Killing time

I’ve had a bumper - well, maybe bumpy rather than bumper - postbag in response to my BBC column earlier in the week about the impact violent games have on our minds. The letters raised some interesting points, so I thought I’d give an airing to them here. One questioned whether we were concerning ourselves with the right kind of violence, asking if the dangerous driving rewarded in so many racing games wasn’t having a more pernicious influence than the gun games that are normally in the firing line. It’s an issue which came to the fore with the BSM research released earlier in the year, and neatly summarises the problems facing a games industry which claims that violent games have no adverse impact, but that educational games are uniquely potent teaching tools.

Another took the firm line that gamers and parents need to exercise more control over extreme playing habits, which raises the interesting question of how much responsibility the games industry should be taking for its customers. Are the play time controls available in Windows XP and World Of WarCraft standard bearers in a new era of developer responsibility? Or are they the needless interference of nannying companies ever sensitive to the risk of lawsuits? Another correspondent quite rightly took me to task for being so quick to claim that all attacks on violent games were unfounded, and then raised the ongoing question of whether the interactive nature of games means their standards for violence should be tighter than for media like film or TV.

Thinking about these issues has made me want to post a couple of the points I didn’t want to try to shoehorn in to the column, but which I do find troubling and interesting. The first is to wonder why, when we talk about games causing violent behaviour, we always seem to automatically be talking about copycat violence. The great spectre than hangs over gaming always seems to be the idea that beating prostitutes to death with a giant dildo in a game will make you more likely to do it in real life. And so the debate gets bogged down in questions of whether or not games are murder simulators, teaching firearms skills and advanced thuggery to a nation of eager students. That theory may be self-evident nonsense, but what about the games that do make you violent or abusive? Games can be overwhelmingly, infuriatingly, unbearably frustrating, and I know that they’ve caused me in the past to be (at best) sulky and petulant, and (at worst) prone to very uncharacteristic bouts of shoe-throwing and swear-word screaming. It is for these reasons that multiplayer Puzzle Bobble was once banned in my house and that I came to the conclusion that I might part from Jet Force Gemini on better terms if I didn’t continue my final battles with Mizar. The latest, and most tragic, story along these lines is this one, of a man who stands accused of shaking a 4-month old baby to death after becoming enraged after playing a game. Is the Manhunt hysteria distracting us from a much lower-key, but more worrying issue? Here’s the key question: has gaming frustration ever driven you to a more extreme form of behaviour than other annoyances in your life? And what are the implications if it has?

The other issue is that we might have the shoe on the wrong foot. Most of the violence-in-games debate is concerned with the worry that gamers may transpose the morals and activities of the game world into the real world. There’s a growing body of research that shows that they won’t - that people of all ages have a pretty robust grasp of what’s real and what isn’t. But what if the gap starts to close from the other direction? What if the real world starts to look and behave more and more like a videogame? It’s not easy to read about weapons platforms like SWORD - which provides joystick-and-screen remote control over a machine-gun emplacement, and has completed evaluation with the US Army for possible deployment in Iraq this year - and not recall with unease the opening of something like Climax’s Black Hawk Down, which had you merrily slicing through hordes of anonymous enemies courtesy of a thumbstick-and-screen remote control machine-gun emplacement. It’s a sinister enough thought before you add in the findings of something like Stanley Milgram’s controversial electric shock experiments, which found that subjects were more willing to inflict pain on innocent victims the more remote they were from them. So do I worry about an epidemic of prostitute dildocides? No. But do I worry about what happens when you add videogame controls to a weapon of mass-murder and put it in the hands of a generation raised on Counter-Strike? Sure I do. Don’t you?

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Here’s a thought. As an ex-combat soldier, I automatically calculate fire points and dead ground wherever I am. I’ve a marksman’s rating, and am pretty good with a Sykes-Fairburn commando knife. Real life, not games. Since leaving the army several years ago, I seldom even have violent arguments, let alone attack anyone. It’s a matter of knowing how to behave in different situations. Games are not real life. Combat is not civilian life. You act differently. Easy.

Stanley Milgram’s experiment that you helpfully enclose a link to is more in line with compliance to authority. The proximity also stands with the authority figure (ie telephone conversation). This is no way has any connection with the vidoegames industry as this is about a completely different effect on the human psyche.

The real problem with the violence in video games debate is one of “correlation” and “causation”.

Violence exists in society and violence exists in video games….this is a correlation - they exist side by side at the same time.

More difficult to prove is causation - that violent video games cause violence.

There have been many cited examples where games have been blamed - but in all there was something else that was the cause.

The games were there, and they *might* have influenced the actions of the perpetrator, but they did not cause the actions.

Here is a sobering thought - one that came about after the Virginia Tech incident.

Hundreds of thousands of people play violent video games. Quite safely, quite happily.

What does that say about those that insist that games cause violence? Jack Thompson was once of the first to blame games for the appalling episode, only later to find that he didn’t play games.

If game-playing is now a ubiquituos hobby for a vast number of people - how is it that there aren’t more and more of these incidents?

Simple. They don’t cause the problem.

Frank, there ARE more and more of these incidents.

Natalie, in what time scale?
Yes, there are more incidents that involve violence as a correlation to the videogame as time passes….like anything as time progresses the number of anything at all happening increases.
The number of meteor strikes hitting the earth increases the older the earth gets, but it does not mean that we are at any increased risk at any time of being hit.
The point about more and more incidents that I was trying to make is that they would increase in amount in a particular time frame.
If we were to look at any year, you would be able to graphically display the number of violent incidents, the ages, murder rate etc.
You would then be able to cross reference the amount that people attribute to videogames, drink etc.
The shocking thing is that, to use the USA as an example (together with their looser gun control, since the introduction of the Playstation to the market, there is a downward trend of violence perpetrated by the very age group we are demonizing.
If videogames were the pernicious evil we are content to vilify, it ignores all the problems in society for the sake of an easy scapegoat.

If we look at several high-profile gun-crime murders in the UK the depressing fact is that these kids committing crime probably DON’T have access to this entertainment medium. Most of them are deprived and from the poorer strata of society where incomes are lower and statistically they are more likely to be both the victim and offender when it comes to crime.

Punishing games because of a percieved evil, as part of a moral crusade - a la Jack Thompson - does society no favours and doesn’t help those who need it the most.



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