Are VIDEO GAMES Training Young KILLERS?

Submitted by realitycheck on March 8, 2006 - 10:36am.

Today is my last day on earth," Eric Harris wrote on his Internet web site on April 20, the day of the massacre.

The bloody massacre that left 15 dead at Columbine High in Littleton, Colo., including the two alleged teenage killers from self-inflicted wounds, was executed with the precision and detachment expected of battle-tested mercenaries, not high school seniors living in suburban homes.

Like characters in the violently interactive digital games Duke Nukem, Quake, or their favorite, Doom, eyewitnesses say that Eric Harris and Dylan Klebold told their victims why they were going to kill them, then laughed after shooting them at point blank range.

Those video games and many others have received very little attention from adults, despite an increased awareness of television violence and its effect on children.

"Despite being played for years, Fantasy-Role Playing Games (FRPGs) have been studied very little," said the British Psychological Society in an article in the British Journal of Psychology entitled "The Personality of Fantasy Game Players."

The British study made one startling conclusion that seems to fit Harris and Klebold perfectly. "FRPG players," said the BPS report, scored "significantly lower on the measure of empathic concern, which assesses 'other-oriented' feelings of sympathy and concern for unfortunate others."

If Harris and Klebold felt any sympathy for their victims or were aware of their pain they apparently didn't show it, according to survivors who said that the black-clad gunmen moved through the school firing guns indiscriminately while hurling homemade bombs.

Since the creation of Dungeons and Dragons in 1974, FRPG's have become increasingly violent and interactive as they have become computerized and moved to the Internet. But unlike Dungeons, which is enacted by players like a play and only involves stage deaths, computer games like Doom can simulate much more gruesome scenes of violence like decapitations, dismemberment, and explosive annihilations of opponents, which the video game industry terms "the kiss of death."

Some experts believe that violent video games like Doom and Mortal Kombat, which arm the player with simulated weapons as he blasts his way from one dungeon-like chamber to another, killing as many cyber villains as he can, may be as effective in training killers as flight simulators are in training pilots.

"When children are actually rewarded for killing people, the behavior is more likely to be repeated," said Dr. Carole Lieberman, a psychiatrist who studies the effects of violence and wrote a chapter on video game addiction for The Doctors Book of Home Remedies for Children.

But with so many children exposed to violence on television as well as in video games, many are calling for the entertainment industry to take more responsibility for its products.

"Self-restraint is going to be the battle cry of the future," said Oklahoma Council of Public Affairs executive director Brett Magbee, who wants the industry to police itself.

"They make violence seem like a big game," Magbee told CNS. "But there are consequences to violent acts."

The American Psychiatric Association, unlike its British counterpart, hasn't released any reports on computer game violence; however, it has studied the effects of TV and movie violence and has found a correlation between real and simulated violence.

"Ignoring consequences of violence (including the pain of victims, the victims' families, and the families of perpetrators) or depicting the consequences unreasonably sets in motion a destructive encoding process," said the American Psychiatric Association in a fact sheet entitled Psychiatric Effects of Media Violence.

"Individuals with greater exposure to media violence see the world as a dark and sinister place," said the report.

Others Argue this point:

THE MILITARY AND GAMING:
The military has long been aware of some of the side effects of video warfare games. "Some of the best fighter pilots we have grew up playing these games," Electronic Warfare Digest editor Brian Sheehan told CNS.

Military fighter pilots are tested for psychological balance as well as physical health; Sheehan added that in his opinion violent video games would probably only have a negative effect on disturbed children.

Now for MY opinion:
Well, I think this is tricky. I like video games. I have a PS2 and love Mortal Combat, Tekken and other fighting games. I beat True Crime in four days. But I think that it is a lot different for a 20 year old to play these games than it is for a 13 year old. BUT, even if a parent removes these games from their children movies are just as bad - Saw 2, Kill Bill, Seven - all not only feature graphic killing but are basically a "how to guide". What's the solution...I don't know.

Sources: http://missourifamilies.org/features/adolescentsarticles/adolesfeature1.htm
http://www.trhickman.com/Intel/Essays/Ethic2.html
http://www.freedaily.com/articles/990424n2.html

Like Great Debates? Read another blog: http://bloggerparty.com/the_military_infiltrating_high_schools_an_outrage

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No

#51218 On March 8, 2006 12:32pm pchan33 said,
pchan33's picture

Parents are responsible for what their kids do. Video games do not raise children, parents do. Kids dont have jobs, they dont buy their own stuff. If the parents let little billy play xbox 24/7 and dont teach him right from wrong, it is the parents' fault, not xbox.

Dreams Matter.

http://www.associatedcontent.com/user/6562/pchan_stockton.html

ps

#51219 On March 8, 2006 12:33pm pchan33 said,
pchan33's picture

Forgot to mention that I always like reading your blog :)

Dreams Matter.

http://www.associatedcontent.com/user/6562/pchan_stockton.html

Thanks pchan33

#51224 On March 8, 2006 1:10pm realitycheck said,
realitycheck's picture

Thanks for the compliment!

No

#51238 On March 8, 2006 1:43pm Anonymous said,

This kind of mindless accusation is what drives the general populace into irrational fear. The effect of video games on sane well adjusted people is nil. However the effect that games have on traumatized teens or other "troubled" individuals is similar to the effects that narcotics or suggestive literature or any other external stimuli may have. It would be like looking back at those kids and saying. They all went bowling before the massacre so bowling trained them to be killers. Knocking over all those pins gave them the focus they needed to do what they did. The video-game violence issue is non existant it's a fear mongering issue drummed up by the media to sell commercials and newspapers. As with any entertainment it does not influence normal people and again as with other media it may drive the already maladjusted or less than sane to do things. If you want to see some reality go to http://www.pixelantenation.com

Post Hoc Fallicy

#51239 On March 8, 2006 1:44pm Anonymous said,

Learn about it.

Not exactly a post hoc fallacy.

#51250 On March 8, 2006 2:39pm IntricateGirl said,
IntricateGirl's picture

For it to be a post hoc fallacy, the two would have to be tested with controls and guidelines within a rigorous test to determine whether there is any cause between the two or whether it is merely coincidental.

Such a study is not easily applied to such a situation as this. The scientists would have to take babies and raise some with video games and some without. Then they study whether the group that played violent video games had any increase in violence over the group that did not play video games. And if there was an increase, they then have to determine whether it could be attributed to any other cause. They would do this by measuring all kinds of different things from how many books they own to whether they ate breakfast every morning. And then, if they find there is an additional cause, they have to determine what percentage each aspect played in making the child more violent. And let's say they did all this. This is still a very long study, and more importantly, it is unethical. It presupposes that there will be an increase in violence by those playing video games. In essence, they are betting on a rise in violence as their outcome. It becomes unethical because at some point either the study must end and these people who were intended to be violent must enter society, or they are nothing more than lab rats, and are there for the whim of the scientists.

There are a million fallacies which could apply. Because the relationship between video games and violent behavior is not easily tested, and we are unable to determine whether it truly causes it or not, post hoc does not apply.

http://www.surfjunky.com/?r=Intricategirl

Post Hoc does apply

#51255 On March 8, 2006 2:53pm Anonymous said,

Post hoc does apply as the claim is being made without the rigorous testing you described. http://www.fallacyfiles.org/posthocf.html the post hoc fallacy assumes a lack of proper study to support the belief in the statement. Thus we see the post hoc fallacy simply as a description of the use of a preceeding event to link preceeding event to a succeding event. If the validity of this cannot be verified the logic in the statement breaks down making it a post hoc fallacy. ie the post hoc fallicy is a means of explaining the ambiguity of using the fact that an event preceeds something to prove that it is the cause. The label fallicy comes into play in that it is a fallacy to use this as a means of "proof"

"If the validity of this

#51259 On March 8, 2006 2:58pm IntricateGirl said,
IntricateGirl's picture

"If the validity of this cannot be verified the logic in the statement breaks down making it a post hoc fallacy."

Mark it now, because I rarely admit I was wrong. This is one of those points. This statement makes complete sense, and I'll go along with it. :D

http://www.surfjunky.com/?r=Intricategirl

It is a concern.

#51268 On March 8, 2006 3:17pm Tottie said,
Tottie's picture

but how do you stop the tide? We have children killing themselves because they don't understand death is forever. Doesn't the actor return to life and do another movie. And where are our good role models? Certainly not in the games and movies that seem to promote violence and antisocial behaviour.

I do believe we have to give

#51275 On March 8, 2006 3:32pm IntricateGirl said,
IntricateGirl's picture

I do believe we have to give kids more credit than that. I think they fully realize that death is forever. But when you see your emotional pain as lasting forever, they believe that death would be a blessing. I'm not saying it's not a flawed idea- of course it is. But I sincerely believe these kids can tell the difference between an actor playing a role and real life.

Good role models? That's more difficult. Put out a movie like Rudy and it doesn't sell tickets. It's deemed to be dull. Because of its poor showing at the box office, the studios lose money. When they lose money they decide not to make any more of those kind of films. The kids don't watch them, and it has nothing to do with the fare not being available, because even when it is nobody goes to see it.

http://www.surfjunky.com/?r=Intricategirl

what about the parents

#51282 On March 8, 2006 3:48pm Anonymous said,

Where are the parents that used to raise their kids? I played roughly 40 hours of video games a week as a teen. But I was taught right and wrong and the effects my actions have on others. My parents had the time and energy to do this for 3 children and both work full time. They censored the video games I bought and rented and the Movies and TV I watched. And I've grown into a successful well rounded adult. I've never commited a violent crime, I work full time and pay my taxes. Why can't parents today give thier kids the same attention? It's neglect in my opinion. And no parent wants to take responsibility so they blame an external source in the 50's/60's it was rock and roll, in the 70's/80's it was violent Movies now it's video games. Open your eyes people the problem is parents. Everything else is just a symptom. Children have to be given a real life education and that's what parents are for but nowadays parents don't expect to have to do anything except feed and clothe their children. Fix the real problem parental neglect/apathy. Just ask yourself these questions.

1. Why did this "concerned" parent let thier child obtain this M rated videogame?

2. How did they not know their child was devoting extended hours to the aforementioned game?

3. Why did it only become a problem after media attention?

4. How come these parents know so little about their own childs problems?

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