Since their inception
and migration into homes during the early nineties, videogames have been about
conflicts that need resolving. There are some that buck the trend, but the
overarching plot in most games usually involves a protagonist and his need to
defeat some villain. Further, over the past twenty years, most major console
manufacturers have been focused on improving the realism of video games. The
main method of doing this has been through upgrades to graphics engines.
However, recently with the introduction of the Nintendo Wii, console
manufacturers have been exploring new methods of game control beyond the
traditional gaming controller.
Video games are
similar to other forms of digital media. Their closest relative is film;
however, where film has different genres based on the type of story told, games
usually base their genres on the method of interaction with the game world. A
platform game, for example, mainly focuses on a third-person perspective and
entails characters jumping from one platform to another to reach the goal of
the stage. By comparison, a first person shooter entails a first-person
perspective and usually focuses on a single protagonist using a variety of
weapons to fight through enemies to the end of a level or mission. Where one
genre focuses on jumping and less on fighting enemies, the other focuses much
more greatly on defeating enemies.
It is mainly games
from the first-person shooter genre that have raised the ire of people seeking
a ban on violent video games. As the medium has progressed, realistic
depictions of gun violence have become progressively more detailed, resulting
in concern from parties that such interactions will negatively affect the
psychological health of those who do play. However, these concerns are not
limited to the first-person shooter genre, with “sandbox” games such as Grand
Theft Auto also causing concern due to behaviour options that allow a player
to, for example, pay prostitutes for sex and then kill them to regain money
lost.
Video games are
typically more interactive than other forms of digital media, with players
themselves controlling their characters and their decisions in games. Due to
the interactive nature of the medium, some people are concerned that violent
content within video games has greater potential for negative effects on the
player than exposure to violent content in static media such as film.
This sense of fear has
been fed by widespread media publicity about incidents where people killed or
harmed others that were allegedly triggered or influenced by video games.
The most well-known such incident involves the Columbine High School
massacre in 1999 which was perpetrated by a pair of teenagers known to be great
fans of violent first-person shooter, Doom. This fear has often been played
into by members of the media and as such the topic remains a controversial one
today.
Pros
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Cons
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Violent Video Games cause Violent Behaviour. Video games exist as an interactive medium. The player
has control over their character and many of their character’s actions
whereas in a book or movie, the audience does not. This means that the player
can become invested emotionally in characters to a greater extent because of
the autonomy afforded to each character.
Given that this is true it becomes more difficult to
ensure dissociation between the real world and the game world with which the
player interacts. With the growing drive towards realism of videogame
graphics, game environments are able to look incredibly similar to real life,
further blurring the distinction.
If this is the case, then a person who visits violence
upon another person within a game universe feels the same emotions as someone
who does so within real life, and therefore may be desensitised to real-life
violence. Whilst game producers would claim that is not their aim and that
their games do not cause this desensitisation, many have been actively
pursuing technologies that allow for greater immersion within their
game-worlds.
If this is the case then acts of violence may fail to
register the same level of shock or revulsion in a person than they usually
do. Given that this is true, people who play video games become more able to
harm others or less likely to intervene to prevent harm.
In terms of actual evidence, there is very little to
back up this analysis. Most studies supporting the concept have been debunked
by others.
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The facts are
strongly against the Proposition’s analysis.
The proposition’s
arguments fail to stand up in the real world. Several major studies published
in The Journal of Adolescent Health, The British Medical Journal and The
Lancet (among others) have shown no conclusive link between video game usage
and real-life violent behaviour. The Federal Bureau of Investigation found no
evidence linking video game use to the massacre at Columbine (or other highly
publicized school shootings). There is no evidence to support the idea that
people exposed to violent video game (or other violent media content) will
then go on to commit crimes.
Further, if violent
video games were causing violent behaviour, we would expect to see rates of
violent crime increase as games with realistic portrayals of violence became
more widely available on popular game consoles. Instead, violent crime has
decreased in recent years. Some economists have argued (based on time series
modelling) that increased sales of violent video games are associated with
decreases in violent crime.
In Grand Theft
Childhood: The Surprising Truth About Violent Video Games and What Parents
Can Do, researchers/authors Lawrence Kutner, PhD, and Cheryl K. Olson, ScD of
Harvard Medical School and Massachusetts General Hospital’s Center for Mental
Health and Media refute claims of violent behaviour increase caused by
violent video games. The researchers' quantitative and qualitative studies
(surveys and focus groups) found that young adolescents view game behaviour
as unrelated to real-life actions, and this is why they can enjoy criminal or
violent acts in a game that would horrify them in reality. They also found
evidence that those relatively few adolescents who did not play video games
at all were more at-risk for violent behaviours such as bullying or fighting
(although the sample size was too small for statistical significance). The
authors speculated that because video game play has gained a central and
normative role in the social lives of adolescent boys, a boy who does not
play any video games might be socially isolated or rejected.
Finally, although more study is needed, there is some
evidence to suggest that violent video games might allow players to get
aggressive feelings out of their system (i.e., video game play might have a
cathartic effect), in a scenario that does not harm anyone else.
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Children See Violent Video Games. Whilst it might be agreed that violent video games in
the hands of a person who is old enough to see them and be able to understand
the context in which the violence is being wrought is acceptable, this may
not be true of younger people who acquire games.
Games with violent content are often easily acquired by
players too young to purchase them. They may also gain access to them at home
from older siblings. Because children do not have fully developed mental
faculties yet, and may not clearly separate fantasy from reality, exposure to
violent games can have a large impact upon children. This has a greater
impact than children seeing films that feature realistic violence because
whilst a child might get bored with films owing to the lack of interaction
with the medium, this is much less likely to be the case with, for example, a
military shooting game, which a child might play over and over.
As such, all violent video games should be banned to
prevent their acquisition by young children either by accident, or owing to parental
ignorance
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This is empirically
false. Again, the crux of opposition counter-argument is that the evidence in
this regard is strongly behind opposition.
In April 2011, the
U.S. Federal Trade Commission undercover shopper survey found that video game
retailers continue to enforce the ratings by allowing only 13% of underage
teenage shoppers to buy M-rated video games, a statistically significant
improvement from the 20% purchase rate in 2009. By contrast, underage
shoppers purchased R-rated movies 38% of the time, and unrated movies 47% of
the time.
Given that children
are able to easily access violent content in other visual media, and there is
no evidence that video games are more harmful than other media, this argument
falls. Further, there is a long tradition of exposing children to extremely
violent content in the form of fairy tales.
Further, with greater education regarding the harms of
videogames to parents (and with more parents having played video games
themselves) many are becoming savvier about appropriate restrictions on their
children’s video game play. Given the lack of evidence that video games are
clearly or uniquely harmful, but acknowledging society’s interest in
protecting vulnerable children, investing in additional parent education is a
more logical response than attempting to ban all violent games.
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Violent Video Games Cause Social Interaction Problems. Video games of a violent nature tend to fail to offer
many solutions to a problem. Most military shooters have no form of negotiation
with enemies; players are asked to simply kill as many nameless terrorists as
possible. Given this, social interaction problems can be caused because
people are presented with problems and then told that they must be solved
with violence instead of other methods. In other words, physical violence is
portrayed as the first-choice (and often only-choice) solution to a conflict.
This lack of portrayal of alternate solutions can
stifle growth of other skills, especially amongst children and adolescents,
specifically skills important to making friends and engaging in negotiation
in times of conflict or pressure. Further, it encourages children to see
people who oppose them as “others,” and thus presents them psychologically as
enemies instead of as people who are simply different to the player and thus
might have other grievances. This can lead to increases in aggression among
players.
This is especially true given the relatively simplistic
portrayal of conflicts within areas such as the Middle East and Afghanistan.
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The facts are
against the premise again.
Research does not
support the idea that young people who play violent video games have
decreased social ability. This is refuted most notably in studies by Anderson
and Ford (1986), Winkel et al. (1987), Scott (1995), Ballard and Lineberger
(1999), and Jonathan Freedman (2002). More recently, Block and Crain (2007)
claim that in a critical paper by Anderson (and his co-author, Bushman), data
was improperly calculated and produced fallacious results. Additional
meta-analyses (reviews of research that attempt to statistically combine data
from multiple studies for more powerful results) by other researchers, such
as by Ferguson and Kilburn (2009) and Sherry (2007) have failed to find any
causal link between video game violence and aggression, as have recent
reviews by the Australian Government (2010) and the US Supreme Court (June,
2011). The question of whether violent games that only allow violence as a
solution to problems could negatively affect young people in subtle ways
deserves further study. However, there are many aspects of video games, such
as puzzle solving, that are intrinsic parts of even the basest first person
shooters. Many first-person shooters themselves require tactical deployment
and thinking—all of which are able to stimulate thought in people, albeit in
a different manner than negotiation might do. Further, newer military games
are more sophisticated, often requiring the player to take one side of a
conflict and then the other in different levels of the game, or forcing the
player to face moral dilemmas that affect the game’s storyline or outcome.
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Video games teach people to deal with frustrations in
the wrong way.
In dealing with frustrations and aggression by using
video games as an outlet, players of these games often assume that the
problem is gone or dealt with.
This is often not the case, with many sources of
frustration being ones which repeat day in and day out.
Given that this is the case, video games prevent people
from dealing with the root causes of their problems and thus leave people
more susceptible to frustration in the future.
Further, playing back into the first point on
proposition, they teach players only one method of dealing with their
problems, which is resorting to violence, so should they seek to deal with
their frustrations in the real world, often the solutions they do engage with
are ones which are suboptimal.
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Violent Video Games
Prevent Violent Behaviour. In most people’s
lives there are instances where they might like to react to a situation with
a level of aggression. However, owing to a number of reasons such a solution
is often impossible and undesirable.
It has been
theorised by psychologists that pent up frustrations with the world are the
root of many psychological problems. Given that this is true then, an outlet
for frustrations is required in society such that aggressive behaviour in
individuals can be avoided.
Video games in this
situation provide such an outlet for aggression and frustrations. Firstly
aggression is dealt with through the simple act of defeating enemies within
games and frustration is dealt with through the completion of goals within
the video games, allowing players a sense of satisfaction upon their
completion.
Hence, one could
argue that this may result in comparatively lower levels of aggressive
behaviour among video game players. This is supported by research conducted
by Dr. Cheryl Olson and her team at Harvard. Studying a sample of 1,254
students aged 12 to 14 years, she found that over 49% of boys and 25% of
girls reported using violent games such as Grand Theft Auto IV as an outlet
for their anger.
She suggests that instead of a blanket ban on M-rated
game use by young adolescents, parents should monitor how much time children
spend playing games and how they react to specific game content.
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There is a generation gap. Children in this age have
grown up with computers and digital media devices where their parents have
not. Whilst some parents are able to readily adapt to new technology, there
are a large proportion that are unable to do so.
Even if parents have adapted to the digital age, there
are still lots of things their children know about that parents simply cannot
keep up with. It is entirely feasible for a child to be able to keep the
presence of a violent video game hidden from his or her parents through use
of the various “Home” menus that all the major games consoles now possess.
Further, on the computer, a user can simply Alt+Tab out of any application
they are in to avoid detection.
Given there are many ways for children to avoid their
parents and given the generation gap, it seems unfair to expect parents to be
able to monitor their children in this way.
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The Responsibility
Lies With Parents. In the digital age,
young people are almost certain to be exposed to violent media content,
including violent video games, even if parents attempt to restrict children’s
exposure to such content in the home. Parents therefore have an obligation to
educate themselves about video games (many government, industry and private
websites provide such information) and to help their children become “media
literate” regarding the content and context of games.
The state places
responsibility on parents for the welfare of a child and in doing so the state
can allow things that would potentially be dangerous for children, anything
from skateboards to R-rated films, as long as parents can supervise their
children. Parents need not know how to skateboard to supervise such activity,
but should know about potential risks and safety equipment. This same logic
applies to video games.
To not confer this
responsibility on parents is to further undermine their status as role models
for their children, as it assumes that parents are incapable of ensuring the
safety of their children.
Practically speaking, this could affect the respect
they get from their children, with “The government says I can’t,” being a
much weaker response when questioned about violent video games than an actual
explanation of the harms behind them.
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The skills learnt within video games are skills that
could be learnt elsewhere without the negative problems that have been
associated with video games.
All of the benefits listed are thusly moot in this
context because things such as team sports are able to develop many of the
skills team shooters do, whilst also improving fitness and other areas of
well-being. More tactical sports can have a great impact on somebody’s
intellectual well-being as well as their physical well-being.
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Video games Improve
Skills. First, the claims of harm caused by video games have
not been proven.
The most criticised
violent video games are generally military shooters. However, these games
generally focus much more strongly on multiplayer components of the game.
These multiplayer
components often require significant levels of teamwork in order for one side
to be successful over the other. As such, many of these video games end up
teaching players core teamwork skills as well as often teaching leadership
skills when players become part of organised gaming groups.
Further, numerous
researchers have proposed potential positive effects of video games on
aspects of social and cognitive development and psychological well-being. It
has been shown that action video game players have better hand-eye
coordination and visuo-motor skills, such as their resistance to distraction,
their sensitivity to information in the peripheral vision and their ability
to count briefly presented objects, than non-players. Video games also
promote the development of intellectual skills such as planning and
problem-solving, and social games may improve the social capabilities of the
individual.
Given then that video games provide these benefits,
banning violent games would harm the industry overall, causing many of the
developers of other games which encourage these kinds of skills to lose their
funding from game publishers. Put simply, the banning of violent video games
would lead to fewer games overall being published and if these games have the
effects listed above then a great net benefit is lost in the process.
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