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?'
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?'
But that wouldn't be very interesting of help to fear monger, would it.
Lemmings makes players act like psychopaths.
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
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.
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.
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.
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.
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.
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.
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.
"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."
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.
'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.
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.
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.'"
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.