This Tuesday Rockstar’s highly
anticipated video game “Grand Theft Auto V” will launch for PS3 and Xbox 360
and I will spend a large portion of my life playing it. As is always the case with
the launch of a game like Grand Theft Auto V we will inevitably see the
mainstream media and watchdog parent groups call for the games ban because of the
violent content. Since the controversy over the 1976 arcade game “Death Race” video
games have become a popular target for moral watchdogs. It seems that every
time there is a tragic shooting or other crime people will quickly jump on the “Video
Games Trained Them to Do This” bandwagon often ignoring other important factors
in these cases. In the immediate aftermath of the Columbine Massacre media outlets
latched onto the fact shooters Harris and Klebold were fans of the shooter “Doom”
and had made mods for the game. There were multiple reports that layouts of the
maps resembled their high school and that this was used as a “training ground”
for the massacre. This later turned out to be not true. Similarly after the
2007 Virginia Tech Massacre news media reported that Seung-Hui Cho was a fan of
the first person shooter game Counterstrike and his experience had trained him
in the use of firearms, a ridiculous claim when you consider that firing a gun
is quite different from clicking a mouse button.
While opponents
are quick to point out examples like these as evidence that video games cause
violent actions the evidence is far less clear cut. In the wake of the Columbine
tragedy a US Secret Service study of 41 school shooters found that only 12%
were attracted to violent video games, compared to 24% who read violent books
and 27% watched violent films. Plus we must consider the fact that an estimated
that 90% of young males and 40% of young females play video games and the vast majorities
of those groups do not commit violent acts. According to a 2001 US Surgeon
General study the strongest risk factors for school shootings are mental
stability and quality of home life. Multiple studies have shown little to no
link between violent video games and violent actions and often point out that
the ones that do seem to be affected by such games are kids with a history of
mental instability or witnessing violence in real life.
The most damaging
misconception about video games is that they are purely a toy for children.
Many opponents of these games view them as hyper violent toys that
manufacturers are trying to sell to children. This is also not true. According
to the Entertainment Software Association 68% of gamers are over the age of 18
and the average age of a gamer is 30 years old. This misconception leads many
parents to purchase violent video games for their children. The video game
industry has done its best to educate consumers on this matter through the Entertainment
Software Rating Board or ESRB. The ESRB assigns ratings to games ranging from E
for Everyone (6+) to M for Mature (17+). Simply put, M rated games like Grand
Theft Auto are the gaming equivalent of R rated movies. Many parents wouldn’t
let their children watch R rated movies but let their children play M rated
games. Video game companies aren’t putting out violent games for children to
play. They’re putting out violent games for adults to play. Saying that a game
like Grand Theft Auto V was made for kids because it’s a video game is like
saying that South Park was made for kids because it’s an animated show. The “epidemic”
of kids playing violent video games is largely due to a lack of awareness from
parents.
While video games have
been around since the 1970s, they’re still considered a relatively new media. The
fear of video games is no different from past fears of other new media. In the
1990s it was a big fear that the internet would lead to sexual predators finding
your children if you so much as let them look at a computer. In the 1950s there
was paranoia that television would corrupt the mind. In the early 1900s people
feared that the telephone would kill written communication and even literacy.
In the 1800s people thought that certain genres of novels would dangerously corrupt
a young mind. In medieval Europe, theologians rallied against the use of the printing
press calling it the work of the devil. According to Plato, Socrates was
hostile towards writing because putting an idea in written form killed it by “depriving
it of a mind in which to live.” Fear of video games corrupting society is no
different than any of these examples going back into history. When people see a
new idea that they don’t understand or challenges their way of doing things
they will immediately resist. The moral guardians cry that we must defend society
from these violent video games but they have little understanding of the games
themselves. Video games are a great way to relax and perform acts any sane and
reasonable person would never attempt in real life. While “it’s for the
children” makes for a great rallying cry we can’t forget that violent games
aren’t made for them. That’s why this Tuesday I’ll be happily navigating an
expensive sports car down city streets while being pursued by police
helicopters with no idea in my head that I should ever try it in real life. After
all, it’s just a game.
I totally agree with what's said in this post. I feel like the reason people, specifically parents, blame video games for "all that is bad" is that they do not want to admit that they've failed in what they're supposed to be doing--parenting. Yeah, certain video games are violent, but if the parent fails to help their child(ren) make the distinction between what's real and what's fake, what's acceptable to do and what shouldn't be done, then that's the parents fault, not the video game's.
ReplyDeleteI also like how to call video games as a new media and compare it's struggle with when other types of media first came out. All these things play important roles in our life now, but before they had to go through a trial period before people accepted them. I'm sure within the next decade or so people will ease up on the hate against video games, and I'm looking forward to that.
The media will always bring up this argument whenever a violent video game is released, even though its a very weak one, because it always stirs up controversy, and its a very obvious analogy to make - "look at this video game that involves the player killing people! This could be dangerous if someone were to misunderstand that video games are not reality!" But nobody blames violent movies for inciting violence, maybe because in movies, you aren't "playing" the main character.
ReplyDeleteBut you cannot argue with the numbers, the evidence is still against the idea that video games cause violence.
In all of these cases where video games have been blamed for some tragedy, it is clear that there were much greater factors, like mental health or home life, that were at work - blaming it on video games is just a tool for the media to stir up controversy and get ratings. Sadly, it works, because people still believe it. I don't think that watching breaking bad would inspire chemistry teachers to manufacture illegal drugs in real life, but the media would probably spin it like that if they could, because they would get ratings.