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Video games too inappropriate |
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Thursday, 09 November 2006 |
by CLAIR BAXTER Associate Editor for Online Operations
According to the National Institute on Media and Family Web site, 83 percent of homes with children have video game systems.
That
is insane, but contrary to the headline above, I do not believe all of
these game systems are in place for pure evil- a few games teach
languages, help with medical conditions or terminal illnesses and
improve problem solving or math skills.
My argument is not that good games don’t exist - my point is there are
far too many games available in the country doing more harm than we
think.
One Sierra Entertainment game, “Phantasmagoria,” uses interactive
sequences to tell a violent story about a female character trapped in a
house. One sequence shows the character getting raped.
Games should be used as a means of entertainment or fun- there is nothing amusing about rape.
According to the Rape, Abuse & Incest National Network Web site,
every two and a half minutes someone in the United States is sexually
assaulted. It is not a topic that should be made light of by placing it
in a video game.
There are several other topics that game creators ignorantly make light of.
After quite a bit of research I came to the conclusion that Rockstar
Games has the worst track record for violent and inappropriate video
games.
Their newest game, “Bully,” takes place in a prep school where the main
character fights classmates, makes-out with ‘townies’ and disrespects
teachers.
In “Bully,” players can tease people, hit people with dodge balls and pull pranks.
The game, full of inappropriate actions that could get any highschooler
expelled, is the last thing American youth should be ‘playing.’
How is a game mixing violence and education appropriate to release directly after a chain of deadly school shootings?
It is also apparent that Bully stereotypes each character, ingraining
those who play the game with the “high school hierarchy” even further.
In fact, in the online biography of the only black character in the
game, Damon West, the games’ creators have his ‘best subject’ as gym –
even furthering the stereotypes of minority students.
This game, however, is just a stepping-stone to other Rockstar games
like the infamous Manhunt or their popular video game – Grand Theft
Auto.
For those of you unfamiliar with GTA, players are issued a male
character that runs around a city committing crimes and creating
mayhem.
You can choose to accomplish your missions, which include drug deals,
hiding from the police, beating up prostitutes and of course hijacking
a car, or you can just lie around in your apartment and have sex with
whomever you please, virtual sex.
“It’s just a game,”...blah, blah, blah. In 2003 a 14 and a 16-year-old
boy fired into a car in killing someone, which, according to
gamespot.com, they claimed they learned from GTAIII.
Whether you believe that they came up with the idea from GTA or not-
they should not have been playing a mature-rated game in the first
place.
Mature rated video games are suitable for persons 17 and older and may
contain mature sexual themes and intense violence and language. So how
did a 14-year-old boy get a hold of one?
It’s doubtful that they were IDed when buying the game, or that their parents censored the game before giving it to them.
Countries like England, Germany and Australia are banning the
trigger-happy games that are attracting their youth into real-world
violence. A model the United States needs to be following more closely.
According to reports found on the National Institute on Media and
Family Web site, third to fifth grade boys are playing 13.5 hours of
video games a week so I am not surprised.
The video game revolution is here – we need to begin controlling it.
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Contrary to Dr. Mathews' assertion in the article you've linked, his study is far from the first to demonstrate that the brain reacts to violent games. These studies have gone on for years, on all kinds of media, and none of them have shown any causal link between violent media and real-life violent behavior. Correlative links? Sure; it's no secret that violent people like violent entertainment.
All his study shows, as you're no doubt aware, is that the brain's chemistry reacts to simulated or imagined danger as it would in real danger. That's good for the survival of the species. The brain reacts the same way in dreams, but no one's ever dreamed he was a Viking, then woken up and pummeled his neighbor with a warhammer. The study does not claim, at any point, that exposure to fictional violence leads to actual violence. There's never been evidence for that, and what has been presented as "evidence" for it has been thrown out of court every time.
Here's the tricky part; when studies like this one talk about aggressive behavior, they make no distinction between play aggression (snowball fights, mock karate fights, wrestling, and so on) and actual assault. This is hugely important. Play, mock aggression is a natural aspect of human behavior (not just humans; many animals, such as kittens, spontaneously learn play wrestling when they're a few weeks old). It's all for fun, and there's never an intent to do serious harm — that also applies to adult sports like football.
Every healthy human and animal knows the difference between pretend fighting and real, serious combat. If a child doesn't know the difference, or doesn't care, there's something wrong with that child, and the roots of that wrongness go far, far deeper than any game could ever reach.
Blaming some game, something played by millions without incident, for the actions of anyone who's ever played it is not only simplistic, it's shortsighted. There are real problems out there, real causes of real-life violence. Poverty, drugs, family neglect. Trouble is, no one knows how to solve those things — no one's ever known; they've been around for thousands of years — so people pick scapegoats and go after those, just so they can believe they're doing something. But in the end, all they're doing is drawing attention away from the real problems, allowing those problems to thrive.
This isn't just about games. It's not just a bunch of overgrown kids saying "I wanna play! Leave me alone!" That, by the way, is not at all what real game players are like, stereotypes aside, but back on topic: This is about fighting not just the good fight, but the right fight. Sometimes it seems like America's college scene is its last, best hope; it's where people still want to make a difference, still believe that they can, and try. And it's powerful. Not always powerful enough to slay Goliath, but enough to make him bleed, to show the world that he can bleed. But it's young, it's still finding its place, doesn't always know where to turn, where to focus, where to fire. And if it wastes its power, wastes its effort on something as trivial as games, then it misses whatever chance it has to make a real difference. And that's a chance the world can't afford to throw away.