Many video games are essentially simulators of things that we're prevented from doing in reality, because of the laws of nature or society. Whether that's dropping blocks into place, building a city, chasing and eating ghosts, flying a plane, performing magic spells, or engaging in physical violence.
And there's a never-ending push to make experiences more photorealistic, to make simulator even better. From that I can only conclude that people want to get as close to the experience of perfoming the prevented act as possible.
Chopping someone up is heavily frowned upon in real life, but perfectly acceptable to emulate in someone's living room. Somehow the simulation escapes the taboo. And that escape seems to be absolute: In the range of violent acts you could commit, from a gentle nudge to grisly murder, simulation of the most extreme extent is permitted.
But if that's the case, why is the realistic simulation of some societal taboos (e.g. physical violence to the point of murder) mainstream, but others (e.g. sexual violence in any of its forms) not? They are both very serious offences, but somehow one gets a free pass to let anyone pretend to do it, but the other not.
Is it a reflection on the ultimate limits of those taboos in the society that produces most of these games? Or is my logic broken somewhere?
I think the idea is that guns and bombs and such are cool, and probably lots of people have the impulse to just let loose some destructive volley, blow something up, shoot stuff, run people over, etc - and video games let them do that without consequence. If you saw someone playing GTA and they were running over drug dealers and having shoot outs with the police - that seems like a pretty wild and fun fantasy. Conversely, if they murdered an NPC, then found that NPC's grieving family members and kept dragging the murdered NPC's body in front of them to make them depressed - that would be more atypical.
In other words - if the fantasy you're indulging is being powerful (guns, bombs, using the car destructively) - then that's pretty normal. If the fantasy you're indulging is sadistic, that's pretty abnormal.
The game industry is growing faster every year because the demand for an escape from the dull grind is rising just as fast. The violence is just a peripheral aspect of it.
Another aspect is that it's easier to recognize violence as fictitious. When you are exposed to real-life violence, it feels completely different from anything you've ever experienced in media. There is simply no confusing the two. On the other hand, sexual content tends to be more directly related to the act itself or to complicated emotions around it, even if the material is recognized as fictitious. Sometimes the content IS the act, if we take into account that for a large number of individuals the main draw is the exposure itself.
Unlike with fictitious violence, the tastes of the player/watcher/consumer are in plain view, and we know that these tastes can then easily become behaviors. Much more is revealed than we would care to see. That is why is it considered much more abhorrent.
It is a simulator, so it has the best mechanics. The violence is the only thing missing. Flight Simulator will just display a boring dialog saying "you crashed".
To transpose the argument to reality, a serial killer may see the act of killing as a neutral act pursuant to a goal they consider important. There are plenty of serial killers with manifestos.
Whatever they are trying to achidve, they aren't welcome in society.
Part of the equation is that combat is interesting to simulate. It has clear rules ( live or die ), a lot of different ways you can tweak the game design to differentiate ( swords vs guns vs spells vs karate ).
The most popular games are NOT that violent. They simulate combat, but the draw is the competition created by the simulation, not the blood and guts. I can't name a game where "chopping people up" is the primary goal. I'm sure it exists, but I would find it dishonesty to disparage an entire medium because of the work of some niche game developer.
I didn't grow up during a time when you could go out and wander the streets all day and your parents would be OK with that. You had to be home. Having friends over and competing over video games was a great way to pass the time. The game we played the most? Super Smash Bros. Rated E, 0 realistic simulations of violence, about as bad as any slapstick film.
Are you sure we're talking about the same game industry?
I'll also note that most mainstream action movies and games tend to de-emphasize the goriness and injuries from violence (although gore-flicks also exist, especially in the horror genre). Compare a James Bond movie to a more realistic depiction like Saving Private Ryan. When James Bond shoots unnamed bad guys, they neatly fall over with minimal blood. When he blows people up, you don't usually see any blood or dismemberment. They just get thrown by the explosion and lie dead (but intact) on the ground.
My guess is they do this because the audience isn't watching for the injury aspect of violence, and gore can turn off some viewers. I think the violence in action movies (and games) is more about the protagonist winning. It's the competitive aspect we like. The power fantasy. The protagonist showing incredible skill.
As for graphical realism in games, I don't really know of any that specifically focused on making the killing more realistic (I'm sure some exist, I just don't know them). I've seen games advertise realistic lighting, shadows, reflection, environments, water, faces, gun models, etc. When they make everything more realistic, the violence may get more realistic along with it, but it doesn't seem to be the main focus.
The stories of most of these games are close to a hero fantasy. Having the people you shot scream in terrible agony as their organs fell out wouldn't exactly work with that theme.
Ultimately games and moves are fantasies. But for some reason living out some fantasies that would be very wrong in real life is ok, but others it’s not. I hesitate to even get into the really taboo subjects like for example pedophilia.
Rape on the other hand is mostly emotion.
Remember the controversy around the game "Hatred", where you play some random angry "antagonist" who just wants to kill innocent people? When the "good guy" narrative breaks down this far, society would reject violent video games as well.
There are games that toe the "good guy" line, most notably Grand Theft Auto. But GTA also has some of the most tame looking violence. I cannot imagine a GTA with the "sadistic gaze" of Mortal Kombat's finishers being widely accepted.
This is especially more palatable if non-humans on receiving the violence. There is strong interest in killing aliens/monsters/demons/robots, but I think it's safe to say there is comparatively little interest in having sex with them. I say "comparatively little" and not "none", because Rule 34.
We have a double standard when it comes to imaginary evil that is simply violent and imaginary evil that is repugnant. Make a game about shooting a thousand people and it may win game of the year. Make a game about avoiding prosecution while abusing your virtual pet dog and you'll probably lose your job.
Seems like you're making the OP's point, something is special about sex in your mind.
Also sex is generally taboo way more than just murder. Soldier killin people - good. Even innocent women if it's indirect enough like bombing. Soldier raping people? Oh, no, we can't have that!
Also not all murder is equally safe for entertainment. Chopping enemies on the battlefield - great. Stalking innocent people in the city to murder them... Way more on the edge of what's acceptable. Even gunning down civilians in the airport raised some eyebrows.
As I'm getting older I'm getting softer. Recently I was sad because I unintentionally squashed Jeff in Half-Life Alyx, blind mutant that was pretty much helpless if you were careful about the sounds you make. Game characters cheering totally didn't sit well with me.
One way to look at it is violence in video games is a mechanism for “completing a mission” (neutralize those preventing it), financial ends, or survival (whether your pursuers have good reason or not). Those things are tangentially related to our day to day lives but the farthest end of what most people might consider themselves capable of doing in pursuit of extreme success or survival. Plus, death is a normal part of life, so is death by force. It’s normalized in modern life.
But in terms of sexual violence, there’s no real world corollary of survival or prosperity mapped to something so heinous. The real life perpetrator feels some twisted satisfaction over another person, but that’s it. It doesn’t preserve an individuals life or advance their station in life. So it’s not relatable to the majority of folks, even in the deep parts of their mind on what they’d be realistically capable of doing to just live or survive.
I am amazed that there's so much hypocrisy around different categories of violence in fiction. It's even worse than other manifestations of hypocrisy, because this one seems completely invisible to people — I don't recall having seen this discussed anywhere until I read your comment today.
Case in point: when https://en.wikipedia.org/wiki/A_Serbian_Film came out, there was so much talk about it being immoral and/or illegal, and so many (eventually successful) calls to boycott, censor and ban. I have not watched the film, and I do not think I'll ever watch it, because judging by what I read about it, it seems utterly disgusting and horrifying. Disgusting to the level of scenes depicting the raping of a newborn, and the most imaginative mix of necrophilia, torture, rape, and gore. I think I could not stand it, and if I forced myself to watch it, I suspect I'd have nightmares (literally). So what follows is by no means a defence of this particular work, nor an endorsement of gloating over the most extreme and shocking forms of violence an artist/performer can conceive.
At the same time, there are so many depictions of violence in mainstream film, games, TV and literature. By far, most of that violence is done to male characters (and incidentally, also by male characters). That violence is usually not sexual in nature.
As Vladimir Nabokov put it, art has to be transgressive and shocking.
One more idea to consider: violence (as most things) comes in gradations. Murder > torture > punch > pinch. Rape > harassment. Actual violence > threat of violence. Violence to several people > violence to one. Sadistic violence > plain violence > violence as self-defence > physically restraining an aggressor. Violence committed taking advantage of physical superiority > violence among equals. Etc. There is no gradation, however, contingent on the sex of the victim nor on the sex of the perpetrator: violence towards men ≡ violence towards women.
Why then, it is so controversial to depict rape or sexual abuse, but so commonplace to rejoice in depictions of murder, torture and physical aggression?
I think you're operating under the false assumption that simulating sexual violence is taboo. I'm not sure that's a given: https://en.wikipedia.org/wiki/Rape_fantasy
I don't think that's a natural conclusion. Video games are a form of entertainment (or art). They are pretty young. There's usually a period where an art form gets super into "realism" because it's still a challenge and a way to communicate "high production values".
Then pretty good realism becomes cheap and widely available - and the art form pivots to more expressive works that go beyond chasing "realism". So why are high budget games trying to get more photorealistic? Because it's currently an effective way to communicate "high quality work of entertainment, worth at least 60 bucks". It has little to do with the actual entertainment value.
For example the entertainment media on the one hand say that entertainment does not influence people via depictions of violence, etc., to emulate such things. On the other hand they say that how people are portrayed for positive role models “I could be that person” they are necessary and instrumental and thus the need for representing a cross section of the population. Yet on the other hand they would (with good reason) resist showing only positive plots (ala modified 1950s but contemporary).
I agree though. If sexual violence is a non starter then so should lethal violence be a non starter. Else there is a non sequitur in reason.
Straight up torture - a person who is captive, has already surrendered, etc is not “fair game” in any sense of the word, not even by a stretch. They cannot shoot back, etc.
The same goes for sexual violence. If a character is raping another, the victim has to be incapacitated.
If we were a society of black widow spiders, then I’m sure sexual violence would be fair game because it would be very risky for the male.
Also on the evolutionary side, it was beneficial for us men to deal with violence and agression, to either defend our own stuff, or take that from others.
We're basically still training for when the day comes, we are able to survive. Good thing for most of us in the modern world, that day will never come. And so we can enjoy training in the risk free environment.
I think "simulated" sexual violence (that is to say, real-but-consensual violence, as well as other forms of simulated coercion) is pretty close to just as mainstream, people just don't talk about it as much.
Rick is not a real casting agent, and there is no job.
>Many video games are essentially simulators of things that we're prevented from doing in reality, because of the laws of nature or society. Whether that's dropping blocks into place, building a city, chasing and eating ghosts, flying a plane, performing magic spells, or engaging in physical violence.
I've played a lot of ultra-violent games, puzzle games, adventure rpg games, competitive shooters and mobas and more.
I've become quite skilled in most of them (t500 in OW and GE in CS:GO, to compare to competitive skill levels). I really enjoy "mastering" these games. (for example finished Doom: Eternal on the hardest not allowed to die mode too). This is ultimately what it's about more than the killing of monsters/people. It's about trying to survive impossible odds by skill or competing with other people to be better and get better. Your mileage will vary as this isn't what other people want to get out of games. Some people enjoy managing a farm in games like Stardew Valley, building things in Minecraft, solving puzzles in Portal and enjoy the story and gameplay whilst doing so.
>And there's a never-ending push to make experiences more photorealistic, to make simulator even better. From that I can only conclude that people want to get as close to the experience of perfoming the prevented act as possible.
Making games look better goes hand-in-hand with making them look more 'photorealistic' or realistic in general. We're very much grounded in our own realities. So when you're going for a 3d experience that emulates real life events like wars. You will end up with something that looks more photorealistic. It doesn't however mean that the game feels real. Playing a game like insert recent AAA fps is a very different experience from watching the Christchurch shooting. The latter makes me sick to my stomach, the former doesn't at all. NPCs are ultimately just visual representations of people, the latter actual people.
>Chopping someone up is heavily frowned upon in real life, but perfectly acceptable to emulate in someone's living room. Somehow the simulation escapes the taboo. And that escape seems to be absolute: In the range of violent acts you could commit, from a gentle nudge to grisly murder, simulation of the most extreme extent is permitted.
It's a thought I think almost no one actually has when it comes to murdering people. Hell this might even have the same effect as pornography, namely a reduction in crimes related to it. (Porn availability on a societal level reduces the amount of sex crimes). So a potential murdering being able to 'chop "people" to bits in a simulation' might be a good thing. For me it has no effect, I've never had the thought of murdering people let alone how. At most I've had a "I hope you die" moment, and then regretting thinking that.
>But if that's the case, why is the realistic simulation of some societal taboos (e.g. physical violence to the point of murder) mainstream, but others (e.g. sexual violence in any of its forms) not? They are both very serious offences, but somehow one gets a free pass to let anyone pretend to do it, but the other not.
Though certainly not mainstream, this might also have to do with general taboos on porn, this could become a thing in the future especially with VR. A lot of people have very taboo sexual fantasies the they enact with partners. We know that this is the case, but it rarely gets openly talked about due to the former taboo mentioned.
>Is it a reflection on the ultimate limits of those taboos in the society that produces most of these games? Or is my logic broken somewhere?
I think your logic is indeed a little broken, as different taboos are taboos for different reasons. Hopefully I made some sense.
In a virtual world:
- The gun weights nothing so strength doesn't matter and gravity doesn't slow your aim
- The trigger is a mouse button and there is no right or wrong way to pull it, and it's incredibly easy and identical for all firearms
- The accuracy of the firearm is often perfect
- Holding the gun still is usually only a consideration when sniping and you can just hold down a button to achieve an impossible level of stillness
- When you reload a half-empty magazine the bullets from the discarded magazine usually stay in your overall supply somehow
- Posture is a non-issue
- Recoil never hurts
- You achieve a perfect sight/scope picture every time you shoulder the weapon or raise it up with no practice needed
Basically I am trying to point out that these games are really not simulations. The visuals are just window-dressing for the real game which is determined by the mode. Even the ubiquitous "team deathmatch" is essentially just a modified version of capture-the-flag without the flag where eliminations are not permanent and the game is instead ended by a timer or a score limit.
On an interesting note, I got the game Star Wars: Battlefront 2 recently and I noticed that the game says I "defeated" whoever I just shot which is in contrast with the visuals of the person getting shot and falling down. I see this as an attempt to make the game more friendly to kids by pulling back the curtain on what is really happening through language in order to keep kids from going around talking about how many dozen people they killed in the last game they played. I don't see anything wrong with this but think it should not be necessary for adults. Of course if your game is rated T (Teen) or E (Everyone) then this makes perfect sense.
EDIT: sorry, not western culture, American culture, particularly.
Because there are severe consequences to it, pregnancies and STDs being just the start.
Yes, it is an amazing thing, and it is not overvalued at all. It's one of the strongest drives we have as humans, and it should be controlled, otherwise it will lead to chaos.
The same reason people have been reading horror novels for hundreds of years? A good book and an imagination is a lot more realistic than a computer game, IMO. The reason society gives it a pass is partly because they are entertaining and partly because they are considered free speech, the latter being a fundamental human right.
Compare reactions:
These publications were headline-grabbing, but some of the study design was laughable. The whole state of affairs led me to leave the discipline (which led me to a career as a software engineer). I'm glad that I did, because the reproducibility crisis hit hard within a few years of me deciding to do something else with my life.
Some of the studies that I read made me think that there was a link between frustration (caused by e.g. undesirable outcomes in videogames, or performance issues like high latency) and aggression, but of course the researchers assumed it was the violence.
My favorite was where they used the volume of hot sauce poured into a cup as the measure of aggression.
Hopefully they've come up with some better ways of measuring it since then.
Then the news media just reads the abstract and says "a new study shows videogames make you violent!"
"Lieberman et al. [1999] found that scores on [the hot sauce] paradigm were positively related to both trait and physical aggression scores on the Buss and Perry (1992) Aggression Questionnaire, supporting the convergent validity of the Hot Sauce Paradigm, although to date no study has measured its association with aggressive behavior outside the lab."
https://pdfs.semanticscholar.org/2cab/940f9292928a48d57c3752...
They look for a correlation between the "class" of gamer; literally "people who play a lot at younger ages, drop, and then increase", "people who play a moderate amount at younger ages, drop and then slightly increase", and "people who play only a little bit at a young age but increase" and report no correlation between those classes and the aggression assessment based on the questionnaire.
I admire the fact that they didn't do more work to p-hack their way into a correlation; they went with one methodology and showed that it didn't produce a correlation, and reported that. But even though I agree with the article's conclusion, I don't think the data support it in any meaningful way.
Yes, they use an off-the-shelf diagnostic tool. No, that does not make the methodology sound. They use a word like "aggression" which has a qualitative meaning and attempt to assign a quantitative metric to it. To assign a meaning to it, I would have to go to other studies to find out how this links to my various qualitative notion of "aggressive": incidence of violent crime vs. cutting in line vs. correcting people's grammar.
You may say "this is impossible, the bar you are setting means that social science papers can't even use the word 'aggressive' to describe quantitative results". And yes, that's true, they can't. They can say things like "convicted of a violent crime" which we can at least agree means something objective that vaguely correlates to aggressiveness (although this has limits). The media can report this as "aggression" and that's fine too, so long as we know what is actually being measured.
What surprised me is what happened when I didn't intervene: a few times the older one completely dominated and got his way. But more often than not the older one displayed empathy and tried to apologize and give kisses and give the younger one additional toys.
Maybe this is an unoriginal idea but it bears repeating: I think kids have more ability to self regulate than we typically treat them as having.
This "kids need adult supervision" is a relatively new thing, we used to be sent out to play as kids for HOURS (be home by dinner) and ran the woods and parks or played murderball (soccer with tackling) and other forms of roughhousing, all without serious mayhem. Parents would let us "work it out" if there was a fight.
Funny story. my 4yo was playing with the neighborkids around the same age. the neighbor girl came to me to tattle, saying they weren't sharing. I told her you need to work it out with them, use your words and manners. Clearly not the result she was looking for, she turned and yelled "He said you have to share!" I clarified with the other kids "that's not what I said! Work it out!"
And now days the school calls the police for minor fights and kids end up with records that can drastically alter their lives in a negative way. I almost wonder if this zero tolerance mindset creates an all-or-nothing mentality in kids when they realize they aren't allowed to defend themselves. And if this mentality (equivocating criminal record and expulsion with the end of one's opportunities and life) leads to more extreme behavior - hey, if the cops are going to be called for punching my bully, why not take it further?
I am forever thankful for a childhood like that - but letting my kids run amok in this day and age for hours brings me a lot of anxiety. It is an interesting paradox that makes me a bit sad.
edit: for the record, we have them in wrestling / jiu jitsu - so their plate is still full re: physical activity and social interaction.
In one case, it ended up with older boy consistently bullying smaller sibling. By the time parents started to intervene, it was habit and it took months to be stopped. The younger kids still somewhat dislike brother, altrought he treats her much better now.
Other cases I have seen were roughly similar. Work it out may work out may not. But pretty often it amounts to enabling bullies - and even blaming the victim if the victim does not defend itself in perfect magical non noisy calculated way.
This is the same argument that anti-vaccine people make... we survived as a species for thousands of years without vaccines, we don't need them now!
Yes, we survived as a species but a lot of individuals did not survive.
Every safety and health improvement we make can suffer the same argument (we survived for years with lead paint! Asbestos has been used in a ton of buildings and we are still here!)
Of course, not every safety improvement is worth it. Some risk is acceptable when the gains are high. I just think it is important to be realistic about the risks when we are talking about the benefits.
The problems is that as parents we often just group all kids together in how we treat them. They think it's either one way or the other for all kids rather than treating them as individuals with different experiences and different minds.
The one thing I have seen to be true amongst all my peers children is that if you talk to them and treat them like adults, they are much more likely to act like adults at a younger age. That is to say, take into consideration their experience and feelings any time you want to intervene or have an interaction.
*not parenting advice, just imho. apply as you see fit.
I used to teach kids for many years, and I noticed the "helicopter parents" tended to have more mischievous children, presumably because these kids rarely feel intrinsically motivated to do anything (it's always coming from the parents).
It turns out their society started looking after their weakest and made decisions based on consent.
Meanwhile, the book just confirms everyone's beliefs not only about children but mankind itself, namely of a Hobbesian/Darwinian/Randian rule-of-the-strongest being the natural state of affairs.
At 5, now they mostly get along fine. Unless they get in her toys. Then it's bodyslam time.
I was quite surprised because her normal play involves taking care of her baby dolls.
That your children do this I think speaks more to your aptitude as a parent and nurturer than human nature in general.
and less so, more peterson spam, as it were.
I asked her about this later in life and her answer was and she laughingly told me "I knew you two were well aware of the fact that it was a fantasy. I never saw it influence any unhealthy behaviour. Plus its a good aggression outlet for young boys."
Almost all games/sports are microcosms for wars, football, basketball, tag, hide n seek. Both kids and adults love these microcosms of war.
They don't pretend to be narcos because they like toy guns. They do it because they aspire to a quality of life they will never get via a normal working job.
Post-freudian hydraulic metaphor of emotions. That one's about as outdated as psychological views get.
We have experimental data that punching things when you are mad doesn't make you less mad, to give the most straight forward example.
> Plus its a good aggression outlet for young boys.
This is one of the standing theories why the influx of those types of games in the 90s coincided so perfectly with a drop in crime. A closely related one is games in general, as "gives them something to do instead of go out and cause trouble".
http://i261.photobucket.com/albums/ii45/oversaturated/2r6ns4...
0. https://en.wikipedia.org/wiki/Family_Entertainment_Protectio...
1. https://en.wikipedia.org/wiki/Brown_v._Entertainment_Merchan...
https://www.webmd.com/add-adhd/childhood-adhd/adhd-and-video...
My kids play video-game, I play video-game, and I have nothing against it. However an excessive exposition is a pattern that i can relate to ADHD.
Medication could have that effect but I experience quite the opposite. It almost makes me feel "bad" that I am playing a game and doing something more productive. That's generally how these meds work, they "stress" you into doing tour work, so you don't do it the day before you have to turn it in.
But I guess it's different for a professional gamer. It maybe doesn't feel unproductive when it's your main source of income.
Another thing is, the H in ADHD stands for hyperactivity. To play a game however, you have to sit still.
I do still play some games, but only those that are non competitive and casual. For example, I really like playing Stardew Valley, it's very calming and because it is open ended, there is no FOMO.
In my experience, there's definitely negative and positive correlations to my mood, curiosity, patience, and productivity.
People are too quick to say "causation/correlation" but often times there is overlap. One can encourage the other.
As someone who grew up with violent video games I think this issue is taken way too personally by most of us. The idea that video games will necessarily make you violent is absurd and not being proposed by anyone (that is mostly a straw man used to dismiss the idea). The question is whether violent video games can push some kids over the edge -- kids who are already predisposed to violence. Imagine an abused kid with no farther figure who would probably be a violent teen anyways. Will playing violent videogames numb him to the idea of killing, give him neural pathways that make the repetitive action more likely and start him with some bad ideas? Could it be the difference between him getting in some fist fights and indiscriminately murdering schoolchildren? The answer looks like "yes."
The case made in the book On Combat is very interesting. That book is considered one of the definitive secondary works on combat psychology and he spends significant time on this question. I strongly recommend the book.
Is someone who played COD more likely to support military action? Or vote for a violent politician? Or join the military? These all contribute to violence in the world as a whole.
Violence, per se, is not as relevant as the context for that violence. The more revelatory question is not whether 'violent video games do lead to agression' but instead whether they could.
If, for example, the protagonist in a video game has an attitude or behavior that is treated as aspirational then it's more likely that players of that game (especially those with less life experience) will themselves ascribe to that attitude or behavior. And if that newfound attitude or behavior persists, then over time it is likely to lead to changes in action.
The study that would be more helpful is not the one that evaluates the impact of violent content due to its mere presence but rather evaluates the impact based on the context in which that violence is presented.
I think part of it is because videogames graphics and animation these day is so realistic(and it will keep getting more real) All the blood and gore and violence and how you kill someone are realistically depicted. Or maybe its objective clashes with my identity and values(I'm not okay running around and killing people in real life, of course)
Note that I can "kill" hundreds of infantry in Dynasty Warrior game (which is much less realistic) and doesn't feel a single thing.
I believe that what you consume, whatever it is, effect you one way or another, despite "researcher" tell you otherwise.
When it come, I can see many people will face with depression because whatever they consume is too immersive.
This study didn't conclude that the media you consume had no effect. It merely reported observed effects and concluded that playing a lot of violent video games as a child is a poor predictor of aggression later in life. That's it.
Just don’t let the media see this, because that’s when it will blown out of proportion :P
Why would I want to spend my leisure time experiencing that? How is that entertaining?
[0] https://www.theguardian.com/games/2020/dec/23/the-15-best-vi...
As another commenter above noted, it's a form of wish fulfillment and imaginary transgression, which is particularly appealing to teenage boys, since virtually all forms of actual aggression are off limits. Sports are the only arena where boys are allowed to be physically aggressive in real. Other than that, we have an entire group of young people who once would have been learning to hunt and kill and defend their clan but who now have to sit around and do very little besides read, write, and stare at computers. Arguably it's a positive thing to have less violence, but it leads many young men to wonder why the hell their bodies are strong and powerful. In video games, they at least get to pretend that there is some utility to being able to be forceful.
In the case of video games, there are some that are mindless violence, but The Last of Us Part II is an example of a game that reflects on those and show the real outcome of what people can do to each other and how evil and pointless it can be.
Why do people enjoy spending their leisure time experiencing that? It's not a rhetorical question.
> [...] How is that entertaining?
I know what you mean. I have the same feelings, but restricted to depictions in my native language of people hurting each other in psychologically realistic ways.
I'm not bothered with any physical violence especially voiced with English dialogues. They somehow seem cartoonish to me.
But I pretty much have to avoid all Polish movies because they often use those really unpleasant themes.
They are made because they have audience. I have friends who love those movies and themes.
I tried to find out, what exactly appeals to them in those themes and best I could get out of them was that those brutal themes are somehow more 'real', that they expose how people 'truly' are. And that somehow has a value for them.
Probably morbid fascination pays a part in this too.
It can’t be denied that our society is obsessed with violence. Americans have been like this for a while but recently produced movies and TV shows in Europe and the UK feature much more graphic violence than they did two decades ago. Why? Is it a reflection of a more ruthlessly competitive society or are there other reasons?
I tend to agree, and the "rekt/gore" threads on 4chan strike me as particularly low-hanging fruit.
While it probably doesn't directly incite violence in well balanced individuals, it does in my opinion trivialize war and glorify armed combat.
I'm reminded of that French soldier who "cosplayed" Ghost from Call of Duty while on duty in Mali.
I guess it's not really new, literature always told stories of war and it's an extension of that, but a book and a game are not the same thing.
I wish that was what the discussion was about, instead of this dumb tabloid-tier "Doom creates serial killers" narrative.
So the problem is that the weapons be realistic?
I've always noted that rather extreme violence has always been a case of children's entertainment — in something such as Looney Tunes, the characters are frequently the subject of violence that would surely kill a man. Is this acceptable because it's not realistic?
It's something fairly unique to videogames too. Imagine the outrage if some American propaganda war movie à la Black Hawk Down showed American military personnel engaging in 360 noscope kill streaks, trying to rack up headshot combos.
I havent seen this personally, but isn't this more of an American tendency than a general western thing? On the American side media violence is penalized less (in terms of adult ratings) than nudity/sex while across the ocean you see the opposite trend.
Can anyone with more exposure to European (or Aussie/Kiwi) media confirm/deny this? I'm curious to hear the reason why if true.
Also, even though we're not quite as prude this side of the Atlantic ocean, we still have to abide by American cultural rules when we use Facebook, Twitter and similar services that have strict no-nudity rules. Similarly, any media produced over here that ambitions to enter the American market will also have to follow these guidelines.
American culture is very pervasive.
Of course, that didn't translate to any real life loss of empathy (I don't think), but it was interesting how quickly the game desensitized my regard of fictional humans so that I stopped seeing them as anything of value but rather an enemy/monster to be unquestioningly destroyed.
Guns and mental health problems had already been present in America for decades before mass shootings started happening. Video games are the only new ingredient I can see. I can't take seriously any full dismissal of their role until that timing is explained.
> [the] group with low initial violence “was no higher [don't they mean no lower??] in aggressive behavior than the high initial violence group at the final time point.”
leads to their conclusion
> adolescents who played a high-level of violent video games at an early age did not show more aggressive behavior later in life than those who played fewer to no hours of violent video games at an early age.
(words in square brackets added)
Even if (war) video games were to be made “gorier”, bloodier, more brutal one still doesn’t experience losing someone, re-building a life in a country that has been bombed to ruins, or dealing with the aftermath such as physical wounds or mental trauma.
The entertainment is designed to make you feel good and make you feel like soldiers are overall good heroes.
This submission, on the other hand, is a link to some kind of gaming news website, which links to an abstract for an article in a Cyberpsychology (?) journal which costs $60 to access, and there is widespread and uncritical agreement with its supposed conclusion.
Same reason a study with positive outcomes about coffee/alcohol/gay parenthood/gender reassignment/<insert issue> are not criticized as much as a study on the same topic that had negative outcomes. We want certain things to be true so we (consciously or not) avoid criticizing studies bolstering what we want to be true and harshly criticize studies we want to be false.
I like to think science always prevails in the end (like with tobacco), but it can take half a century or more to converge on the truth.
If you have a friend group of 10 people, 4 of which regularly work out. You will probably notice that those 4 friends have less body fat and are more toned than the other 6. At that point, if a study came out saying that working out had no impact on body physique, you'd reflexively question the results.
That might sound ridiculous, but lots of people here grew up playing "violent" video games through the 90s-00s, and had large friend groups who did the same. And it's pretty likely that, for most of us, none of our friends ended up with violent or aggressive tendencies.
Anecdotes are not scientifically rigorous, but they aren't completely useless either. If violent video games caused measurable increases in aggressive behavior, people who were around a large cohort of people playing these games would notice this fact in action. Just like they'd notice that friends who eat a lot of cake tend to be larger than the one who don't.
But any place with “votes” has such effects.
My rule for analyzing social science articles is pretty simple: If the study contradicts your intuition or understanding of human behavior, it is likely that it does not support the conclusion because of extensive methodological errors or statistical skullduggery.
If, on the other hand, the study confirms your intuition or understanding of human behavior, it is likely that it does not support the conclusion because of extensive methodological errors or statistical skullduggery.
When there is such heavily biased review of social science papers, it calls the legitimacy of all of them into question.
The simple fact is that I cannot ever think of any solid methodology to investigate a “link” between these two things and that the man who devises it would deliver a rather groundbreaking idea.
How would a study such as this even work?; it's all Quatsch.
So since we have learned that violent song lyrics does not cause anti-social behavior in teens, nor that of violent movies, it seems as a good default stance that neither does violent video games. I would also default the same stance to porn consumption, based on the same logic.
I would prefer if we got a final study that gave a definitive answer if consumption of fiction causes anti-social behavior. It seems to me that fiction is simply an medium for which people can safely explore cultural norms, but in terms of causing anti-social behavior we would need to look at social environment and biochemical triggers for social behavior.
It's very hard to argue video games and crime are linked when the curves are:
https://i.imgur.com/hSHDyoH.png
https://cdn.statcdn.com/Statistic/190000/191219-blank-355.pn...
Of course it's possible that the link is small and other factors overpower it. But it's unlikely, and given the everyday experience with people who play games and people who are violent - there's very little evidence of any link.
So indeed we fail to the confirmation bias. Or, said in other words: "ordinary claims require very little evidence".
The literature on pornography is more mixed and contentious, though. On violent video games and "gaming addiction", there seems to be less and less going for the hypothesis that they cause violence or aggression.
However, from what reading I've done, you will find that longitudinal results in porn and video games are dissonant with experimental results in lab settings. This suggests that while there are effects, they do not persist to the level thought. More complex models (such as the confluence model in porn effects research) which try and explain apparent hidden variables are also gaining steam. There are actually only four or five major contemporary figures in porn effects research; Wright and Tokunaga finding that porn has negative effects on everyone; Hald and Malamuth finding that the main or only worry only lies in those low in agreeableness and predisposed to aggressive behaviour.
To a bunch of gamers and porn-users (including myself in both of those categories), these things are either things we spend a lot of time doing (for a portion of HN, I suspect their entire leisure time is taken up by video games), or they are very personal and private. Nothing is more personal than what we get off to, so any analysis of porn tends to be taken as an assault on sexuality itself (though interestingly, much as with advertising or propaganda, the very same sexuality cultivated by porn consumption).
I've tried discussing the literature on video games, porn, violence, aggression, and morality before on both HN and Reddit, and the discussion is either ignored or shot down with downvotes because any discussion at all feels like a personal attack.
I'd recommend for anyone interested in the topic of video games and aggression or behaviour, and indeed the hot topic of "video game addiction" to check out the papers by CJ Ferguson, who has a positive view on video games. At the same time, check out the people he replies to and the people replying to him. It's ridiculous to draw any conclusion from a study that happens to reach the top of HN.
I think you're seeing an important difference between acceptance of a conclusion versus agreement with it. I doubt this study is changing anyone's minds.
Besides: claims of a link between violent video games and aggressive behavior was never backed by anything other than assumptive moral arguments, much less studies (or even coherent reasoning and valid logic).
Thise leaves bias from confirmation of existing beliefs along with more anecdotal evidence not directly connected to videogames, such as decreasing crime rates over the period of time that videogames have become more violent. However relying on that correlation alone is a post hoc ergo proper hoc fallacy.
In short, we simply don't know enough about the study to overcome comment with substance, at the same time that the study corresponds to conclusions based on similar research. I'm hesitant to declare "confirmation bias" though when it does ostensibly confirm other research, though it's not really a replication, so I'd withhold final judgement.
For one fun field, look at the level of criticism papers in parapsychology (the study of the paranormal) and compare it to if they get more criticism or not than the average paper in psychology. There is a particularly fun study (which I do not recall the name of) where two scientists teamed up, one who thought parapsychology was a true field and one who thought it was fake. They worked together on the same experiment and each produced results that agreed with them, but neither could find a flaw in the other's methodology or results (other than they disagree with their own results).
Design this game with negative stereotypes and see how many people suddenly flip on how they think about the influence of the in-game social and anti-social aspects.
I think this isn't an issue because a healthy person can not confuse fantasy and reality.
I can see how these kinds of activities can give ideas, but you would have to be already dysfunctional in the first place.
But that's true for more than just multiplayer video games. Sports come to mind. Basically anything involving intense competition and taunting is going to cause a temporary increase in aggressive behavior.
If does not study at all the actual issue most of those who lived with excessive gamers (whether kid or adult) have. Meaning, annoying aggression right after playing and verbal abuse toward household members because they dare to exist if same flat where he lost the match.
This isn't a simple thing to measure. Players of violent video games have diverse environments, social supports, and other factors. These mitigate the effects of playing these kinds of games; in other words, while the games may encourage violent behavior, person A with a stable environment and strong social supports may not be effected in the same way (or enough to measure). Person B with a different environment and fewer supports may exhibit violent behavior. Some studies may claim to account for these, but that should be met with skepticism and rigorous discussion.
I do wonder if spending 40% of your waking hours playing simulators where you dice people up for no good reason, might contribute a little to that attitude. Especially the kids that already aren't being socialized particularly well (abusive parents that barely talk to them, etc.)
Hell, I'd even be alright if it were games that have loads of violence but with a sense of purpose (e.g., the Half-Life series, or many Bethesda games). The truly aimless violence is what kinda worries me.
Someone who's choosing to ostracize another person within a social group is a bit more covert and difficult to detect. Is this considered "aggressive behavior"? This is one example of a type of behavior that I'd consider to be aggressive and likely not fitting the definition of the study. There are many others out there. And I'm betting some of them are impacted by the games.
Why? Because I'm recovering from gaming/media addiction and I would adopt behaviors and lines from things I played/watched to use in real life.
I'm waiting for the study that actually detects me and people like me. I suspect it'll take about as long as the tobacco industry took to conduct and release studies showing tobacco can cause cancer.
Makes me wonder if any studies have been done regarding that.
Not saying I'm not desensitized to fake on-screen violence (I eat comfortably watching The Walking Dead), I just think horror being scary has nothing to do with violence being scary.
I think cartoon violence desensitizes you to cartoon violence, and real violence desensitizes you to real violence.
I've seen quite some real gore online, similar to many online people. I don't know how it affects my psychology. I like to think it has at least some positive effects, like not fainting and less of a shock if I need to act in such a situation. But maybe real world violence seen through my eyeballs not through a screen is a whole another thing again. Maybe hearing and seeing real abuse is not something you can "prepare for" through gore videos.
Sure, but that’s my problem with this whole thing.
Some idiots and media claimed there was some obvious links to violence and video games to use as reasoning for increased government control... and now the push back is NO NEVER HAPPENS!
But in some people yes, of course it hurts. There are definitely some people who are unstable and seeing hyper-graphic depictions of violent mutilation is not healthy. There are some people in the opposite.
These studies always end with a DEFINITE correlation or lack of. The truth is obviously it’s a scale. And while the result is yes, some people might be negatively effected that doesn’t mean the population at large needs to be “protected” with censorship.
I really hate the black and white of this.
Certainly, games aren't to blame for real killings, terrorism, shootings, etc., but they ARE part of the equation whether we want it or not.
Our society still has a cultural foundation on violence. As the time passes it _seems_ to be diminishing - as we can see by the rejection of violence against woman or other minorities becoming ever more common - but our heroes tend to be aggressive, our tales and stories contains death, killings, etc. Again, less than before, but far from zero.
Studies so far are controversial (to say the least) and it's hard to take sociological statistics at face value, therefore is hard to conclude anything. But it's impossible to believe that spending several hours a week pretending to do violence against ever more realistic cyber impressions of life wouldn't have ANY effect on our selves.
"If video games influenced behaviour, those who grew up in the eighties would run around in dark rooms, listening to monotone music while popping brightly coloured pills."
- Sociological stereotype goes that videogames are mainly popular among those not prone to violence. Therefore most results on the matter might only mean that videogames cannot make people not-prone-to-violence act violently. If they're physically unfit (and not deranged enough to use guns) this may be obvious a priori.
- The data says little about whether videogames increase the likelihood that someone who is prone to violence will act violently.
The real question is ethics and morality in a violent context.
And I don't think that aspect was taken into consideration.
Just remember: were you agitated more after a Tom&Jerry session or after Call of Duty.
With my brother we always were crying 3 minutes after one VHS of Tom&Jerry ended :)
Never after killing 1000 nacis on screen or similar.
In most game, your shots don't hurt bystanders. There are no ricochets and usually no civilians. No one's running away, putting out fires, crying over dead bodies.
Simple fact is we have far more evidence to prove the Earth is not flat and yet there are those that still insist in going against all the evidence in the World. This will be no different.
https://www.thehindu.com/news/national/karnataka/belagavi-mo...
https://gulfnews.com/world/asia/india/india-boy-fakes-kidnap...
https://www.newindianexpress.com/states/karnataka/2020/jan/2...
https://www.republicworld.com/technology-news/gaming/three-p...
https://timesofindia.indiatimes.com/city/rajkot/boy-addicted...
Here's an article of a 16yo killing his parents because his iPod was taken away: https://time.com/138601/teen-kills-parents-because-they-took.... You'd be jumping the gun if you looked at his most played tracks and concluded that Bruce Springsteen or the iPod's uni-wheel interface caused violence, though I'm slightly more open-minded to those ideas.
A similar question worth considering is whether or not violent people are drawn to violent videogames. In my somewhat-informed opinion, they are, and that's significant.
There is nothing pointing to a causative relationship here.
The US military partners with games like Call of Duty and uses them as recruitment tools. I’d be surprised if they didn’t contribute to a sense of dehumanization of our proclaimed enemies.
With possible exception of multiplayer games that you loose too much. Those things can enrage you.
I mean it's hard to say there's "no link" given that the above link is a link.
From that same section of the article.
- video game violence causes real word violence - vaccines cause autism - insert conspiracy theory here
Specifically: https://familylife.byu.edu/ "Provide instruction that fosters commitment to the principles in The Family: A Proclamation to the World."
...and that proclamation is....
"THE FAMILY A PROCLAMATION TO THE WORLD
The First Presidency and Council of the Twelve Apostles of The Church of Jesus Christ of Latter-day Saints
We, the First Presidency and the Council of the Twelve Apostles of The Church of Jesus Christ of Latter-day Saints, solemnly proclaim that marriage between a man and a woman is ordained of God and that the family is central to the Creator’s plan for the eternal destiny of His children.
All human beings—male and female—are created in the image of God. Each is a beloved spirit son or daughter of heavenly parents, and, as such, each has a divine nature and destiny. Gender is an essential characteristic of individual premortal, mortal, and eternal identity and purpose."
What a lunk of crap!
I mean, back then we didn't have 16 Million colors or high-resolution monitors with small fine pixels -- all the games used color palettes of 16 or 8 colors, and they were blocky as hell... like my tank (represented as a block) shot a smaller block (the bullet, use your imagination, work with me here! <g>) into your tank (represented by yet another block of a different color!) and the "explosion" was that the other tank would turn a series of (lame) colors -- and disappear!
So my question is, WHERE IN THE HELL IS THE ACTUAL GRAPHICAL DEPICTION OF VIOLENCE? -- in these early video games?
This is like saying that "Pong" -- made people violent!
It didn't! (Well, unless they were violent to begin with and lost a game of pong, and were prone to violence when they lost various games! But those people are the exception, not the rule! <g>)
You see, that video games cause violence
was a lie back then,
and
it's still a lie today! <g>
I spent my youth playing first person shooters. Now, with a little bit more life experience under my belt, participating in a war simulator feels a bit tasteless.
It seems like most of our mass shootings are perpetrated by people who are both mentally ill and obsessed with playing first person shooters.
A curious compromise could be agreeing to defund and dissolve both the ATF and ICE. Constitutionally, both are "unnecessary" and infringe on the rights of citizens.
For The Children TM
The sample size of the study in the article is way too small in my opinion to apply to the whole US population, I wish they didn't put it behind a paywall because they still might have some interesting insights on the local/regional scale :(. They mention the only city used in the study is "a large north-western city". Doing some back of the envelope math I just used Seattle as an example.
- Seattle has ~800k people today and ~610k people 10 years ago. Source: https://worldpopulationreview.com/us-cities/seattle-wa-popul... - Today there are ~2.5 billion gamers in the world. ~27% of those gamers are under 18 (all genders) so ~650 million kids play video games. Source(Not sure how accurate but assuming on the same order of magnitude): https://techjury.net/blog/video-game-demographics/
At best if their sample size was the entire city of Seattle that would be ~1% of kid gamers. Their real sample size is probably at least an order of magnitude less than the size of the city so < ~0.1%.
I am interested in the study though just not $60 interested :(.
Societal violence isn't as simple as neurological desensitization to stimuli. To take Call of Duty for example, the violence is so incredibly unrealistic, the only thing I could imagine it desensitise someone to is the cocophenious stimuli of Call of Duty itself; the actual reality of soldiering is too corporeally miserable to form any meaningful connexion between the comfortable experience of playing a video game. However, Call of Duty creates a very reactionary world where you get to be part of the machinations of a barely legal extra-judicial dark operations. While I do not think it is obliged to do so, it never really comments on the morality of what you are doing, as you are always fighting evil - and this evil happens to be either Russian, Brown, or Marxist. It's not scientific to draw the connexion between videogames (as literature) and violence, but you'd have to be deliberately obtuse to deny that ideas (even within videogames) effect change.
No one today talks about opera as a medium being a catalyst for violence, but opera was a surprisingly common source of riots; sometimes even igniting revolutions. Following the July Revolution in France, the Belgians enthused by 'La muette de Portici' and its nationalist idealism, rioted and occupied the government buildings, and splitting from the Kingdom of the Netherlands.
Anyone who claimed it was the soprano's vibrato rather than the librettist's lyrics would be dismissed as mad today. In a way it's similar to claiming that a red pulsating vignette in COD causes bloodthirsty violence. However, it's completely valid to critique games as literature that encourages dehumanisation that leads to violence.
By which I mean enough time will have passed that the primary proponents of the theory have died or no longer have the limelight.
> Author Disclosure Statement: No competing financial interests exist
> Funding Information: No funding was received for this article.
The effort and skill required to play a multiplayer game back then may have been part of this.
‘Who’s got a spare terminator?’
What year is this from where Caucasian is still used? And northwest of what country? I guess US since the authors are from there?
Original article is behind a paywall. -1
It's pretty annoying that so many studies are paywalled.
As long as there is a lot of money in video games, there will be enough scientists whose research budget will be covered by interest groups with representatives from the video game companies... and the research will largely continue to show that video games are good for people.
People used to fill bags with cats, dose the bag in oil, and then light the bag on fire for the joy of watching the cats die from the fire.
During combat sports you are watching two fully grown people destroy their brains and their bodies for your enjoyment. People regularly died from these sports.
Video games have no stakes. Even children understand this. Clicking on a pixelated simulation of a nondescript soldier who always comes back for the next round is Disney cartoons compared to what people used to get up to.
damn. that was unexpected
Paper - https://doi.org/10.1089/cyber.2020.0049
It's not particularly compelling to me. Not sure what the formal term is but it's a sidecar study of another project. There wasn't much investigation into how the kids were playing the game, and level of personal aggression was determined by self-survey.
what they said video games would do to us.
Credit: https://twitter.com/allymayn/status/1328448039497867264