Virtual Violence
Media have gotten the idea that if it walks like a duck,
swims like a duck and quacks like a duck, it must be a duck. First person
shooters (FPS) like Doom
have been the fodder for the outbursts of mass shooting sprees. In the
opinion of the experts and people that have some sort of expertise in the high calibre weapons field, the high exposure that our children have
received with the video games has made them increasingly more violent and that
it's the video game industry's fault. That is a bogus and unfounded
statement. Video games may have become more realistic, if anything, but
they have not scientifically proven that violent video games cause children to
become more violent than they already are.
A ratings system has been developed, but the way a game is rated is
completely objective and definitions are not standardized.
The unfortunate thing is that the ones who are in charge
are actively trying to change the system so that their perceived danger never
materializes. During his
Vice-Presidential campaign in 2000 and his current Presidential campaign,
Democratic Connecticut Senator Joseph Lieberman had made it and is making it a
concern that the video game industry is doing a poor job of policing
itself. He was quoted as saying on the
2000 campaign trail that if the “video game makers don’t clean up their act, (I) firmly believe it’s the government’s responsibility
to step in and pass new laws regulating the games industry and other media” (“Lieberman's Gameplan” Oct. 2000 40).
But the disturbing thing is that when Lieberman made that
statement, he was only exposed to one genre of video games: fighters. He is basing his entire initial stance on one
type video game. Fighters and FPS games
are completely different in their psychology.
In a fighter, one’s mentality is to produce some sort of combination
that will disable and defeat your opponent.
With the exception of the blood, weapons and flashy effects, a fighter
resembles an actual sport— boxing. We as
a society look at boxing as a pure sport in which one combatant tries to prove
his endurance while also defending himself against another pugilist. But to the average young person, to achieve a
fraction of what athletes do in real life, or simulate in games, physical
training is needed.
What’s so different in Doom
is that the training to shoot someone or something is actually the game
itself. Lt. Col. Dave Grossman contends
that video games are teaching young children how to kill through video
games. Some of the techniques that soldiers use in battle are actually
used in some FPS games like SOCOM US Navy
SEALS. He claims that in military
and police training, the cadets are trained reflexively to point and shoot
their target. “Now, if you're a little troubled by that, how much more
should we be troubled by the fact that every time a child plays an interactive
point-and-shoot video game, he is learning the exact same conditioned reflex
and motor skills?”(Grossman Saturday
Evening Post July 1999, 68).
Given, some military stratagems are programmed in some FPS
games, but it doesn’t mean that a young child that plays that game constantly
isn’t going to spontaneously pick up an assault rifle and start shooting
people. In fact, it doesn’t guarantee
that anyone from any age group is going to snap and go crazy. “Among 8- to 13-year old boys the average (of
console and PC video game use) is 7.5 hours per week (Roberts, Foehr, Rideout
and Broadie, 1999)” (Anderson and Bushman, 354). That statistic has been used several times by
experts, but that doesn’t say anything about violence. One that hasn’t been mentioned is that of
fourth graders, 59% of girls and 73% of boys say their favorite games are
violent ones (Anderson and Bushman 354).
This statistic is also misleading.
All it says is that that percentage of children like violent games. It is almost saying that this percentage of
people prefer one type of ice cream over another one.
Experts have convinced most people that there is a link
between choosing violent games and being violent. Aaron Hardin was a 16 year old boy when he
shot his brother over a video game, which happened to be violent. The chances of a person playing a violent
video game being violent are the same as a nonviolent person playing a violent
video game. Is it a proven fact that
constantly playing a violent video game leads to real violence?
“Playing violent video games can increase aggressive behaviour, says Craig Anderson (
Some of this information is also misleading: “In the second
study, 210 college students were asked to play either a violent or non-violent
video game; 15 minutes after playing, those who had played the violent game
‘punished’ their opponents with a noise blast for a longer period than did
students who had played the non-violent game (J Pers Soc Psychol 2000; 78:
772-90)” (Larkin 1525).
Noise blast is not defined anywhere in that article. That statement can be interpreted as the
students who played the violent video games could punish their opponents with
noise blasts while those who didn’t couldn’t.
It could also be interpreted as both sets of students were given the
opportunity to blast their opponents, and one set of students did it
longer. It is never clearly stated, so
therefore it should make the study moot and inconclusive. But because it is in a journal of higher learning,
it can be understood by those who specialize in that specific field. Those people can tell the masses interested
in the subject whatever they want to voice their opinion through this study.
The psychology of a person should matter most when it comes
to a person SWI (Shooting While Influenced) of a video game, but it almost
always never comes up. What is the most
common occurrence when it comes to basing most of people’s opinions on video
games is the fact that the evidence is right there.
A 2001 CNN article goes into how Attorney General John
Ashcroft was about to take the violent game makers (most notably the makers of
First Person Shooters) to task for making their games so violent. He says
that he doesn’t want to infringe on those exercising their first
amendment rights but he said that people needed to restrain themselves from
exposing themselves with such constant violence. Ashcroft also mentions
that one of the shooters in Columbine had programmed his copy of the game Doom to mimic his neighborhood and that
Michael Carneal had never fired a gun before but learned from playing “violent
video games”. Immediately an average
person thinks that Carneal learned to kill human targets through a video game
and that he was disturbed enough to make his targets people he knew and his
arena a place that he knows. (
What Michael Carneal did on his
computer was to modify his copy of Doom
to display different bitmaps, a process called “skinning”. It only modifies what a game looks like,
nothing else. The game still plays the
same and scoring is kept the same way.
Many people who have the appropriate tools and the knowledge of changing
something in a game to make it more recognizable to that one person would do it
almost after getting the tools and/or the game.
Some games are also able to be customized to fit a person’s
desires. The chances that any
student wouldn’t want to take out some frustrations on a teacher that they
didn’t like in a creative way that didn’t hurt anyone is small. But we only hear one side of the story. We know now that Carneal does have some
psychological problems but it isn’t known if Doom caused it or that Doom
is just circumstantial evidence.
Some places have decided to take a stand and decide, but it
may not be the right one. The City of
Indianapolis (IN) and
The
Merriam-Webster’s website m-w.com defines pornography as
“1. the depiction of erotic behavior (as in pictures or writing) intended to
cause sexual excitement; 2. material (as books or a photograph) that depicts
erotic behavior and is intended to cause sexual excitement; 3. the depiction of
acts in a sensational manner so as to arouse a quick intense emotional reaction
<the pornography of violence>”.
Clearly, unless a person playing that game has some sort of pain fetish,
it does not fit the first two, more commonly known definitions of pornography. But to use the third definition in this case
is misleading.
An example: hockey is the national pastime of
In January 1994, the ESRB (Entertainment Software Rating
Board) was founded and its main purpose was to review games and to categorize
them into 5 categories: Early Childhood (5 years and less), Kids to Adult, Teen
(13 and older), Mature (17 and older) and Adults Only (18 and older). Since that time, the Kids to Adult rating has been replaced with the Everyone rating (ESRB.org). Those ratings are used in the United States
and in Canada. Violent games are given
the Teen rating and the vast majority of all shooters, games like SOCOM US Navy SEALS and Metal Gear Solid 2: Sons of Liberty, are
given ratings of Mature. If parents
watched what their children buy or play, such a ratings system wouldn’t be
necessary. It was devised to help
vendors and parents with their monitoring of games.
The ESRB is also a flawed rating system. The reviewers of the game don’t play it. Three reviewers watch a video of the way a
particular game is played. These three
can be anyone: educators, parents, politicians, etc. The way a game is reviewed is those three
reviewers (who are not in the same place when the game is being reviewed and
have no contact with the other two) watch a preview of the game, meaning action
during gameplay, cut scenes, character interaction, etc. That person then rates
the game from a list that includes, violence, sex, language, and substance
abuse. None of the categories are
anymore specific meaning violence means violence in general instead of degrees
in violence. All parts of those four
categories are used in context of the game.
In cases of inconclusiveness, more reviewers are used.
But the fact that none of the reviewers play the games they
review bring up questions like the qualifications of the reviewer, if the
reviewers are using the same criteria with an earlier rated game like they are
with the one they are reveiewing and if a reviewer
decided to tank a game’s review because of a personal agenda they have with the
manufacturer of a game, or the gaming industry in general. The ESRB produces biased ratings for parents
to check when buying video games.
But a lot of them don’t even bother. “Teens in grades 8 through 12 report that 90%
of their parents never check the ratings of games before allowing their
purchase and only 1% of the teens’ parents prevented a purchase based on its
rating (Walsh, 2000). Also, 89% reported
that their parents never limited time spent playing video games” (Anderson and
Bushman 354). The parents don’t know
what their kids are buying to even prevent the possibility of their children
considering shooting people in a major killing spree.
Illinois Attorney General Jim Ryan pressured
The ESRB is a failure in the sense that it does not prevent
the sale of M-rated games to those younger than 17 and it does not make parents
very clearly aware of the fact that their child either has played/bought or
will play/buy violent games or what the “violent
content” constitutes. The government
sees the inconclusiveness and the confusion and jumps at this chance, hence
Lieberman’s promises to regulate violent games.
But they don’t need to, other than the fact that they don’t have any
real, direct experience with the material.
Sony, the manufacturer of the widely popular and successful
console Playstation 2 censored content on the game BMX XXX which featured topless women in internal game movies and on
bikes. Akklaim,
which manufactured the game, released it uncensored on the other major
consoles. Because the video game
industry is now a major moneymaker, companies are now starting to do what they
need to do to limit mature content: police themselves. Sony has started the process and eventually
others will in time.
Technology is a thing that is in constant change and a
state of flux. The gaming consoles of
the early 1980’s are not even a fraction as powerful as the consoles of
today. The then ultra-modern graphics of
Super Mario Bros., Legend of Zelda and Duck Hunt have bowed out to
the ultra-realistic games of Return to
Castle Wolfenstein, Metal Gear Solid
2: Substance and Bloodrayne. With that change comes a better
representation of the game’s environment.
The ones who know best how to make sure that the environment doesn’t get
too realistic and that the game isn’t an extreme showcase of gore and blood are
the ones who make the games themselves.
There is no reason whatsoever for the government to step in and tell
gaming companies how to make a game.
They don’t tell the movie industry not to make or distribute absolute
shooting-spree style gore fests or to not make or distribute pornography. Congress should do the things that it does
best- make laws that will prosecute the people that are violent and emotionally
unstable, not to limit the small chance that such a person will be exposed to that.