stuff in your head and doesn't really matter. To me, more and more, the discussion turns more into the sophistry of treating psychopaths like philosophical zombies. Well, you know, it's all very much a moot point if gamers are philosophical psychopaths; but it's a great way for psychologists to justify writing papers about their fantasies of pushing people off train platforms.

    4. Re:Not an analouge to reality by dpidcoe · · Score: 1

      In a world without consequences, I think most people would be pretty fucking vicious.

      Key point here: no consequences for both the aggressor and the victim.

      If I do something mean to someone in a game, it takes place in that game. As soon as everyone quits playing, actions taken ingame cease to matter since it was just a game.

      Societal norms are just rules that have been made up by society. Games have their own norms made up by the players. Different societies will often have norms so different that they consider each other to be evil. Applying a real life societies values to a game societies values is an apples to oranges comparison.

    5. Re:Not an analouge to reality by Anonymous Coward · · Score: 0

      Vicious? I would absolutely be a terrible person in a world with no consequences... Perhaps I am not a moral person to begin with, but with no criminal background, I can say that my behavior is only curbed by rational fear of getting caught or going to jail... I would have no problem stealing or killing a person. Even killing a child would mean nothing to me if I knew I could get away with it.

      I wouldn't be an asshole for the sake of being an asshole. I wouldn't target random innocent people, but I hate welfare, I hate white trash, I hate street gangs and I hate alpha males that think the world revolves around them. I would have no trouble killing these people men, women, or children to rid the world of them...

      Let's just say that the world is safer without me in a world without consequences...

  9. The opposite is also true by Thanshin · · Score: 4, Interesting

    Lots of people care about virtual persons beyond what would be purely rational. Just as someone may cry because of what happens in a novel, someone might get upset for losing a player in his virtual sports team and someone else might not do a certain quest because they'd feel bad about what happens to the virtual NPC.

    I've always believed that those who behave as beasts while protected by the anonymity of the internet, or of a game, are actually just showing their true nature.

    However, I see it as a sign of civilization to have the worse among us trolling online or being sadist psychopaths in video games, instead of torturing animals, or people.

    I believe there will always be evil people, and the best we can do is what we're doing. Giving then a medium to express their rotten nature, that does the least possible amount of harm.

  10. Most psychiatreists don't know any psychopaths by Anonymous Coward · · Score: 0

    "Psychopath" is a *romantic* diagnosis. But it's been so misdefined and redefined and taught by movie archetypes that it's become a meaningless morass For example, the idea from the movies that a psychopath can cleverly plot out lengthy, sophisticated rituals of "SAW" like moral complexity is nonsensical. The people I've known with that diagnosis just don't plot, even if they have clearly high intelligence in terms of memory and awareness.

    Psychologists who try do make conclusions or tests are almost inevitably wound up with some archetypal ideal of a "psychopath" that has only accidental connection to any definition of the term by any other psychologist. It's a travesty of science and of linguistics, fostered by authors who like to sell books with exciting titles and by court psychologists who mangle language to get the court to rule in the interests of their client.

    1. Re:Most psychiatreists don't know any psychopaths by sideslash · · Score: 2

      Your fallacy here is similar to those who claim that there's no such thing as IQ just because nature itself doesn't supply a simple linear scale. Psychopathy is complex and multivariate, just like intelligence. But there is usefulness in identifying a "boolean" here -- person A crosses a line and we'll call him a psychopath, person B is not a psychopath. Sure, it's a continuum. Sure, there are multiple variables. But a simplification can still be useful, and those who say otherwise are in denial about what is a pretty obvious phenomenon to an open minded person.

    2. Re:Most psychiatreists don't know any psychopaths by Anonymous Coward · · Score: 0

      Given that most psychiatrists know how to spell 'psychiatrists', you'll excuse us for assuming you haven't got a clue what you're talking about.

    3. Re:Most psychiatreists don't know any psychopaths by Anonymous Coward · · Score: 0

      There is such a thing as IQ it just doesn't measure intelligence.

    4. Re:Most psychiatreists don't know any psychopaths by Anonymous Coward · · Score: 0

      There is such a thing as IQ it just doesn't measure intelligence.

      Yeah, I've found lots of stupid people believe that.

    5. Re: Most psychiatreists don't know any psychopaths by Anonymous Coward · · Score: 0

      Over-simplification results in fallacy.

    6. Re: Most psychiatreists don't know any psychopaths by sideslash · · Score: 1

      Over-simplification results in fallacy.

      Well, I guess by definition over-simplification involves some sort of fallacy. However, there's nothing inherently wrong with simplification; it just depends on what claims you make about the simplified perspective.

  11. Is it possible? by nowsharing · · Score: 3, Insightful

    How is it possible to be a psychopath in a game? This and other research are based on the premise that video games contain real violence. No game has ever contained true violence in this sense, which is why violent video gaming behavior doesn't lead to the harm that real psychopaths cause in society.

    The only way to act psychopathic--doing actual harm to another human being with true apathy--in a video game would seem to be through communications between players inside the game, where feelings could be hurt. It would be hard of course to separate psychopathic communicative behavior from other common factors like immaturity, inebriation, gaming cultures, etc. That should probably be the real focus of these kinds of studies. Another interesting study might be to study actual psychopaths, pulled from corporate environments or the like, and seeing if/how they play games differently from non-psychos.

    1. Re:Is it possible? by chad_r · · Score: 4, Insightful

      How is it possible to be a psychopath in a game? This and other research are based on the premise that video games contain real violence. No game has ever contained true violence in this sense, which is why violent video gaming behavior doesn't lead to the harm that real psychopaths cause in society.

      The only way to act psychopathic--doing actual harm to another human being with true apathy--in a video game would seem to be through communications between players inside the game, where feelings could be hurt. It would be hard of course to separate psychopathic communicative behavior from other common factors like immaturity, inebriation, gaming cultures, etc. That should probably be the real focus of these kinds of studies. Another interesting study might be to study actual psychopaths, pulled from corporate environments or the like, and seeing if/how they play games differently from non-psychos.

      This is why murder in games as a measure of sociopathy is a red herring. The real crazies are the griefers, the ones who gain enjoyment, with no other tangible benefit, from knowing they are doing harm to real people in the form of wasted time or belittling. It's hardly limited to gaming. Look at Wikipedia. Sometimes people vandalize because they have a petty axe to grind, but other vandalism is just totally pointless, like replacing entire paragraphs with the word "penis". I would even consider some graffiti, like the Chinese teenager writing "Ding Jinhao was here" at the Luxor Temple, to be sociopathic.

    2. Re:Is it possible? by RabidReindeer · · Score: 3, Interesting

      How is it possible to be a psychopath in a game? This and other research are based on the premise that video games contain real violence. No game has ever contained true violence in this sense, which is why violent video gaming behavior doesn't lead to the harm that real psychopaths cause in society.

      The only way to act psychopathic--doing actual harm to another human being with true apathy--in a video game would seem to be through communications between players inside the game, where feelings could be hurt. It would be hard of course to separate psychopathic communicative behavior from other common factors like immaturity, inebriation, gaming cultures, etc. That should probably be the real focus of these kinds of studies. Another interesting study might be to study actual psychopaths, pulled from corporate environments or the like, and seeing if/how they play games differently from non-psychos.

      Game Theory allows for different attitudes on the part of the players. A psychopathic attitude is basically a me-first/screw-everyone else attitude. When a game (entertainment or mathematical theory) has no real-world consequences, you have freedom to let your inner psychopath go. And everyone has one - it's basically the 2-year old that most of us have left behind.

    3. Re:Is it possible? by TheDarkMaster · · Score: 1

      Very easy. On the rare occasions that I played multiplayer, I remembered all the time that there is a person behind the virtual character in front of me, so why the hell I would attack him for no reason? Why? It can be a virtual character but it's still a person, why would I do something against him I would not want to do against me?

      Now the psychopath does not think so. He takes pleasure in harming others, no matter if the person is real or virtual. And is just easier to do it in a virtual world where the police will not show up to put him in jail.

      --
      Religion: The greatest weapon of mass destruction of all time
    4. Re:Is it possible? by smaddox · · Score: 1

      It is certainly true that some psychopaths take pleasure in harming others, but it is not true that all psychopaths do. Psychopathy is more an absence of empathy.

    5. Re:Is it possible? by CrimsonAvenger · · Score: 1

      I remembered all the time that there is a person behind the virtual character in front of me, so why the hell I would attack him for no reason?

      Because he's not worth any XP alive?

      --

      "I do not agree with what you say, but I will defend to the death your right to say it"
    6. Re:Is it possible? by CronoCloud · · Score: 1

      But he's worth more to you ALIVE. Two humans are much more dangerous and capable than one.

    7. Re:Is it possible? by CrimsonAvenger · · Score: 1

      He's only worth more to me alive if he knows that *I* am worth more to him alive.

      When I was hunting in the Frontiers of Dark Age of Camelot (lo! these many years ago), there were a few people like that. But not many, even on my own side....

      --

      "I do not agree with what you say, but I will defend to the death your right to say it"
    8. Re:Is it possible? by Anonymous Coward · · Score: 0

      I'm actually a diagnosed psychopath, I'm not speaking for all psychopaths, simply for myself.
      When I play video games, I REALLY enjoy ruining the day for people playing with me. If a game lets me i'll gladly torture someone, destroy property, steal things, and genuinly try to make life hell for people i'm "playing" with.

      I've noticed that among my friends who play games like Day-Z with me, I am certainly different in how i go about things. My friends dont actually play with me anymore because once we spent hours upon hours getting things to make them happy, i gladly without hesitation stole it and killed them all... I really enjoyed it, smiling ear to ear.... They all got really mad.
      when we come accross another player in the world, they often times try (cautiously) to verify threat or friendly, when i come accross someone my first thought is "i'm gonna fuck with that guy" and the more time he has spent on his gear the happier I am to ruin all of it. the madder he gets, the bigger my smile.
      I deceive, lie, backstab even when playing "fair" would better serve my purpose.
      The ways I've come up with to torment and torture people in online video games would make most people uneasy to hear.

      Not only do I greatly enjoy harming other players, and making the game not fun for them. I really hate playing the way most people play, I find it boring and unexciting. Infact I dont play single player games simply because I dont enjoy them. I only enjoy games when i am ruining the game for someone else.

    9. Re:Is it possible? by Anonymous Coward · · Score: 0

      "Very easy. On the rare occasions that I played multiplayer, I remembered all the time that there is a person behind the virtual character in front of me, so why the hell I would attack him for no reason? Why? It can be a virtual character but it's still a person, why would I do something against him I would not want to do against me? "

      No wonder you rarely play multiplayer games. It's a GAME. I WANT that other player to best me with all the means the game gives him. I'm going to do the same to him. And we will both have fun doing so. If the game rules allow (or in most cases actively encourage) direct confrontation between players why should I feel bad when I'm getting that done to myself? That's the rules of the game. If I feel like I don't like it I'll stop playing and do something else. There are bad games out there. If I'm "killing" someone in a game I'm not even thinking I'm harming someone. I'm playing a game with them for gods sake. When I beat my friends on a boardgame I'm not harming them, I'm spending time with them and having fun.

      Are you sure you can separate games from reality? I know some people I would never play games with, as I know they take things that happen in game personally. Games just aren't suited for them.

    10. Re:Is it possible? by TheDarkMaster · · Score: 1

      Dude, two points: First, yeah, i KNOW that is just a game. But, even being a game is not justified, at least for me, to do things I would never do such as killing someone without any reason to do so. Second, I am of the opinion that violent games do not make people become violent, violent games only expose violent people. And if I do not like gratuitous and meaningless violence, so why try to interact with dickheads who have pleasure in gratuitous and meaningless violence? Is just better to leave them alone.

      --
      Religion: The greatest weapon of mass destruction of all time
    11. Re:Is it possible? by ausekilis · · Score: 1

      This reminds me of the Prisoner's Dilemma. There's a few different variations of the reward, but the dilemma goes as follows:

      You have two prisoners that are each offered a chance at freedom. They are given the choice to either rat out the other or remain silent. If both rat out the other, they both get a longer sentence. If only one rats out the other, they get a much reduced sentence. If they both remain silent, then they get something in between.

      Obviously a "psychopathic attitude" would be to consistently rat out the other, despite it also being the only option that has a 50% chance of an increased penalty/sentence. It's not as simple as me-first, there is also logic and planning involved in how to get the greatest gain. This is why you get some players that will help others out, become part of the group, then take the group to the cleaners (e.g. steal all the stuff in the guild bank or whatever).

      What nobody seems to be bringing up here is the concept of disassociation that all people have. One reason that some people road rage and scream at other cars is that they do not see that there are other people in the cars, they only see the vehicle. Likewise with some in-game avatar, there is no personal accountability for actions, no concept of personal punishment or social rejection. People behave much differently when they aren't being judged by others in person. There may be some lack of apathy in some players, in others maybe they just genuinely enjoy being a jerk when they won't get their face punched in.I believe that this is a big reason why we get griefers and in-game chat e-peen measuring contests, it's all a sort of virual posturing because there are no repurcussions. You take the same folks and put them in a room and I can all but guarantee the 70-lb 12 year old won't be mouthing off to the 300lb biker.

    12. Re:Is it possible? by Xest · · Score: 1

      "Sometimes people vandalize because they have a petty axe to grind, but other vandalism is just totally pointless, like replacing entire paragraphs with the word "penis"."

      Some would simply call this childish humour. Just because you don't find it amusing doesn't mean it's done to upset people. The motivation could be just as much to amuse people.

      The problem is that what is offensive and distasteful to one, could be comedic to another, and it's entirely subjective to just declare that because you don't find something funny that it's psycopathic behaviour.

      You're using your own moral standards to define anything you disagree with as psycopathy or sociopathy, that's absolute nonsense. You simply do not know why people have done things, you assume there's nothing to gain, but maybe the person on Wikipedia in question was an extremely useful contributor to the site and got sick of idiot editors screwing up his perfectly good articles and so chose to rebel in a way he personally felt was amusing to teach a lesson? Maybe he simply disagreed with the fact the article in question wasn't controlled better to prevent trolling so he trolled it himself in a most blatant way to try and help push that agenda? One person's griefing is another's way of making a potentially valid point. You're jumping to conclusions based on lack of information.

  12. So does Game of Thrones by Anonymous Coward · · Score: 1

    Ever played the Game of Thrones board game? A major component of the game is resolving disputes between other players, with the only guiding principle being "which outcome would better suit me?"

    The design of the game forces you to be a backstabbing psychopath...and that is precisely what makes the game fun and interesting.

    1. Re:So does Game of Thrones by Anonymous Coward · · Score: 0

      So, basically a rehash of Monopoly, then?

    2. Re:So does Game of Thrones by Talderas · · Score: 1

      I see you've never played Crusader Kings 2.

      In a truce with an enemy nation that you want to get land from? Assassinate the ruler which causes the truce to disappear.

      You have gavelkind succession and multiple male children? Assassinate all but you prefered heir.

      Your wife hit menopause and only gave you daughters? Assassinate her and marry a 16 year old attractive lustful woman.

      --
      "Lack of speed can be overcome. In the worst case by patience." --Znork
  13. Re:The last sentence by Anonymous Coward · · Score: 5, Insightful

    First post, first psychopath. Many of us refrain from "uncivilized behaviour" because we think it's wrong, not because some law says we will be punished. Many forms of "uncivilized behaviour" are not illegal, and yet most of us will not do them. Some of us will disobey laws, because we think the law is wrong.

  14. Re:The last sentence by Anonymous Coward · · Score: 0

    Spoken like a true psychopath.

  15. Games That Make Players Act Like Psychopaths by Anonymous Coward · · Score: 0

    Games That Make Players Act Like Psychopaths ... Oh, you mean politics.

    1. Re:Games That Make Players Act Like Psychopaths by 0123456 · · Score: 1

      Games That Make Players Act Like Psychopaths ... Oh, you mean politics.

      No. Most politicians go into politics because they're psychopaths, and it allows them to rob and kill people without any recourse.

  16. Ultima Online by Daniel+Hoffmann · · Score: 2

    Has been down that road before it was cool.

    How fondly I remember the sheer horror of seeing a player name in red text on the edge of my screen while my miner was full of ore and ingots on his bag. How people with gray names were essentially free loot to be gang banged by the blues. Summon a Daemon in the middle of a though dungeon battle to kill your "allies" so you could rob them blind without incurring the dreaded red status.

    That game was so broken and so much fun.

  17. Huh by koan · · Score: 1

    David Lightman: [typing] Is this a game... or is it real?

    Joshua: What's the difference?

    --
    "If any question why we died, Tell them because our fathers lied."
  18. Morality is largely due to upbringing by msobkow · · Score: 4, Insightful

    Look at the behaviour of young children (like 2-3 years old) in a group. They hit each other. They push each other. They steal each other's toys. They pull each other's hair.

    Kids are nasty, selfish creatures before they're socialized.

    I believe that without proper socialization, human society would rapidly degrade into a "natural" winner-takes-all slugfest of brutality. Cooperation and communication is not "natural" -- it's taught. The same is true in the animal kingdom for the more social species -- they learn the benefits of cooperation and social structure.

    --
    I do not fail; I succeed at finding out what does not work.
    1. Re:Morality is largely due to upbringing by gstoddart · · Score: 2

      I believe that without proper socialization, human society would rapidly degrade into a "natural" winner-takes-all slugfest of brutality.

      Would??? Look around the world, I'd say we largely have or are in the middle of it.

      I've maintained for years 'civilization' is a thin veneer over mankind essentially being barbarians, and that it's getting thinner every year.

      --
      Lost at C:>. Found at C.
    2. Re:Morality is largely due to upbringing by Anonymous Coward · · Score: 0

      It is as thin as the food supply in the local supermarket. Always has been.

    3. Re:Morality is largely due to upbringing by wisnoskij · · Score: 2

      I think we sort of have two different origins of psychopathy.

      Number one, and I think the most common stereotypical one, is taught to be a psychopath. Someone taught to kill and torture from an early age with abuse/neglect/etc. These are the ones most like the ones you see in movies and the ones most likely to end up in prison. Children are very elastic and resilient. You can teach them to be killers, or feral dogs, anything you want.

      2) Some number of people seem to be born without shame, or something really like that. They do not feel bad the same way as everyone else when they see others upset with their actions, and as such seem to never outgrow a children's natural psychopathic behaviour. But research is still in it infancy with regard to psychopathy. It is hard to say if their are any irredeemable cases, if every child would grow up moderately normal if raised in a decent family. But some definitely seem to have natural potential for psychopathy, at least.

      --
      Troll is not a replacement for I disagree.
    4. Re:Morality is largely due to upbringing by gstoddart · · Score: 1

      Some number of people seem to be born without shame, or something really like that.

      I believe the word you are looking for is generally accepted as 'empathy'.

      --
      Lost at C:>. Found at C.
    5. Re:Morality is largely due to upbringing by Anonymous Coward · · Score: 0

      It is far easier to teach a human child or a young dog to behave than it is to teach a wild fox or other animal to behave. Some kids require almost no behavior correction at all. It is natural that some species have evolved to exist in cooperative groups. Humans are in that category, though Ants and a few other species of insect might have us beat.

    6. Re:Morality is largely due to upbringing by Anonymous Coward · · Score: 0

      Not true for psychopaths: no amount of education or socialization can change them. This is also true for psychopaths in prison, where the non-psychopath population can actually change their ways if integrated in a socializing program (for example, teaching guide dogs works very well), whereas psychopaths only mimic/pretend, but are not changed, and once released, they commit violent crimes again.

    7. Re:Morality is largely due to upbringing by wisnoskij · · Score: 2

      No, psychopaths tend to be pretty good at empathy. They are just less likely to care about the emotions they detect in others.

      --
      Troll is not a replacement for I disagree.
    8. Re:Morality is largely due to upbringing by Anonymous Coward · · Score: 0

      The same is true in the animal kingdom for the more social species -- they learn the benefits of cooperation and social structure.

      I doubt you have evidence of this as it appears that some species are inherently more social than others which wouldn't be the case if they where just learning.

    9. Re:Morality is largely due to upbringing by Anonymous Coward · · Score: 0

      My understanding is the opposite of that. Most psychopaths are inherently narcissistic and do not show any empathy towards others/animals.

    10. Re:Morality is largely due to upbringing by Anonymous Coward · · Score: 0

      No, psychopaths tend to be pretty good at empathy. They are just less likely to care about the emotions they detect in others.

      No, that is pretty much the opposite of empathy.

      Empathy implies you internalize some of this awareness, and think "boy, that would make me sad too".

      You really really don't know what that word means.

    11. Re:Morality is largely due to upbringing by CrimsonAvenger · · Score: 1

      I've maintained for years 'civilization' is a thin veneer over mankind essentially being barbarians, and that it's getting thinner every year.

      They were saying the same thing 1000 years ago.

      And 2000 years ago....

      --

      "I do not agree with what you say, but I will defend to the death your right to say it"
    12. Re:Morality is largely due to upbringing by aevan · · Score: 2

      Not following that.

      Premise: Do unto others before they do unto you
      You acknowledge an action you wouldn't like done to you..but you aren't doing it to you, you're doing it to them, and since they aren't material to effects on you, you don't care. You can be aware a gunshot hurts and still shoot someone. Empathy isn't a barrier to cruelty. I'd imagine sadism would require decent amounts of empathy to actually enjoy it (emotional sadism more so than physical).

    13. Re:Morality is largely due to upbringing by Anonymous Coward · · Score: 0

      I'd say the opposite -- civilization is a thin veneer that is getting thicker and thicker*. Things are far, far better than they were in the past -- but yeah, we're starting from an extremely low bar and the veneer isn't all that thick.

      * Steven Pinker has a few books working the numbers on this if you want a source... there are lots of others but I'm too lazy to look them up right now. http://en.wikipedia.org/wiki/Steven_Pinker

    14. Re:Morality is largely due to upbringing by Anonymous Coward · · Score: 0

      This is sibling social behavior. What are you talking about?

    15. Re:Morality is largely due to upbringing by Anonymous Coward · · Score: 1

      Civilization makes it harder to challenge the winners.

    16. Re:Morality is largely due to upbringing by Anonymous Coward · · Score: 1

      Empathy is more than awareness. A person who has empathy actually feels sad when something bad happens to another person. Research in the 90s by R.J.R. Blair shows that psychopaths can shut off empathy so that they do not feel bad when something happens to another person.

    17. Re:Morality is largely due to upbringing by aevan · · Score: 1

      Doesn't that prove the point then? The argument (well the point raised a few levels up) was that lacking empathy (i.e. being born without) was a trait, and so a psychopath could not be skilled in empathy. Having an off-switch for said implies you still have it, only choosing when to have it active, which could allow for them to be skilled in empathy.

    18. Re:Morality is largely due to upbringing by Livius · · Score: 1

      Three-year-olds are nasty selfish creatures because over evolutionary timescales, most of them did not survive to adulthood without being selfish. It's not lack of socialized learning, it's a simple reflection of desperation.

    19. Re:Morality is largely due to upbringing by Livius · · Score: 1

      Empathy is understanding the feelings of another.

      Whether that understanding is used to exploit the other person's situation is a separate question.

      You might be thinking of sympathy.

    20. Re:Morality is largely due to upbringing by Anonymous Coward · · Score: 0

      Actually, empathy have many different layers. A purely intellectual empathy is a lesser empathy. "Knowing" the emotions of others (often because one has "been in their shoes") is a higher form of empathy.

      Some people when confronted by pain, will seek to inflict the same in others.
      Others see the futileness of projecting their own pain onto others, and thus seeks to alleviate the same pain in others.
      The more mature strive to make society avoid decisions leading to pain.
      The most mature strive to make society strive for happiness and wholesomeness.

      How compassion can have a provable biological root: See "mirror cells" in the brain
      Psychopaths often tend to lack these mirror cells, but can use their intellect to understand others' feelings without being conflicted by emotions.

      Your understanding is limited: http://www.merriam-webster.com/dictionary/empathy

      Empathy is a precondition for compassion, which is the highest feeling a human being can feel, when it is perfectly balanced.
      Sympathy is actually weaker, as it is often purely intellectual; http://www.diffen.com/difference/Empathy_vs_Sympathy

      I used my own words here, but links on the net will back them up.

      Captcha: teacher ;-)

    21. Re:Morality is largely due to upbringing by bentcd · · Score: 1

      I've maintained for years 'civilization' is a thin veneer over mankind essentially being barbarians, and that it's getting thinner every year.

      They were saying the same thing 1000 years ago.

      And 2000 years ago....

      The first half of the topmost speculation is probably correct, and the last half is probably not.

      It is a mark of the great strength of human culture that we have been able to so effectively suppress our barbaric animal nature.

      --
      sigs are hazardous to your health
    22. Re:Morality is largely due to upbringing by Triklyn · · Score: 1

      the veneer is pretty damn thick... if people can complain about the sad state of civilization, and i can't shoot them for it... through the internet.

      fah, complaining about the lack of civilization... is oxymoronic. if it were truly as uncivilized as all that, you'd be too busy to complain.

    23. Re:Morality is largely due to upbringing by Kiwikwi · · Score: 1

      Empathy is understanding the feelings of another.

      You might be thinking of sympathy.

      No, he's thinking of empathy.

      empathy [em-puh-thee] noun.
      the intellectual identification with or vicarious experiencing of the feelings, thoughts, or attitudes of another. (Dictionary.com Unabridged, my emphasis)

      Empathy is more than just understanding another person's feelings; it's about intuitively sharing those feelings. The layman definition of psycopathy is a lack of empathy. (There is no medical definition of psycopathy; the medical terms are narcissistic and/or antisocial personality disorder.)

    24. Re:Morality is largely due to upbringing by Anonymous Coward · · Score: 0

      Except if/when one alpha-person succeeds in a winner-take-all, the smart "losers" learn that they can band together and cooperate and beat the single alpha-winner. Cooperation, communication, organization, collaboration, coordination are essential to survival of the fittest. This would be discovered and re-discovered even if it isn't taught.

    25. Re:Morality is largely due to upbringing by Anonymous Coward · · Score: 0

      I agree with number 1. Teaching is paramount to many things, including sexuality. I believe that if people are not taught that sex is something to be ashamed of - they wouldn't be prone to sex shaming - which could remove much suffering from our world. There's an age for kids when they like playing and experimenting but before they realize sexuality is to be "ashamed" of. That realization is learned and not anything "biologically programmed".

      Number 2 I think some are better than others to disguise / adapt to socially acceptable behaviour. Non-psychopathy makes you very prone to emotional manipulation however, which in quite some instances can be very unbeneficial for your health, especially around sadists / psychopaths / narcissists.

    26. Re:Morality is largely due to upbringing by painandgreed · · Score: 1

      I've maintained for years 'civilization' is a thin veneer over mankind essentially being barbarians, and that it's getting thinner every year.

      The end of civilization is always just three meals away.

  19. Assumptions, assumptions by Anonymous Coward · · Score: 0

    Doesn't this just assume that people (read psychopaths) don't do things because there is only a disincentive to do it? How is this different than claiming that morality has to come from an external agency? Perhaps psychopaths don't do things because they simply do not want to do them. Occasionally this lack of interest sticks tightly to societal norms. Perhaps more than occasionally because generally fulfilling activities aren't likely to ever be declared amoral, and when/where they are you'll likely find more psychopathic behavior.

    What I find most disturbing about this recent obsession on behavior trends is that it ignores the fact that our society has been evolving in its structures since before humanity was a species. Psychopaths have been with us the entire time, our social structures adapted to their presence before we even had the idea to categorize their behavior as 'odd,' so whatever 'normal' we define already likely has a lot of psychopathic ideas integrated into it.

  20. It's a Video Game, not Life. by brunes69 · · Score: 1

    The threat of repercussions â" say, for example, prison â" might keep them from acting out. Such disincentives do not exist in virtual worlds. Absent a sense of empathy, you're free to rob and kill at will. What we do with this reveals something about us.

    Or, it doesn't reveal jack squat because the people know they are playing a video game and thus behave a lot differently than they would if this was real life.

    1. Re:It's a Video Game, not Life. by Triklyn · · Score: 1

      "integrity is doing the right thing, even when no one is watching" - C.S. Lewis

      there are no real consequences, except in large part the emotions of other players. it's the purest judge of character, in the absence of consequence, identity, material gain. how do we treat each other. I don't troll in games, because I understand that there are 17 other real people in the game with me, I'll dick around, because ultimately it is about having fun, but never at the expense of others... because i'm not a dick.

    2. Re:It's a Video Game, not Life. by brunes69 · · Score: 1

      There is a big difference between trolling in a shooter and stealing other peoples stuff in a survival MMO. it's not
      "being a dick", it's part of the game - just as shooting your opponent in the back in a shooter is not "being a dick".

    3. Re:It's a Video Game, not Life. by Triklyn · · Score: 1

      :) as someone else said somewhere in this thread, they tried rust and Day-z but eventually stopped playing because it made them feel terrible... as a person.

      a survival mmo might be different, and oftentimes is. I was referencing trolling in that regard as the kind of behavior that speaks to a person's personality, and that a consequence free, anonymous environment may bring out in someone. Saying that survival MMO's don't provide similar insights into a gamer's character would be dishonest.

    4. Re:It's a Video Game, not Life. by brunes69 · · Score: 1

      That may be true for some minority of people but I refuse to believe it is true for the majority.

      In fact, I feel that if you can't adequately abstract yourself from a game, it may be pointing to other deeper issues that need to be addressed.

      It certainly is likely to be a problem with some people, but not the majority. Games are just entertainment, they are not a substitute for life itself. Anyone who quits playing a game because of how it is making them feel as a person is too emotionally bonded to the game and likely has other social issues to look into.

    5. Re:It's a Video Game, not Life. by Triklyn · · Score: 1

      nah, same way i don't like to play horror games, and much prefer CTF over deathmatches. If the optimal way to play a game, means that you screw over other players, and you don't like feeling like you've just screwed someone over... i can definitely understand the urge to stop playing and play something more constructive.

      games are an abstraction from reality, but not the enjoyment of those games by the players is solidly based in reality. When you screw someone out of a deal in a game, you are basically stealing their time, or their money... and definitely their enjoyment of the game. this is not some theoretical, someone on the other end of the Internets becomes unhappy. I would have no issues with "trolling" npcs, but i believe trolls would.

  21. These Games Are *Different* by Anonymous Coward · · Score: 1

    If you are a normal person, the first time you play Rust will go like this: you collect a few resources and craft better and better weapons. If you see someone, you say "hi" to them and you guys become friends. You build yourself a little house next to the road & you help people who spawned later than you by giving them some stuff. Those new people build a house near yours and also become your friends.

    The last game of Rust you play will go like this: you collect enough resources to build a gun and a sleeping bag. You hide your sleeping bag in the middle of the mountains at night. You run around completely naked with a hidden pistol and shoot the first person you see in the back of the head while they are gathering wood. You take all their stuff & possibly take over their house. Any person you see you shoot to kill, especially if they haven't seen you first. You spend your entire existence in the game making sure everyone who is a potential threat is dead. There are no friends or neighbors, only potential thieves and killers.

    The game forces you to become a monster even if you don't want to. And the insidious thing is that it doesn't actually *force* you to be a monster, but it makes you realize that is the best rational choice given the gameplay mechanics. I hated the game for what it made me do to other people so I quit. There are really only two types of people in any given Rust game: suckers and psychopaths. The suckers turn into psychopaths or quit. I'm so glad I stopped playing that toxic game.

    1. Re:These Games Are *Different* by Anonymous Coward · · Score: 0

      Will I play Go...

  22. Re:The last sentence by PPH · · Score: 0

    Humans are animals, beasts if you will.

    Missing the obligatory postscript "between the sheets".

    --
    Have gnu, will travel.
  23. Morality _is_ relative by Anonymous Coward · · Score: 0

    Most things in us have evolved for survival. One of those things is a plastic mind that can adapt to a changing environment. As such, we can modify our sense of what is moral or to the needs of the moment. This is to say that being a psychopath or just a sane person is as much a function of how "well" our brains work as of our environment. In a videogame about rage and destruction the rational thing is to kill and destroy, this is the objective of the game and the way to stay alive in it.

    Are our actions in a virtual world tantamount to imagining those things we could do in real life but never would? Or are we merely behaving as we would in real life if there were no consequences for our actions?'

    Neither. One plays by the rules of the environment in which one's in.

  24. Ultima Online by Anonymous Coward · · Score: 0

    Pretty sure LambdaMOO went down that road before Ultima Online, with the Mr. Bungle affair. Read "A Rape In Cyberspace" or the book-form "My Tiny Life" by Julian Dibbell for more.

  25. thanks, asshole! by Anonymous Coward · · Score: 0

    now I'm going to push a person in front of a train. Why did you have to give me that idea?!?!?!

  26. John Wooden Had It Right by Toad-san · · Score: 3, Insightful

    "The screen flickered back on. I was reborn, standing naked in an empty field, holding only a rock. Not far away I saw a man gathering wood, his back to me. I crept toward him through the grass. He didn’t hear me slinking closer.

    I thought of the words of John Wooden, the legendary basketball coach, who once said that the true test of a man’s character is what he does when no one is watching.

    I raised my rock above my head."

    1. Re:John Wooden Had It Right by Kiwikwi · · Score: 1

      Though Wooden was actually paraphrasing an earlier quote:

      Character is what you are in the dark.
      - Dwight L. Moody

  27. It's not only psychopaths who are dicks online by Anonymous Coward · · Score: 0

    The tendency for people to act sadistically is not just from those who derive pleasure from it.
    In a culture where it's common (like one of these videogames, some forums, or in online chat) to treat people like shit from behind your pseudonymity, the behavior becomes normalized to where you are socially penalized for not taking advantage of others when the opportunity arises, or rewarded when you do.
    It's a big jump to say everyone who tries to "fit in" in this way is a psychopath or sadist.

  28. I LOVE KILLING AND MURDERING IN VIDEO GAMES by l0ungeb0y · · Score: 1

    I mean, nothing beats violently wasting on the digital avatars of my fellow players AND MAKING THEM DIE VIOLENTLY in order to relieve some stress after a frustrating day.

    Healthy release or psychopathic tendencies? The media driven Psychoanalytic Jury is still out, but our sources say that they are leaning to full blown psychosis, more at 11.

    1. Re:I LOVE KILLING AND MURDERING IN VIDEO GAMES by cyberchondriac · · Score: 1

      I guess it's kind of a fine line. Take Skyrim for example, I was actually kinda repulsed by some of the quests, especially the Daedric ones (Boethia for example). And I don't want to kill Paarthurnax, it feels wrong, he's a good guy. Fuck Delphine and Esbern.
      With the Dragonborn addon, I couldn't even bring myself to kill an innocent Netch and break up a Netch family just for the stupid jelly.

      OTOH, I don't seem to have any problem killing bandits left and right, because they're murderers. I also quickly learned that when they're about to die and say "I submit, don't hurt me" that you can't believe them. I stopped the first few times to let them live and those liars just attacked me again. Pffttt.

      --

      Look back up at my post, now look back down, you're on the Internet. Now look back up. I'm a signature.
    2. Re:I LOVE KILLING AND MURDERING IN VIDEO GAMES by TheDarkMaster · · Score: 1

      This. You can play a game that allows you to be violent/sadist, but it does not mean you need to be violent/sadist. I also refused quests in the game for not agreeing with them, and eliminated several patrols of the high elves because I did not accept them oppressing the nords.

      --
      Religion: The greatest weapon of mass destruction of all time
    3. Re:I LOVE KILLING AND MURDERING IN VIDEO GAMES by Jesus_666 · · Score: 1

      True. I recently picked up my never-finished Fallout: New Vegas playthrough. I play a reasonably good guy like I usually do in RPGs. Stellar karma, usually trying to resolve quests in the best possible way, even trying to get out of situations without killing anyone if they don't try to kill me first. I have no qualms about shooting raider-type people but they have no qualms about a lot of really nasty things and it's a tough world. Still, I try to be nice to civilized people.

      Except for Caesar's Legion. While originally I intended to be neutral for as long as possible, a Legion patrol decided to attack a trader I was going to do business with. Not wanting to lug my full inventory to the next town (and not appreciating being caught in the crossfire) I defended the trader against what I perceived to be random attackers. My faction karma immediately fell to "vilified" and the Legion now sends hitmen after me every couple ingame days.

      Now, despite being a good guy, I've heard "The Caesar hat marked you for death!" one time too often. Originally I'd shoot the Legion assassins out of self-defense. By now I take perverse joy in confusing their AI (to the point where they follow me around but never attack or speak to me), leading them into minefields, pitting them against deathclaws or just taking off their limbs using high-powered sniper rifles before they're anywhere near their guns' effective range. If the Legion wants to see me as a horrible murderous sonuvabitch, I'll be happy to indulge them. (Of course it helps that the Legionnaires go out of their way to be pricks anyway but "The Caesar has marked you for death!" has done more to sway my opinion towards inflicting grisly violence upon them then their other actions ever could.)

      I still try to be exceptionally nice to other people. Sometimes I even look up the endings of quests when I'm not sure if picking a dialog option is inadvertantly going to ruin someone's life. Making the simulated wasteland a better place is a big part of what I enjoy about the game. But yeah, if the people I meet work for the guy who feels so insecure about his army that one random firefight is enough for him to commit squad after squad of assassins to getting on my nerves when I least need it I'm going to paint the desert with their liquefied remains and I'm not going to feel bad about it.

      So yeah, someone who usually tries to act nice can make big exceptions if they're just pestered often enough. (Of course it helps that in this case the pestering usually involves a lot of gunfire.)

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    4. Re:I LOVE KILLING AND MURDERING IN VIDEO GAMES by Anonymous Coward · · Score: 0

      And I don't want to kill Paarthurnax, it feels wrong, he's a good guy. Fuck Delphine and Esbern.

      If you're on PC and want to join the Blades without killing him, give this a try: http://steamcommunity.com/shar...

    5. Re:I LOVE KILLING AND MURDERING IN VIDEO GAMES by Wolfrider · · Score: 1

      --Wow, small world. :) I just started playing F:NV about a week ago and it's really addicting.

      --I ended up killing Vulpes Inculta and his troops early on (in Nipton) with the Incinerator that I looted from the NCR prison complex, after demolishing the Powder Gangers. It was an interesting interaction - I gained fame with the Legion after agreeing with him, then killed him in a sneak attack. Now I'm supposedly "neutral" to the Legion according to the Pipboy. ;-)

      --I usually play along the same lines as you indicated (although the Bloody Mess perk can be fun) and didn't realize the Legion was sending assassins after me. I was shooting up a random Bighorn herd south of Novac and these 2 Legionaires came out of nowhere and started attacking me. Thought be there was a Legion base nearby but there didn't seem to be anything on the map.

      --Best hack so far: I was low on health and more than halfway Irradiated, but had just found 2 suits of Brotherhood of Steel armor and killed a bunch of centaurs. Ended up grabbing 1 of the Armor, taking Buffout for strength and fast-traveling all the way back to Goodsprings to get healed by the doc. Amazed it worked :)

      Protip: Easiest way I've found to kill a Nightkin is to use 10MM submachine gun on full auto ;-)

      --
      .
      == WolfriderV6 == I'm willing to admit that *I just might* be wrong... Are you??
    6. Re:I LOVE KILLING AND MURDERING IN VIDEO GAMES by cyberchondriac · · Score: 1

      I've seen that before.. from the reviews though it sound buggy. Last playthrough I just ignored them; sure, the quest remained in my journal, but oh well. I do have to note that I still got attacked by dragons after beating Alduin, so, at best he was only partly successful in bring his fellow dragons over to the light side. I admit I've thought about doing him in this time through only because I haven't yet seen where that particular branch of the quest line takes me... curiosity and all that, but I don't know.
      Admittedly, I joined the Dark Brotherhood last time thinking it'd be justifiable by assassinating bad guys (like "Grelod the Kind"), but then it got horrifying; I had no desire to kill normal people, and especially Titus Mede, he was a nice guy. I still think that was crappy of Bethesda to code it that way. They did better with the civil war questlines.

      --

      Look back up at my post, now look back down, you're on the Internet. Now look back up. I'm a signature.
  29. On the plus side it'll prepare you by NotSoHeavyD3 · · Score: 2

    If you ever go into academia and become a professor. (Steal from your grad students then knife'em in the back if they say boo, blow off your undergrad students since let's be honest you're reputation is your research, etc. Why yes, I am cynical.)

    --
    Did you know 80 to 90% of the moderators on slashdot wouldn't recognize a troll even if one dragged them under a bridge.
  30. Re:The last sentence by Anonymous Coward · · Score: 0

    Sloth is an animal.

  31. You're asking the wrong question. by geekmux · · Score: 3, Insightful

    'Are our actions in a virtual world tantamount to imagining those things we could do in real life but never would? Or are we merely behaving as we would in real life if there were no consequences for our actions?'

    This isn't the larger concern right now.

    The larger concern is the fact that empathy and human emotion still exist on the actual battlefield today, and we are looking to remove that from warfare as we look into the future of automation. Where we have a soldier making those face-to-face decisions to pull or NOT pull a trigger today will be replaced by a robot wired to a PS4 controller thousands of miles away, being driven by a "soldier" who may not even know they are engaged in actual warfare as they "play" the "game".

    These things are coming. And ironically as you call this future inhuman and disastrous for mankind, it is the tears of crying mothers that help justify this, because these "solutions" will be sold as the answer to bringing our boys back home every time.

    1. Re:You're asking the wrong question. by Anonymous Coward · · Score: 0

      >The larger concern is the fact that empathy and human emotion still exist on the actual battlefield today, and we are looking to remove that from warfare as we look into the future of automation.

      Because seeing see your enemy face to face in the pre-firearms era stopped any of the (for their time) large scale wars or the atrocities committed during them? LOL, literally.

    2. Re:You're asking the wrong question. by 0123456 · · Score: 2

      Because seeing see your enemy face to face in the pre-firearms era stopped any of the (for their time) large scale wars or the atrocities committed during them? LOL, literally.

      Maybe you should actually read some studies of miltary history, and not just LOL.

      I'm not sure about the sword-swinging era, but it seems pretty well established that most Western soldiers wouldn't fire guns at the other guys until their militaries went all out to create killers after WWII.

    3. Re:You're asking the wrong question. by Anonymous Coward · · Score: 0

      Your post made me think that the "problem of suffering" as a religious concept should be replaced with the "irony of suffering" or "love and compassion through shared suffering." Autonomous warfare would allow the superior power to emphasize the original form of the issue and so doing lose the essential part of humanity which strives to peace after a conflict once again has reminded a generation of its mortality.

    4. Re:You're asking the wrong question. by OzoneLad · · Score: 1

      Dave Grossman wrote a pretty impressive book on the subject. I think it's called "On Killing".

    5. Re:You're asking the wrong question. by geekmux · · Score: 1

      >The larger concern is the fact that empathy and human emotion still exist on the actual battlefield today, and we are looking to remove that from warfare as we look into the future of automation.

      Because seeing see your enemy face to face in the pre-firearms era stopped any of the (for their time) large scale wars or the atrocities committed during them? LOL, literally.

      You clearly have not witnessed the average skilled child playing Call of Duty.

      I'd go against a human any day compared to a "machine" controlling a robot with a controller. At least I might have a chance with a human. We may not read about it much, but I'm certain there were plenty of cases of human emotion coming into play during the Civil War, when brother was literally pitted against brother.

      Fast-foward to where automation is taking warfare. Kids playing games these days have ZERO emotion to killing. To them it's nothing more than a game, which fortunately today it is nothing more, but obviously changes the mentality towards killing when using nothing more than a video game controller.

      I fear the day we carry that game into the real world and remove emotion completely from warfare. And it's coming, with millions of skilled operators in tow.

    6. Re:You're asking the wrong question. by mrbax · · Score: 1

      Maybe you should actually read some studies of miltary history, and not just LOL.

      I'm not sure about the sword-swinging era, but it seems pretty well established that most Western soldiers wouldn't fire guns at the other guys until their militaries went all out to create killers after WWII.

      No. One author does not "pretty well established" make — see http://goo.gl/sxNtDA. Maybe you should actually read more than one study of military history. :-)

  32. Re:The last sentence by Anonymous Coward · · Score: 1

    There's also the actual value of life to consider. You can't exactly use behavior in games like Day-Z as indications of anything beyond Day-Z's gameplay behavior trends. It's a virtual world. If I kill your toon, that's all I did. It's 1's and 0's and nothing more than an extensive puzzle to solve. Seriously, should we start psychotherapy on everyone who plays chess?

  33. Re:The last sentence by drinkypoo · · Score: 4, Insightful

    I feel bad when I run over a pedestrian in GTAV, but not as bad as when I run into a lightpost.

    In the real world, it would be the other way around. I've never run into either, but I like to think I'd steer for the lightpost given only those choices.

    Using video games as a guide to how people would behave in the real world is misguided at best.

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  34. Games are not reality by Karmashock · · Score: 1

    This has been proven by psychologists repeatedly. Just because someone does something in fantasy doesn't mean they would do it in reality or even see it the same way as they would in reality.

    We understand it is pretend. When you kill someone in a game there is no moral feeling of guilt because they're not people. Its as real as a 6 year old playing war with plastic soldiers and then randomly knocking a few of them down as dead.

    It has no impact on our psychology. Its play.

    Any so called psychologist that doesn't grasp that is a hack.

    --
    I've decided to stop wasting my time responding to AC trolls/sockpuppets... so if you want a response from me... login.
    1. Re:Games are not reality by Wolfrider · · Score: 1

      --Some of us evidently care more than others. When I was playing Fallout 2 and one of my companions (especially Sulik) got killed, I would reload from the last save because 1) I felt bad for him and 2) he was a great companion to have in the game. Also 3) because had was carrying a truckload of extra stuff that was too heavy for me alone.

      --This carries on to other games as well - if I'm playing solo in Halo 4 and my disposable squad from the Infinity gets killed off, I feel slightly bad that I wasn't able to arm them effectively and protect them. It's called empathy. You also see it in some sci-fi novels - it costs you nothing to be polite, respectful and thankful to an AI that you're interacting with, and that attitude unconsciously carries over towards other people as well. It's a good trait to develop.

      --
      .
      == WolfriderV6 == I'm willing to admit that *I just might* be wrong... Are you??
    2. Re:Games are not reality by Karmashock · · Score: 1

      Then you of course feel badly when people die in movies, books, etc?

      Or are video games the only medium of artistic expression that must be held accountable for displays of violence while of course movies and books have no responsibility what so ever?

      This whole thing is little more then the last generation shaking its tennis ball capped stick at the next telling them to get off his lawn.

      Nothing more.

      --
      I've decided to stop wasting my time responding to AC trolls/sockpuppets... so if you want a response from me... login.
    3. Re:Games are not reality by Triklyn · · Score: 1

      no, it's a little different as in video games, oftentimes you are somehow linked to teh death in some way, i think all the examples he gave were NPC deaths due to inaction or ill-preparedness.

      Books and movies are retellings of already established stories, there is little you can do to change what happens in them, and emotionally i think people appreciate that. It's about perceived agency.

    4. Re:Games are not reality by Karmashock · · Score: 1

      In most games where you kill something there isn't really a great deal of choice. You either kill that NPC or die... or lose... or something.

      And expecting anyone sane to feel emotional attachment to an NPC is unreasonable especially if they're not established characters but rather just faceless cannon fodder.

      There have been many psychological evaluations on children that engage in make believe violence.

      The conclusion has been that video games penetrate about as deeply as a child playing with plastic soldiers in a sand box... aka basically no penetration what so ever. If you have experienced emotional loss and anguish in these situations understand that is very unusual.

      --
      I've decided to stop wasting my time responding to AC trolls/sockpuppets... so if you want a response from me... login.
    5. Re:Games are not reality by Triklyn · · Score: 1

      really depends on what you mean by feel badly. i've sacrificed stats or gold to pick the less crappy option for some of the NPCs. I actually weigh how the story unfolds against the reward differential between two courses. Sometimes you're power-gaming, but sometimes you don't want your character to be a dick.

      realistically, the hallmark of great art, literature, film, etc. is to make you feel emotion, to make you forget that the characters aren't real. Is it so much of a surprise that when we get to that state, we don't want the characters to die?

    6. Re:Games are not reality by Karmashock · · Score: 1

      yes and we all do that but it doesn't mean that the game makes you a sociopath or psychopath or in any way really changes your personality.

      It is play. That is my point. Not reality. Play.

      Again and for the fucking last time... Psychologists have analyzed people that play games of all kinds and found that you're about as likely to have your personality changed by playing Grand Theft Auto as you are to get it changed by playing Risk.

      This is a mindless article supported by mindless people.

      --
      I've decided to stop wasting my time responding to AC trolls/sockpuppets... so if you want a response from me... login.
  35. different circumstances by argStyopa · · Score: 1, Insightful

    Then again, the behavior we call psychopathy in our polite safe benign situation might be survival-optimal choices when actually confronted with a situation where the results aren't academic, but materially affect our chances of living through today.

    I'm not entirely sure that the mural yardstick we use in measuring ourselves is worth anything more than firewood when "shit gets real". As a soldier friend if mine explained, that was one if the challenges in integrating back to civilian life, it's an entirely different context.

    --
    -Styopa
  36. Rust, quite the opposite actually. by Anonymous Coward · · Score: 0

    When i last played rust, i joined a sort of "gated community" We all helped each other out and lived in the same general area. We would also protect our community by ganging up and forcing anyone who wasn't one of us off our "lawn". It worked quite well actually, aside from the occasional bandit raid.

  37. Society should cater.... by Hategrin · · Score: 1

    Society should serve law-abiding citizens and mentally fit people. What people like the author here want, is to design a society that caters to psychopaths and the mentally ill. All you end up with is more psychopaths and mentally ill people, since society is designed for them (and not healthy-fit people) they will thrive and their population will grow.

  38. Re:The last sentence by Anonymous Coward · · Score: 0

    Whenever I play a game, I let the Nazis win and give terrorists what they ask for. The sooner they have what they want, the sooner the violence will stop. Good.

  39. Most moral codes by Anonymous Coward · · Score: 0

    Eliminate consequences for some while encouraging imposition of consequences on others.

    The blurb mentions a sky friend. What are the chances of that?

  40. Non-Trekkie winces and cites Trek by Anonymous Coward · · Score: 1

    I hate to do this, 'cause I'm normally annoyed by the swiss-cheese nature of Star Trek philosophy (hint1: it's full of holes) but there was a reasonably fun classic episode (hint2: it involves beards) that used a basic truth of human nature as a plot point:

    It's relatively easy for a civilized man to pretend to be uncivilized, but it's relatively difficult for an uncivilized person to pretend to be civilized.

    Relative to current events: the most-recent psychopath killer tried to pretend to be civilized, and failed; Clearly the females he encountered were not fooled no matter ho much his car and clothes cost and no matter how "magnificent" he proclaimed himself. He also tried (on youtube) to play the part of an in-control arch-villain but, not being an "in-control person", ended-up looking like he was reading a bad script with [insert super-villain laugh here] notes at various points.

    Relative to video games: It's easy for a civilized person to safely play a baddie in a computer game and have it play NO PART in his real world life - but an uncivilized person will likely find no joy playing a civilized character, and will also likely be unable to avoid blurring the lines between an uncivilized game persona and his uncivilized reality.

    The problem is NOT the games or any other "things"; the problem is the un-civilized individual. If you know somebody who is an uncivilized barbarian or narcissist, stay on your toes. I cannot believe that anybody who knew this twerpy little monster did NOT know with a certainty just how self-absorbed and self-focused he was; it takes a real amazing specimen to get THAT angry at lottery winners (because they got YOUR money) and kissing couples (because the guy is getting YOUR girl) and girls (because they don't see how obviously "magnificent" you are) etc. Oh, and don't try drawing too many lessons from Trek [grin]

    1. Re:Non-Trekkie winces and cites Trek by airdweller · · Score: 1

      "Relative to current events: the most-recent psychopath killer tried to pretend to be civilized, and failed; Clearly the females he encountered were not fooled"
      Well, Ted Bundy OTOH fooled a lot of people.

  41. what by bitt3n · · Score: 1

    what you're actually saying is, 'Oh my god, I’m capable of doing a terrible thing, but I would never actually do it.

    you lost me

  42. Re:The last sentence by Anonymous Coward · · Score: 0

    One sentence that totally nullifies this entire "concern":

    It's a video game not real life, get a grip.

  43. Crucial Difference by onproton · · Score: 1

    When we 'act' violently in a virtual environment we don't feel empathy because there is no one affected by our actions, it's just data in a hard drive; not actual living beings. The same reason we don't feel bad when we break a stick in half, we see the stick as an object not a life. Empathy is not about consequences or punishment, it's about recognizing that others have feelings and identifying with them.

    1. Re:Crucial Difference by ashkante · · Score: 1

      Agains AI (npcs) - yes, I agree.
      But the article mentions specifically multiplayer games. So the 'virtual character' you're affecting is not just data in a hard drive. There's also someone on the other end of the connection, possibly quite invested in their character.

    2. Re:Crucial Difference by onproton · · Score: 1

      True, but in that case the 'violent' behavior is paramount to defeating an opponent in chess or tennis. I doubt the morale 'consequence' of making your opponent feel bad if they lose is weighed as heavily as harming an actual human being.

  44. Dwarf Fortress? by Anonymous Coward · · Score: 0

    IMO Dwarf Fortress is a better test case because psychopathic behavior is sort of encouraged. For example, if you are going to mass kill all of the useless babies you need to make sure that the bodies are never found to prevent the trauma of their death from slowing down/stopping your productive workers... and while there is a vocal component of the player base that are complete psychos most people play with some degree of empathy for their dwarves.

  45. Re:The last sentence by Anonymous Coward · · Score: 0

    Seriously? You'd prefer the consequence of manslaughter IRL?

    There are always consequences, and when we fail to appreciate them, we make stupid choices.

    Captcha: reelect

  46. Re:The last sentence by Anonymous Coward · · Score: 0

    Not very good with the reading comprehension, are you?

  47. Other games for psychopaths by Ceriel+Nosforit · · Score: 1, Insightful

    I wonder if EVE qualifies.

    --
    All rites reversed 2010
  48. Re:The last sentence by Anonymous Coward · · Score: 0
    But there are real people playing it... Many of whom would not have any malice toward anyone else or other players they do not know were it not for the presence of players who enjoy exploiting weaker players. Of course, expecting a psychopath to respect how their actions might make someone feel is only liable to provoke a line like "get a grip".

    So.... What does that make you?

  49. Behavior in DayZ is entirely realistic. by SacredByte · · Score: 1

    You're entirely on the right track.

    Common behavior in games like DayZ fairly accurately mirrors behavior that is appropriate in a situation where the rule of law has entirely disappeared.

    Just look at Maslow's hierarchy of needs and it should become far more clear. Morality, at least as we generally conceive it, is something that doesn't really come up until pretty much every other need is fulfilled. In a situation without the rule of law, individuals are generally forced to spend much of their time working in the bottom two levels of the pyramid.

    Thus, the logical reaction to new persons revolves around our needs and the available resources. Since there is little benefit to be gained (at least in DayZ) from working with strangers, and a huge amount of risk, there are really only two options: Kill them, or avoid them. Since avoiding other people is often so difficult, and they have little to offer you other than your death, this leads to people defaulting to the other option.

    As the benefits of cooperation increase, and the penalty for dying goes down (read: when you can securely cache excess equipment for use with future characters), I suspect that we'll see less KOS, more avoidance, and more cooperation.

    1. Re:Behavior in DayZ is entirely realistic. by argStyopa · · Score: 1

      This is the core reason that I don't understand why social contract theory has been 'dispensed' with by serious philosophers. Everything I read dismissing it ignores context and setting, as if the moral viewpoint of a 20th century city dweller in a peaceful western society is going to be the same as that of a tribal barbarian who has no way to know if that stranger is potentially a friend or the lead scout of the raiders that's going to pillage his clan hearth.

      In DayZ, I'd love to see the simple mechanism that you don't log out...you sleep where you are. If you're awakened and not playing, the AI runs you according to logic and priorities that you set.
      This *alone* would make the idea of contracts with trustworthy others invaluable. Someone could protect you while you sleep - the most fundamental reason to cooperate.

      --
      -Styopa
  50. Re:The last sentence by lpq · · Score: 1

    Why was the above post marked troll when it's, indisputably, "one, correct way to look at thing". Some people may not agree with it, but I've seen the same opinion expressed many times.

    Maybe it was marked 'troll', because of how close it hits to the truth?

    (Seriously!) In a game, there are no consequences like dead bodies -- no need to feel remorse over such! It's completely artificial. A game is played to optimize its outcome and then it ends and you know the outcome. When "RL" ends, you won't care much about the outcome because you won't be around to think about it.

  51. Re:The last sentence by Anonymous Coward · · Score: 0

    The fact that you think that manipulating a bunch of pixels around a screen can make someone a psychopath says a lot about the warped state of your own mind. Again, get a grip.

  52. Re:The last sentence by Darinbob · · Score: 1

    This behavior isn't new, it's what first caused many video game players to avoid MMOs for life.

    Then there's the role playing aspect. Just did Vampire the Masquerade Bloodlines twice in a row. First time I always tried to do the right thing everywhere, including sneaking past easy guards. Second time I played someone insane (malkavian) at which point my character (not me) starting thinking "why not?" when stealing the charity box and so forth.

  53. Re:The last sentence by Anonymous Coward · · Score: 0

    I think not caring how other people might feel makes someone a psychopath... People play games to have fun... and people who deliberately seek to spoil that fun for people they might not even know as a means of furthering their own enjoyment show a profound lack of empathy in their actions.

  54. Hmm by vulcanrob · · Score: 1

    Remind me not to stand in front of the poster on a train platform...

  55. The opposite is also true by Anonymous Coward · · Score: 0

    "Lots of people care about virtual persons beyond what would be purely rational. Just as someone may cry because of what happens in a novel, someone might get upset for losing a player in his virtual sports team and someone else might not do a certain quest because they'd feel bad about what happens to the virtual NPC."

    These are the people who have a problem(or the game design has a problem). They are playing a wrong type of game if getting so emotionally distressed is possible. They should really find a different type of game. There are plenty of people who play competitive games out there. Those people don't feel back because their character died, they might feel a bit bad because they lost. But the character was just a game piece, like in chess. Or the whole thing was like the opposing team scroring against you in football. We don't call the ones who purposefully score goals in sports psychopaths, do we? Why would we cal lthem psychopaths in a game? We could tell the one who scored goals to stop doing so because the opposing team doesn't like it, but we don't. We tell the losers to be good sports, they lost, fair and square. Better luck next time.

    Best games I have seen are the ones where the game doesn't enforce all the rules, but allows people to pick who they play with. If you want to play, you have to follow some rules. Some rules that you just could break, but breaking them means you are out of the game. Most games try to force all rules, and force people to play with anyone. Then everything is allowed, leading to huge "abuse" of every game design flaw.

  56. Isn't there lots of games out there already? by nhat11 · · Score: 1

    Grand Theft Auto?

  57. Re:The last sentence by Triklyn · · Score: 2

    true enough, if they were single player games. but time is money and money is time, even in a virtual setting.

    trolling and griefing, stealing and looting. these are all things that do reflect back on the empathy of the player.
    trolls wouldn't troll unless they took amusement out of ruining the fun of others, and that speaks to a very specific mindset.

    maybe games can't reveal psychopaths, but i'm not willing discount their value in that regards, and they certainly do a hell of a job of revealing assholes.

  58. Re: The last sentence by Anonymous Coward · · Score: 0

    Move along son. Notbing to see here.

    Dont feed the trolls young buck

  59. Re:The last sentence by minstrelmike · · Score: 1

    Uhhh no. The _only_ reason _WE_ act civilized is because we are a eusocial species.
    We've have always depended on each other to survive. The myth of the single man subduing the world is a myth.
    Daniel Boone could not build a musket and powder all by himself from rocks and trees.
    Same with any of Ayn Rand's characters. You think the government is a pain in the ass, well take your great idea and build it in Somalia and see if you can make any money. We build on each other.

    The reason we get along in general and specifically far more often than we don't is because we are eusocial. The tribe is a single thang, just like an anthill is.

  60. Re:The last sentence by Anonymous Coward · · Score: 0

    It's a game, it's not intended to be any serious or have any genuine impact on a person's life. When I play games, I don't care what other people are doing, I still have fun playing or I wouldn't play. Again, it's a video game. It's not real, it's not serious, it's all meant to be allow people to pretend to do things that they cannot and/or will not do in real life. If you are getting frustrated by one, then perhaps that isn't the game for you. If you can't tell the difference from fake pixel land and real life, perhaps you shouldn't be playing games at all

    Man, you really need to see a psychiatrist. You've got some deep seated mental issues. Get a fucking grip.

  61. Re:The last sentence by i.kazmi · · Score: 1

    Are you mad? Have you ever tried playing an MMO? If every player in an MMO thought oh noos, if I attack this other random player to gain resources or xp or what have you, I might hurt their feelings, you'd be left with nothing but a facebookesque social network where people interact using 3d avatars instead of an MMO. The OBJECTIVE of MMOs is to build your character/base so you can annihilate your opponents ie other players...maybe you should go look for something with unicorns and rainbows instead of an actual MMO?

  62. Re: The last sentence by Anonymous Coward · · Score: 0

    Thats the point really. An act could be classified as terrible because of the consequences to others, not just consequenses to yourself. There are no consequences to anyone due to games, so you can't commit terrible actions in them. You can only commit actions that would be terrible in the real world.

  63. Re:The last sentence by Anonymous Coward · · Score: 0

    Some of us refrain from "uncivilized behavior" because the experience of feeling guilt is unpleasant.
    It isn't necessary logical or rational, but these mechanisms evolved in proto-human apes long before our facility for language and reason. These mechanisms exist for a good reason. It is how we survived, and I think, the only thing that will ultimately save our species from ourselves.

  64. It's just a video game ... riiiiiiight by FreedomFirstThenPeac · · Score: 1

    The behavioral science people are actually starting to answer the ancient question raised by Aristotle, is viewed (stage) violence cathartic or stimulative? That is, does viewing stage violence (as in plays, video games, movies) cathartic (relieving inner tension to be violent (lowering the probability of actually being violent)) or is it stimulative (increasing the probability of being violent). As a statistician I have to tell you that (at least in clinical studies) the issue of causal vs correlation is very well understood to be extremely difficult to tease out of data. But I have read studies that indicate that viewing violence reduces the thresholds that hold us back by making the behavior seem more prevalent and therefore less wrong. Myself, I think error on the side of caution is wise, a position that puts me at odds with my otherwise science-loving causitive-denier libertarian friends, who, to a person, will argue that THEY aren't affected (gotta love those sample sizes of n=1). This sort of "I'm exceptional" is pretty well understood, and seems to be a factor in the poor risky decision making processes of most males through at least 25yrs life experience.

    Maybe if we used electrical shock to punish people who make poor choices in video games we could train them out of it, oh, wait, that's the science in "Terminal Man".

    Lots of science says "don't let kids play video games" and lots of kids deny the effect. Which do you trust?

    --
    "There is no god but allah" - well, they got it half right.
  65. Re:The last sentence by Anonymous Coward · · Score: 0

    That goes for all games. Take chess for example. Who plays chess with regards to sparing their opponent's feeling? "Oh no, I shouldn't take his queen because it might hurt his feelings!" Or poker. "I have this royal flush, but I'm going to fold because I don't want anyone to cry!"

    GP is an overly sensitive psychopath who lacks a grasp on reality.