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On video games, psychology, and society

From the limited information I could glean from RockPaperShotgun (thanks a lot to Cobra5), it seems like too much sensationalism, in both the original research paper and the subsequent reports of it, has trivialized or missed entirely one noteworthy observation from the study. Because games increasingly simulate realistic scenarios, they either insinuate or allow gamers to create on their own certain ideas that, although easily dismissed when examined in isolation, could contribute to behavior not present in non-gamers when enough motivation has been applied.

For example, although it's hard to imagine anyone headbutting bricks in the hopes of getting green mushrooms from them, no matter how much Super Mario Brothers they've played, it's not so far-fetched that a high school student who was picked on one too many times modeled some aspects of his shooting rampage on the shooting game he played often. We gamers demand increasing amounts of realism from games, not just in graphics or sound but also in AI behavior and immersion. Military and police tactics, human reaction to danger both individually and en masse, the number of bullets it takes to kill or maim a person when shot at different body parts, the way to tell how many bullets are left in a gun... these are just some examples where video games have modeled real life with increasing accuracy. Although almost no one will ever mistake them for real life experiences, this type of conditioning, or rather training, is experienced by millions of gamers everyday.

Adding to those experiences the most important one of all, the satisfaction I get from violently killing people who piss me off in games, the overall effect could be significant. I am not a violent person by nature, I avoid killing as much as I can even in games. However, every time I get busted in Grand Theft Auto, I get the nearly irresistible urge to kill every police officer in the game. If I have saved and no longer want to continue a gaming session, I then conclude it with a murderous rampage. It always ends in my own death, of course, but the feeling even in death is liberating and glorious. One could get used to that kind of feeling. The remorse comes after, and it's a lot less, I expect, in a game because there is no real consequences. What about someone in rea life who no longer cares for consequences? It's quite common for people who suffer serious depression. They feel no hope and see only bleak future for themselves. What if one of them developed depression as a result of excessive bullying from others? If he were religious and read the Bible a lot, he might follow Jesus and turn the other cheek. If he played GTA a lot, he might remember the great satisfaction of murdering as many as possible the people who messed with him. If he didn't know anything about guns or violent rampage, he might not even know where to start such an endeavor. Or he might have acted it out dozens of times already in a game, with many aspects closely resembling real life.

That is the real danger associated with violent, realistic video games. Many of the most vocal opponents to these games make exaggerated claims. Doom and Quake were not responsible for Columbine. GTA is not responsible for any of the subsequent mass shootings. I have played video games of all sorts at least 20 hours a week (40 during breaks) for the past 10 years. I have never seen health bars or experienced hand twitches (could be I am mainly a PC gamer) or moved like a game character. I have often imagined life as a gamer character, but I've also often imaged life as a cartoon character. However, I do know the concept of cover when sniping, flanking during shootout, and casually dropping bombs disguised as mail or presents or luggage. I can keep track of the number of shots I've taken with a regularly used gun without looking at the HUD. I know the most reliable way to kill is a few shots to the torso and a shot to the head. Most importantly, I know killing my enemies feels like nothing else in the world. I know these things, and so do most other avid war gamers and action gamers. I have never shot a gun before, and I don't even have one. However, I live in Texas and could probably get both the gun and the training pretty easily. I do not know how to make explosives, but I am a Ph.D. student who was Valedictorian in high school, so I could probably learn it if I wanted to. Thank God I am well adjusted. I embrace God and the American Flag and apple pie. I believe everyone should be able to live free and pursue their own happiness.

But God helps whoever tries to take away my freedom.

Games do not make people violent, certainly not to the point of becoming killers. They do, however, give people ideas. Normally, these ideas are dismissed as fantasy. Even if doable, the vast majority of people would never seriously consider implementing them. However, once in a while one person is so down on his luck that he sees nothing good in his life. Life is more a burden than a joy to him. He has been oppressed, humiliated, or injure too deeply or one too many times. It is at this moment that all those gaming experiences come to him. There are two ways to deny a person the ability to do something: deny him the will or deny him the means. Video games open the door a little bit on both ways.

I hope whoever is against video game violence is also against guns and school bullying and workplace harassment. These contribute to violence a lot more than video games, even for the high school killer who said he played a lot of Quake. But even that is not the best solution. We should each be nicer to the people around us. We should let them know that they are not alone, that there is always hope and a helping hand. We should love our fellow man.

Otherwise, no amount of laws or other restrictions can stop violence in our society. Some people always find a way.