Sunday, November 22, 2009

Video Gaming: Violence and Graphic Content for Rest and Relaxation.

Today modern life is inextricably connected with computer technology. This technology has already changed the manner in which people live, work, and spend their spare time. According to one woman’s testimony (Santa Pit): "In the virtual world I am a fully successful woman. I drive a new Cabriolet, people recognize me everywhere I go, and I have a lot of money. When I log off from the game, I come back to real life where I have to take care of three children, where I need to clean my house and… repair my car. My neighbors don’t notice me and they think that I am a housewife. This is why I love my… Second Life."(read more)

Virtual reality, for many people, is commonplace. People choose virtual games instead of meetings with real friends. And their virtual world slowly becomes their primary reality. Gamers so strongly identify with their avatars that they can no longer live without them. The imaginary and unreal world seems better than the real world. Many people want to live in a world of magic – a fabulous and mysterious world. We can see this in the newest game Uncharted 2: Among Thieves where, "fortune hunter Nathan Drake is lured back into the treacherous world of thieves and mercenary treasure seekers. Embark on a journey to discover the real truth behind the lost fleet of Marco Polo and the legendary Himalayan valley of Shambhala." (read more)

Uncharted 2 : Among Thieves - Official E3 Trailer [HD]


The worlds of computer gaming is an anonymous entertainment of colors, sounds and excitements. They have different levels of action and desirability. And they present us with rich three-dimensional images. For example, Uncharted 2: Among Thieves has graphics that resemble an action adventure movie. And the adventures that entice gamers in this game are as expansive as the imaginations of the programmers. In these virtual worlds, gamers realize their potential, they exercise freedom and they pursue a “happiness” that might escape them in the real world.

Paradoxically, the most popular games are based on what we would normally not desire in the real world. Many games, for example, are opportunities to unleash aggression through violence. Moreover, many of the "story boards” romanticize vigilante justice, violence, and actions outside of our moral codes. The games appeal tour basest instincts, where values are relative to "winning" or completing quests. One wonders if values like kindness, compassion, and mutual aid have a place in these games. Worse than the moral void, however, is the inclusion of sadistic murders and psychopathic criminals in computer games aimed at children or impressionable young adults. In Call of Duty: Modern Warfare 2 - one of the most violent and controversial games ever made - the player is asked to engage in a terrorist attack on a Russian airport killing hundreds of civilians. It is disturbing to think that we equate planning acts of terrorism with "enjoyable game play."

Call of Duty: Modern Warfare 2 Launch Trailer (Official HD)


The forms of destruction and force simulated in video games vary in intensity according to a game’s realism. Very brutal games are "doom games". They are shooting or fighting games where the goal is destruction or annihilation. One goal of video gaming is the killing or the mutilating of the "virtual enemy" through the use of different weapons (knife, circular saw etc.) to accomplish the task.

I searched Best Buy website and examined some of other popular PC games. Very few didn’t contain violence; indeed, many contained acts of violence, destruction and aggression necessary to destroy the enemy. Consider this box description: "Master the necromantic powers of the Death Knight – World of Warcraft’s first Hero Class. Create a new Death Knight character with a starting level of 55 and break the chains of the Lich King to forge your own destiny. Power your way through new quests and dangerous as you seize ever greater abilities." The use of force, acquiring greater strength, and powerful acts of aggression are necessary to attain the game’s goal: destruction of the enemy.

Wrath of the Lich King: "Death Knight" (Game Trailer)


RPG games (role-playing games) are based on actions embedded in an incredibly cruel virtual reality containing complex strategies of warfare and fighting. If the game’s story lines are inscribed in the real world, it is often a dimension of it that is very dangerous and violent. Often, players are, "dragged into a criminal underworld by a series of shysters, thieves and sociopaths, [and] they discover that the reality is very different from the dream. In a city that worships money and status, life is heaven for those who prosper and a living nightmare for those who don’t." (Grand Theft Auto IV)

Computer adventure simultaneously captivate and terrorize as players materialize into thieves, terrorists, gangsters engaged in innumerable murders and acts of destruction. And it is only by acting within these roles that players advance to successfully accomplishing the game’s final goals. For example, "In the Godfather II, you must think and act like a true Don. (…) Coordinate your arsenal of fronts and rackets to keep the money flowing in and the reins of power firmly in your grasp. Make the decisions that will determine your fate and that of the Family, and relive legendary moments from the feature film in a gripping open world inspired by the movie. Do whatever you need to do to stay on top, and remember, no matter what happens – it’s only business." Unlike real life, if the player doesn’t pass "the exam", he/she can always restart the game.

Lastly, music is essential to PC gaming. Suggestive sound effects intensifies a player’s emotional reaction while gaming, and can contribute to the player entering more fully into his/her character‘s psychological makeup.

Grand Theft Auto IV (GTA IV) Trailer 2 From Rockstar Games


Participation in virtual gaming is predicated on real life experiences and actions, and, more often than not, the most horrific of those real life experiences. For some, the distinction between virtual and real worlds becomes blurred to such an extent that destructive behaviors allowed in the gaming world are brought into real life. Games "copy" our everyday real life experiences: sports, (for example: Fight Night: Round 4), human relations (for example: The Sims 2, Apartment Life), soldier combat (for example: Call of Duty: World at War) or adventures (Tomb Raider: Underworld).

For many impressionable children and youth, computer games are an introduction to a "vigilante" universe where people use guns and other weapons to fight "in the name of good". Unfortunately, some of them live by this code in "real life". When resolving problems in real life and dealing with relational conflict, they view firearms as the only viable solution. The options that saved them in their virtual world, what gained them their freedom and advanced them towards their ultimate goal, is what "destroys" them in real life.

Should we restrict or censor violent games? Or is this just much ado about nothing?

26 comments:

  1. There are two opposite researches about the violent game.
    First, according to the Indiana University School of Medicine, they divided by two groups: Group A who played violent games; Group B who did not play it. They attempted to look at how different the brain activity of two groups showed after playing violent games through the functional MRI (fMRI). They said that it was related to a part of emotional stimulation, and group A is more active in an intuitive thought and action than group B. (http://www.techweb.com/showArticle.jhtml?articleID=196600419)
    On the other hand, according to a professor of Communication department at the University of Texas in Austin, the avatar in the virtual world, (which is that we have not considered its digital technology was not significant for our life), is able to have a huge impact upon the reality and thought of the user in real life. The result of this research will be published on Dec 2009 by Communication Research. (http://www.sciencedaily.com/releases/2009/11/091110211037.htm)

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  2. "I agree with your analysis of violent video gaming, and I hope we have more studies of the time children spent playing these games and possible consequences for a child's socialization process. On the flip side, you never make a case or acknolwedge the positive ramifications of gaming, and the games that might help a child or adolescent develop positive qualities. For example, time playing Sym City might help a child learn how to negotiate or take the steps necessary for advancing the public common good. And it also offers the possibilty to learn about civic duty. Don't throw the "virtual" baby out with the bath water!"

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  3. I think the most unsettling thing about the "virtual world" is that is can unconsciously pull us away from our real world. We all need escape from time to time, and perhaps a virtual world can do this... but when we go back are we really refreshed from our "playing" or are we dulled, distracted, and dissatisfied?
    These are questions that each person must answer for themselves... but before we can answer the questions they have to be asked, and I'm not sure we're asking the questions. Are all stimuli good? or does it depend on what is evoked from us?

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  4. I totally agree with your analysis on this societal issue. We now have something called a "fictional reality" mainly because of the barrage of images that surround us. We now live in an environment that constantly pulls us away from reality, soon we might be posing the question... "what is real?"

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  5. I think just the fact that some people have trouble distinguishing real world from the imaginary one is not a sufficient reason to ban or restrict video games. If we follow this logic than we need to restrict literally everything. Because there always will be people who react inadequately.

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  6. As an educator for more than 30 years, I have seen the effect of video games on middle school age boys. Now, research is backing up some of my observations.

    In his study, "Boys Adrift: the Five Factors Driving the Growing Epidemic of Unmotivated Boys and Underachieving Young Men", Leonard Sax, MD, PhD lists as factor #2 Video games.

    "The average American boy spends 13 hours a week playing video games, compared to less than 5 hours per week for girls. That figure does NOT include time spent watching television. And that’s just the AVERAGE: many boys spend 15 to 20 hours a week, which means on a typical day they’re spending two hours or more in front of the PlayStation or the Xbox or the GameCube. We now have some extraordinary brain research demonstrating that boys who spend more than eight hours a week playing video games – which means, the majority of American boys – actually atrophy the area of the brain involved in motivation and concentration. They are more likely to prefer video games to reading a book, and more likely to be diagnosed with ADHD."

    As we lament the fact that the US is falling further and further behind most nations in the developed world in academic achievement and the percentage of males enrolling in and graduating from college drops below 40%, must we not place some of the blame on those video game companies that target this pre-teen male market?

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  7. It is possible that these games are harmless. Yet, if one spends exorbitant time on them,just as with television, they will have a destructive effect on one's studies and even physical health. Also, it is hard to believe that the values and behaviors encouraged in these games will not have some negative effect on one's development.

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  8. I agree with your analysis on the impact of these games on our youth. One of the areas of concern I have is that of communication. With all the action and reaction and violence that takes place, what kind of communication skills are being encouraged or fostered. Unfortunately, not very many positive ones. So this is a whole other avenue to be explored and researched.

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  9. You are right; I believe that video gaming especially violent motives one destructs the ability of any brain to acknowledge common sense. Eventually progresses to the numbness to the real life feelings, creates numbness to violence and hurt and blood, destroys ability to control amount of time spent playing; therefore, neglecting real life responsibilities, ability to follow current life events. Overall - destructive type of entertainment creating “game smart” but not “live smart” generation. (halina)

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  10. Yes, I believe that in general violent games should be totally censored. I cannot think anything good about them, just like another program called: Virtual World. A computer-based simulated environment intended for its users to inhabit and interact via avatars. Participants of the Virtual World can manipulate the elements of the modeled world and making it perfect. Couple weeks ago I was watching a TV show called Real Life, on MTV. The topic was: I’m addicted to the Virtual World. Interviewed people said that Virtual World can be as perfect as you want. If you imagine something you can have with just one click of a mouse than it doesn’t matter if is a bigger size of the breast or a Bugatti. Virtual World users are happy playing on line all day, they feel open to different situations, they feel good about themselves, and especially about their look. Problems begin when gamers log off from “the game”: our real world daily problems hit them and all they want to do is to go back to be perfect, warm and lovely one, not really knowing that the addiction grows and grows each and every second. Wrapping up I believe that any video game that does not help people to evolve should be censored. (kasia o.)

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  11. I think that the violent games should be censored. The broadest group of people who have an access to them are the young adults. Adolescence is the time in their live when their personalities are shaped, their live perception and other important values are set. If a teenager or even a younger child is constantly exposed to such video games its psychological development is affected. No wonder why the crime rate all over the world increases periodically each year, I think violent video games serve as a legitimate reason for it. Kinga F.

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  12. Video gaming is at least two-fold problem. There are multiple games on a market which are educational and actually helping brain development, creativity, imagination, etc. I remember reading article which proved people who like(d) video games are better in their career professions. On the other hand, one can interpret same game as violent or cruel and destructive to a player's brain functionality, his imagination or a way he finds himself in real world.
    In my opinion, this problem is a lot wider than the above article tries to describe.
    If the intention of that article was only to dispute about violent type of games than I agree with fact, game developers/designers are going too far.
    Games should be restricted by age and young gamers should be controlled by their parents/guardians to play games targeted for their age.
    --Konrad M.

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  13. Today's world is very stressful and lots of people need to escape their lifestyle for a minute and let themselves vent all their hidden emotions. RPG games are helpful here. I understand that violence is wrong in real life but a fully conscious man will never commit homicide since he understands the real consequences of such act. Around 45% of American people have had at least once a suicidal thoughts. That should tell something about stressful lifestyles people have here. Games often let those people vent their emotions and bring a relief.
    Statistically, about 45% of gamers who play violent games like GTA, Warcraft or Doom type of games are people aged over 30. They are not young adults whose brains are still developing its basic functionalities.
    From that point of view, such games need to exist, however, they should target people over 21 to keep children away from not needed experiences.
    --Bogumila M.

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  14. Games like movies should have limited public based on age. There should be ratings for games and they should be clearly marked as violent scenes/language, appropriate for kids under 13, etc. This will give a great help selecting a game for a child by its parent/significant other.
    Games should be labeled same as movies and this should distinct what's good and what's not for children, youth, etc.
    --Tomek D.

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  15. A good follow-up to what you wrote would be an educational program, for parents and kids/young people about video gaming.

    People do and will use games, including violent ones, so we need to educate ourselves and others how to use them. Parents in particular have a lot to learn about supervising kids' access to such things. Kids should be introduced into gaming by adults, with some training in the gaming "hygiene." I think honest conversations about the dangers and opportunities of gaming in general, and violent games in particular, should have some effect.

    Obviously, it all would be pointless without well developed market for other-than-violent games. There is a lot of other, more healthy and legitimate, things that people are attracted to. Let's use it. Let's promote games with content that is more constructive and let's make it attractive.
    Pawel

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  16. Everyone should see the "World of Warcraft" episode of South Park for excellent commentary on the excesses of addictive playing! It is quite insightful, and funny to boot. As with everything, so with video games: too much can't be good. The problem isn't the violence per se, or the playing -- it's too much time spent alone, feeling alienated or misunderstood, with no physical outlet for all the pent-up frustration. Someone once said "video games don't kill people, people with guns do". It may seem glib to put it that way, but there's a kernel of truth in the statement. Game time should be restricted, there's no doubt about it, and content should be monitored to limit minors' exposure to extreme violence and other adult content. But it's hardly going to solve all our problems with young people. We need to search deeper, into family dynamics, into other aspects of popular culture, education, etc. Why is it that boys DO manage to spend so much time playing video games? And why is it predominantly boys and young adults who are so drawn to these games? There are many questions one could ask about this problem, and few easy solutions.

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  17. I think that violent games do have impact on our behavior. If for a moment we take a look at different type of game: a driving simulator or flying simulator. These games are sometimes used for enjoyment but sometimes for training. Racing drivers use them to get familiar with race tracks. So if someone continuously shoots people in the virtual environment, doesn't this make him/her more familiar with this situation, give that person more practice? Does it make this person more efficient in this activity? What about consequences? A car accident in the race simulator does not cost much, maybe few points but still a negative effect. In first person shooters in most cases there is a positive consequence of a successful kill.

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  18. I totally agree that there should be restrictions on computer games. It is scary to think that children who play those games are future leaders, parents, workers etc! Not only we are not teaching them how to be a good person we are actually teaching them the opposite-how not to be one. The world created by video games teaches them to achieve their goals using all means and resources that they have. They don't teach how to be a good individual and help others.

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  19. I agree with many of you that games should be strictly marked with labels that say (PG-13, G, M, etc...) but we are overlooking a serious issue that will impact the younger players... The parents who refuse to look at warning labels that clearly state what age group the game is marketed towards. Here is a example that I'm sure most people have come across, Parent walks into game store looking for a game for their 4th grader who they have with them. They ask for a number of age appropriate titles and is given the list of games which might apply. Meanwhile the 4th grader is looking through the mature games like GTA4, Uncharted: Lost World, HALO, etc. and the parent asks about the mature titles whether or not these would be suitable for their "Mature" Child. Do you see the problem here? These same parents are the whistle blowers who start these ridiculous claims that violent games have influenced their child to be more violent. Because of their own self inflated ego and pride that their child is "mature" enough to play these kind of games. I would recommend attaching age groups to the ratings like in the film industry and sell them only to said age groups.

    That's enough ranting for now. Cheers,
    Tymek W.

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  20. These are my favorite games on Xbox360 :)

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  21. Video gaming has certainly come a long way since the early days of "Pong" from the Atari gaming system. Games are no longer simple and innocent as they once were- instead they are much more challenging and very provocative. Generation Y was raised with Video Games in the household and they watched this evolution take place, myself included. I see no problem with people escaping everyday life for a break in the "Virtual World". Do I agree with extreme violence being the choice for "rest and relaxtion"? Of course not, this would never be my choice as those games disturb me. However, those that do choose to participate in these types of games must realize and be able to differentiate between what is real and what is not. The "high" that gamers get from playing these games can be dangerous if what was experienced in the game is then tried to be duplicated in reality. Therefore, it is important to TEACH and REMIND the youth who are exposed to such games that what they see or play in the "virtual world" is not acceptable in the "real world".
    - Sylvia

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  22. In my opinion, all computer games which have aggression in them should not be made and taken off the market. If anything only educational games should be promoted or the ones which in the natural way develop young brain before entering into real life expectations. (janusz o.)

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  23. I personally love video games. My favorite one? Tomb Raider. Lara Croft rocks!!!! Anyway, regarding your post... Isn't it parents job to control their children? To put boundaries on what they are watching or playing. Besides there are game ratings and many stores would not sell you the game if you are not a certain age. My ID was checked when purchasing M rated game. This rule should be executed in a stronger way! same thing with movie theaters and R rated movies (how shocked i was when I saw 7-10 year olds in the movie theater watching SAW).
    I strongly disagree regarding taking the violent video games off the market. If we go this road then we would ban alcohol, r rated movies, basically anything that makes people go into the 'wrong direction'. I just believe that every person is responsible for their own actions and actions of their underage children.
    I recently discovered horror/survival games, violent? yes, but oh how fun they are!!! these are M - Mature rated games and should only be sell to adults. taking the violent games off the market? NO! controlling who is buying these games?- YES!
    PS. visit my website on video games - http://chicksandgames.blogspot.com/

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  24. "Fantasy world" so appealing and mystic almost as “forbidden apple”
    People always did, and will try to escape from reality whether it would be something so simple as a good book, or in that instance something so futuristic as a video game, and the more realistic the better.
    The problem is not as much that the games became more violent, but that it is so hard for many people, including kids; to differentiate between the virtual world and reality.
    Considering that I do not tolerate violence as a means of resolving problems, I do enjoy, once in the while, similar games to release stress or simply for fun.
    We as a society tempt to put blame everywhere accept ourselves. The shape of society as a whole is more at fault.
    Destroyed family structures with no basic human values are at the base of that problem, lock of supervision and guidance in life are the things which are missing from typical kid’s life.
    ad

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  25. Escaping to the virtual word (Second Life) so as to feel successful, liked, influential, etc. It doesn't see to be the same as a fantasy one may have. In reality you don't get a second life,that's life. The sooner we realize it the more therapist will go out of business

    The goal of the games seem to aim for more, faster, bigger - the means seem to justify the end. The means are not questioned they are without consequences, responsibility, question of ethics or morality . No one to answer to. What a disappointment, in the real world there is a price to pay.

    If games that promote aggression and violence are a form of entertainment - than I think there is a need to redefine entertainment. It is an unhealthy, perverse desire, if by imitating acts of terror and horror - even if taken from real life – the aim is to do it better, quickly, refined, more wiled and more of it, so to advance to a higher stage. A form of reward. There is not need for games that promote violence or any thing else for that matter we have plenty of it in the “real” world.

    Games are a social activities there is action, response, interaction. In playing games we develop certain skills and learn. Where is the social, human interaction in these games.
    Basia K.

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  26. I predict that the proliferation of violent video games on the market will have an undeniably strong effect on the very young viewers of the games. Very small children who are exposed to scenes of violence may perceive such acts of violence to be the normal way to react to real life situations. I believe that video games should not portray a high level of violence. Even fictional horror stories do not need much violence to convey their messages. It is probably too soon to predice what the effects of high level violence games will be on young children today. However, I think that the producers of violent video games should take into consideration the possible ramifications of violence on young viewers when they are engaged in the production process.

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