Slashdot Mirror


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?'

36 of 212 comments (clear)

  1. 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 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.

    2. 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
    3. 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"?

    4. 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.

    5. 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?

    6. 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
  2. Lemmings. by Rhaban · · Score: 4, Funny

    Lemmings makes players act like psychopaths.

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

      Lemmings makes players act like psychopaths.

      I'm a psychopathic Lemming you insensitive clod!

  3. 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 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
  4. 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 dinfinity · · Score: 2

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

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. 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 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.
    3. 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.
    4. 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).

  11. 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."

  12. 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.
  13. 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 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.

  14. 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.

  15. 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.'"
  16. 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.