Video games make up a multi-million dollar industry. From the start of their release in
the 70s, parents showed concern about the effects the violence could have on
their children. As the industry
grew, so did the competition between manufacturers. The change in content was quick and dramatic; the details of
the violence improved along with the advancement of the technology. Let’s take
a look at the violence in these games and the challenge I put forth to the
industry.
The most popular video games are not the educational or
sports ones, but the ones containing shooting and killing. The goal of these games has
always been to shoot ‘everything and anything that gets in your way’. Earlier games like Space Invaders and
Wonder Boy used cartoon-like characters killing aliens and monsters and lacked
the gore used in today’s games.
Now games depict realistic looking people and include sprays of blood
that cover walls and floors near a character and explosives bursting people’s
bodies into small but recognizable body parts. Video games have always included violence but now the realism
and gore has caught up to the level of violence in the games.
Violent video games are played by people of all ages, not
just children. To point out that
there is a rating on the games does not eliminate the problem of the violence
contained in them. Parents can
control, to the degree they choose, the games that their own children
play. But those of age can buy and
play any game they want and are generally the ones in our society who carry out
the most violent crimes. I believe
that continually watching or participating in simulated violent acts is
detrimental to the development of a healthy human mind. It can also give people ideas that can
be simulated or acted upon.
I often hear people say that the world today is not the same
world it was when they were growing up.
I guess depending on your age that could leave a range of what time
period they were talking about.
But let’s ‘just’ go back 50 years, to 1963. Yes, society certainly had its problems, it always does, but
the level of violence that has changed in our society in ‘just’ 50 years is
astounding and frightening. Second
amendment rights were still in full force in 1963, but the number of guns on
the street and the types of guns were nowhere near where they are today. Fifty
years ago, ‘bad people’ could not get new bad ideas to act on from video games,
movies, or the Internet. But I am
starting to digress, so let me get back to the point of today’s post.
Surfing the web, one can find many entertaining sites. I see posts shared from friends from
U-tube and other sites that are unique, funny, and entertaining. Violence is not the only topic that can
entertain. The challenge
for the video game industry is to try to come up with a new wave of games that
does not include shooting. I am
not saying this will happen overnight since the industry’s beginnings were rooted
in shooting. But what I strongly
believe is that there is immense creativity in our society and that creativity
goes beyond being boxed into guns, knives, and explosives for entertainment.
There are so many advantages of changing the focus of video
games away from shooting and violence.
Most importantly, we would not be putting detailed violent images into
the minds of children and older people who play the games. Secondly, parents would likely support
and might even buy more games for their children if they didn’t have the violence,
increasing sales for the industry.
Additionally, depending on what the creative minds come up with for new generation
of games, they could increase future creativity in those people who play the
games.
As a society, we have become obsessed with violence. This is not only seen in video games, but
also in movies, television, the Internet, and what the media covers. Violence always seems newsworthy,
whereas fresh stories with new ideas does not. We need to start somewhere and for this I set forth my
challenge.
As a teacher and the president and founder of a non-profit
music and arts organization, I know firsthand how creative our
youth are. They are advancing to
great colleges with fresh ideas.
They are entering the workforce with new, innovative ideas. I challenge them to come up with a way
to transition the video game industry into a less violent one. Make something else the new
cool besides blowing up someone’s brain with a machine gun or slicing
off someone’s body parts with a machete.
Who knows, maybe in 50 years people will say it is not the
same world today that it was 50 years ago when all that violence dominated our
society. Wouldn’t that be
nice? But I certainly hope we
don’t have to wait 50 years.
Linda,
ReplyDeleteI admire and support your objectives, but must disagree with your assessment. There have literally been hundreds of studies of the psychological impact of violent video games, but the scientific data consistently finds that they have no significant negative influence. Indeed, a very recent study by a professor who was hoping to prove the case for their negative influence, found compelling results to the contrary. These video games were actually improving certain cognitive skills; specifically a skill called cognitive transference, where a skill learned in one situation can effectively be applied to a different situation. The report was on CNN just this week.
Children, especially boys, have been playing cowboys & indians, cops & robbers, army soldier and secret agent for many generations. Video games only seem more violent because technology makes the graphic representations quite vivid and real. But the truth is that they are no more vivid and real than the active imaginations of 10 year old boys.
The solution is not to take away the fake violence. The solution is to take away the real violence. Personally, I think it is laughable (well, it would be laughable, if not for the fact that so many people are falling for it) that the NRA is successfully blaming fake guns for the harm being committed by real guns, which they say we should not restrict. The NRA wants to blame anyone and anything except the actual gun.
I am not a fan of violent video games. I'm not really a fan of any video games. But if we want to help reduce violence in our world, let's focus on real violence, not fake violence.
"These video games were actually improving certain cognitive skills; specifically a skill called cognitive transference, where a skill learned in one situation can effectively be applied to a different situation." .... hence my challenge...find other games that do the same thing that the kids, including the boys, will WANT to play.
Delete"Children, especially boys, have been playing cowboys & indians, cops & robbers, army soldier and secret agent for many generations. Video games only seem more violent because technology makes the graphic representations quite vivid and real. But the truth is that they are no more vivid and real than the active imaginations of 10 year old boys."...I respectfully disagree. 10-year old minds do not imagine blood and brains splurting out of heads, body parts chopped up, etc. unless they have some prior image to base that idea upon.
"The solution is not to take away the fake violence. The solution is to take away the real violence. " ... I propose taking both away, but the video game violence is the focus of this post. Violent video games serve no constructive purpose other than to entertain and my challenge is for the industry to come up with a more creative way to entertain. Why not?
I have to agree with Mark. I admit that yes, I am in my 30s, and yes, I play video games from time to time. The ones I play are usually centered around war games or quest games. I have been in two fights in my entire life, the last one when I was 15 years old, and am a perfectly well adjusted person who abhors real violence.
ReplyDeleteI do think that playing too many video games in general can help trigger violence. I've had friends when I was younger and seen it in students...they become reclusive and anti-social, and disconnected from reality. They go home from school and play all day and night. I think kids like these who disconnect themselves often become unmotivated and loners, and those seem to be the types that pull the Sandy Hook type situations to me. But I wouldn't say it's the games. A lot of it is parenting, and parents who let their kids do it. My mom and dad would tell me "that's it, go outside" after a while and I would do it. It's disgusting to me to see how many kids are addicted to electronic devices. Whole families go out to dinner together and the kids are in their phones.
Mac, I agree that parenting is the largest piece of bringing up children. What I do know first-hand is that watching violence and the escalation of its gore DOES desensitize those who watch it. It did so for me and our two sons. That is why the industry (not just video, but movies and TV too) 'up the ante' and feel they need to make it bloodier, gorier so that it is more 'exciting' for people to play/watch. My challenge is to be more creative ...find other ways to entertain... I am confident that if the industry gave it a try (uphill battle for sure), with the right creativity, we might all be pleasantly surprised.
DeleteWhat is so exciting about violence anyway? That is what we as a society need to work on changing. Violence should not be entertaining.
As a video game programmer for many years, I think there is more the industry could do these days. Back in the day, we used to police ourselves. For example, there was a game where objects were thrown out a window and the player had to "catch" them on his head. The objects were usually benign, like balloons. But every now and then the object would be more sinister, like a bomb. If you catch a bomb, you lose. But you know what happened? Before the game went into production, we changed it. We had a conscious. It didn't seem right to have 12 year olds playing with bombs. So we changed it to a feather. The feather makes you sneeze and you drop everything you caught. Game play still worked, but sans violence.
ReplyDeleteAnother example. For one game, the written plan was to "blow up" the villains. But when I programmed it, I took a rather loose interpretation of that phrase and instead had the hero pull out a bicycle pump and furious work the plunger so the villain would inflate like a Macy's Day Thanksgiving balloon until he would eventually pop. Technically, I followed the spec, I "blew up" up the villains. Management at that time thought it was funny and went with it.
In both these cases the games did very well. Violence wasn't needed. The games were fun and worked to the goal of entertaining and challenging the audience. I don't see that much anymore. The focus is on gory graphics with very little challenging game play. It's mindless. The violence seems to be a filler because there isn't much else to the game. As a former insider, I think the industry could do better. They used to do better, and then they got lazy.
I wholeheartedly agree...thanks for sharing from your point of view...a video game programmer!
DeleteLinda,
ReplyDeleteI agree with your premise. It's time for the entertainment industry to take some responsibility. Why do we need a game where the object is to kill the police? The youth of today is bombarded with too much violence.
I also think it's time to take a look at some of the medicines our youth are on. Both the Colorado shooter and Connecticut shooter were taking prescribed medications. What were the side effects of these medications?
Finally I don't think the real gun and more restrictions are the answer (excepect for assult rifles). Guns have been around for centuries. More restrictions will not stop the person that wants to commit a crime. Look at some of the cities that have very restrictive gun laws. Crime rate does not drop in these cities. Instead let's look at the children that join gangs because of a lack of a stable family. Alot of these children need both parents to be involved in their life.