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Chomper
01-09-2007, 10:08 PM
THis essay was done for an assignment in my highschool English Advanced Class. I am sorry if the format is a bit off, it was too big to put in the word document. Again, I would like to thank everyone here for helping me on this and I am sorry for any mistakes / errors / misinterpretations which I show. Ill keep my flame hat on just in case heh.


Violent Video Game Controversy –
The Pixelante Nazi Thugs and the Culture of Violence

Imagine waking up one day and going through the same routine you do everyday. Take a shower, brush your teeth, comb your hair, get dressed and go outside. But instead of going to school, you ditch class and steal a car while you shoot an Uzi out the side window. Then you wake up another day and find yourself in the midst of an alien invasion, jump into a tank and start ripping your way through the creatures with chain guns and a healthy dose of fragmentation grenades. If that’s too mundane for you, you can go take a chainsaw and start mauling random people, screaming for their lives. No one would actually think about doing these things in real life, but in video games violence can be a common theme. Not surprisingly, simulation of such events has created quite an uproar across America.

An interesting discovery in my research of violent video games is that scientific research often failed to support the views of video game opponents. The opponents are consistently of the older generation who are afraid for the children’s development. I found gamers to be not a product of violent video games, but rather a subculture resisting restrictions placed on their lifestyle. Therefore, the American culture is actually diverse and created from subcultures. In addition, it has not paid attention to the true causes that give children the will to do such violent acts and use violent games as a scapegoat.

The big question in the violent video game controversy is whether these violent games cause children to commit such violent acts such as the string of school shootings lately and other killing spree-like massacres. The issue has been raised throughout almost all aspects of society from radio, politics, the news, the gaming industry, religion, schools, and the family. However, it is evident that violent games themselves are not the only factor involved in real life violence. In fact, many other factors including mental disorders, poor parenting, and abuse are more often the root of these acts of violence.

The Crusaders
The greatest opposition against violent video games mainly comes from Christians, concerned parents, politicians, and lawyers. These demographics usually consist of the older generation that are much more conservative in their thinking then the younger generation. The main argument of the conservatives is that violent games cause violent people. Christians often have negative views towards video games due to their sexually explicit, violent, and rebellious nature. The aggressive view towards games has only been catalyzed by the addition of religion into actual games such as Kakuto Chojin, Castlevania. These games contain ‘pagan’ icons and blatant criticism of religion. Parents are probably the biggest and most influential players in the controversy. They are concerned for their children and the effect of violent games has on them. Such concerns often stem from first hand experience with children who exhibit behavior that they view as abnormal. They say that children aren’t naturally supposed to do these things and that they are being driven and conditioned to do violent and antisocial acts by these games. Politicians, eager for more votes, have both attempted to investigate these violent games and to create legislation against them. Nevertheless, the judiciary often destroys them due to constitutionality issues. Lawyers represent those who have been once wronged by these violent games. Usually these lawsuits run in the millions of dollars given the video game industries 7 billion dollar revenue (ESA). One of the most controversial of these figures has been Jack Thompson. He has sponsored numerous anti-gaming bills, represented plaintiffs in the fight against the video game industry, and has taken a proactive approach to attacking violent games. He is not only convinced himself that violent video games are evil, but also considers gamers themselves to be immoral.
“WARNING! FACT ALERT FOR ALL KNUCKLEHEAD PIXELANTES!FOR ALL YOU GAMER MORONS WHO CLAIM, SANS YOUR FRONTAL LOBES, THAT THERE IS NO EVIDENCE THAT PLAYING VIOLENT GAMES CAUSES HARM IN MINORS, PLEASE READ THIS, IF YOU'RE STILL ABLE TO READ. HOOAH!” (Jack Thompson)
He has also compared gamers to “book burners”, “skinheads”, “nazi-thugs”, “pixelantes” and many other derogatory statements. This quote, and many more comments like it, shows how divided the two sides have become over this issue and illustrates the extreme differences between them.

Legislation
So far those groups of people have tried to put restraints on video games similar to alcohol and tobacco but have failed due to 1st Amendment protection (specifically free speech). These include an Oklahoma bill which would ban sale of ‘inappropriate material’ to minors, but was deemed too broad to be made enforceable. A similar California bill, signed into law by Governor Schwarzenegger, was deemed unconstitutional by a judge because children have the right to free information (gamespot.com). Countless other laws try to restrict teenage rated games from minors because of violence, and they have mostly failed. These bills are often made to equate violent games to pornography. A new terminology was created to show the connection, known as “killographic” by Dr.Walsh, a major promoter of video game legislation (NIMF.org). The only progress they have made is to restrict mature games in some states from falling into the hands of minors. Usually, the consequences for breaking these laws range anywhere from a hefty fine to actual jail time (http://www.davis.ca/community/blogs/video_games/).

Chomper
01-09-2007, 10:10 PM
The Gamers
On the other side of the table, we have the gamers and the video game industry. Their demographic often consists of young males, although there are a growing number of adult and female gamers. Gamers largely disagree with the connection to game violence and real life violence and hate regulations on their hobby. First, many gamers view violence as an important part in many of their games. Secondly, they think that the violence that is supposedly caused by video games can be explained through other avenues. These include poor childhoods, abuse, and mental problems. In addition, they argue that violent video games are not a unique element going against society, but rather videogames are a mirror of society. In addition, this kind of hatred to a new media form has been repeated over and over again in history; Comics, TV, music, the internet, movies, and even books have all been victims of social backlash. Finally, they dislike how many who criticize violent video games are out of touch and do not properly understand video games, having never played the games themselves. The video game industry has taken similar stances but has used its influence to fight legislation that attempts to regulate the industry. However, gamers are not free of extremists either. A number of young gamers have aggressively harassed Jack Thompson for his views; One threat even read: “For this, sir, I AM GOING TO F***ING KILL YOU!!!" (gamepolitics.com)

The Statistics
A large number of statistics and studies have been performed on the subject of violent video games. What we see from these are that people who oppose violent video game exaggerate their effects in order to make them scapegoat. There are many other factors that effect children that cause them to commit violent acts. For example, in the Columbine massacre, other factors such as problems with family, bullying, and psychological problems (http://www.slate.com/id/2099203/). Videogames were merely one thing more that added on to the innumerable amount of factors which caused them to go berserk.

Few people actually snap. “The researchers found that killers do not 'snap'. They plan. They acquire weapons. They tell others what they are planning. These children take a long, considered, public path toward violence." (Chicago Sun Times). This thoughtful planning is not something that a video game can trigger due to conditioning. According to the US census, crime is at an all time low at 50 violent crimes per thousand despite increasing violence in games. One study even proved otherwise; it was shown that people who preferred and played violent games did not show any clinically increased level of aggression than people who preferred non violent games. (Aggressive Behavior 2002. Vol 28, No 2, pp 134-144). Other studies that showed only a casual link have been assumed by anti-gaming activists as proof. However, they are often biased and not direct in their proof or purposely misinterpreted. There has been no direct casual link between violence in games and violence in real life in any of these studies. The claim that violent games cause "increased aggressive behavior, thoughts, and affect; increased physiological arousal; and decreased prosocial (helping) behavior” (American Psychological Association) has been denied by a large number of studies, including Anderson and Ford, Winkel et al, Scott, and Ballard and Lineberger. The actual connection between real life violence and video games is, at best, vague and contradictory. Playing video games will not cause people to do such violent acts; other factors have to be involved. The casual relationship shown between the two does not mean that violent video games actually caused violent action.

The American Culture
It is important to note that few, if any, within the gamer culture are spouting the same argument as the moral crusaders. In today’s society, the older generation are often the conservatives and the children are often more liberal. The cultural changes in modern times have frightened and angered many conservative. This is a parallel to the First and Second Great Awakenings in American history where the conservatives have rallied together (temporarily) in order to halt the degradation of society. In their case it was the growing secularism gripping the country which caused them to rally, but today the issue is an increasingly liberal society.

This gap between subcultures is also evidence for a gap between generations. The older generation has a difficult time understanding the younger generation, and vise-versa. For example, when National Institute on Media and the Family, claimed that Stubs the Zombie was promoting cannibalism, a gamer pointed out that player took control of a zombie and that it merely represented a cultural myth. In addition, the older generation is also often disconnected with the technology that the younger generation idolizes. Senator Ted Stevens, part of a committee to regulate the internet, said that the Internet: “is not something you just dump something on. It's not a big truck. It's a series of tubes”.

In order for someone to commit a violent crime, they need the will, the skill, and a weapon. Video games don’t help in acquiring a weapon to commit these crimes with, but it does give the tactical skill to plan such an act. Both police and the military uses video games as simulators in games like Americas Army. They mainly provide mainly tactical data and techniques in order to deal with different situations. This gives the tactical skill seen in many of these violent crimes even though the kids involved never had previous firearm training. However games will not give the individual anything near to the experience as actually practicing with a real gun. If it were the army and police would train their people solely in simulators due to its practicality.

However, it can desensitize an individual by the repetitive acts of violence played out on screen. Desensitization due to gaming is fairly significant as shown in a number of studies, including ones done by Thomas, Horton, Lippincott, and Drabman and another done by Linz, Donnersein and Adams. Although the actual degree of desensitizing is debatable, it does not give the actual will to do such acts. Only a casual link has been drawn between virtual and real life violence; just because someone is desensitized to violence does not directly dictate that the person is more susceptible to violent crimes. Self control allows the individual to be in charge of his own will and whether or not he actually pulls the trigger. Depicting the entire populace as being so easily led, even programmed, to violence is simply demeaning. The populace would have to be totally unable to distinguish between reality and fiction. People as a whole have a great deal of self control and a safe grasp on reality. Frank Zappa summed it up nicely when he responded to accounts that his violent music caused violence: “I wrote a song about dental floss but did anyone's teeth get cleaner?” Therefore, the people who actually commit such crimes are actually people who cannot control themselves. Those with mental disorders and abuse are the most vulnerable to events that trigger violent acts.

The idea that children are targets of these violent video games is also a false notion. The very word “game” implies the false notion that this suddenly makes it appropriate for kids to play it. In reality, over 60% of the current gamers are 18 or older. So in order to cater to this market, the video game industry has catered to a more adult market. Parents also make the purchase with the children (or for the children) 83% of the time (Henry Jenkins). In addition, the industry has been able to efficiently govern itself in such matters and has created its own ratings system, the ESRB. The parents have enough tools to control their children’s intake. Unfortunately, most do not take the time to take these reviews seriously. So instead they have to find a whipping boy. As one gamer stated it “Parents cannot admit their own failure at times and have to have something to blame when Timmy goes nuts and kills his class with a spork.” (Demontestament)

Video games are often the focus of discontent over the recent perceived increase of violence (despite declining violent crime rates) and has been blamed for more then its fair share of the problems in society. Consequently, the violent video game controversy has shown how divided America as a culture is. The special interests, numerous lifestyles, and diversity of America have led to a large amount of fragmented subcultures, each one with its own beliefs and goals.

KN
01-10-2007, 07:03 AM
That's pretty epic. Sure your teachers aren't going to get thrown off by Thompson's all caps idiocy? They probably won't believe a grown man ever said that.

kurisu7885
01-10-2007, 07:36 AM
That's pretty epic. Sure your teachers aren't going to get thrown off by Thompson's all caps idiocy? They probably won't believe a grown man ever said that.

Sad part is there's proof out there.


Anyway, I agree with KN, ****ing epic dude. I loved reading this.

Beacon
01-10-2007, 02:01 PM
Very well written. Very professional. You do a great job making your point without coming across as overly biased.

Grahamr
01-10-2007, 02:56 PM
That was a lovely essay, i din't read the whole deal, but read the part about jacking cars and fighting aliens and lol'ed. Can i show you mine?:confused:

I have it in word and can copypasta it to here, but i don't want to derail the topic.


HINT: My essay thingie points to ancient rome as part of it's argument....nowadays, people watch acts of violence in a benign virtual world instead of watching real human beings and animals kill each other for amusement. That, i believe, is an extrordiary improvement.

Yukimura
01-10-2007, 06:52 PM
That was extremely well done and very professional looking. Kudos.

Your fact checking, analysing, and researching are to be commended and praised.

BRAVO!:D

Chomper
01-11-2007, 01:26 AM
Thanks guys for the compliments. Unfortunetally my teacher was a bit biased. I had to present this in a powerpoint and I used a video as my hook. The video consisted of numerous scenes of violent videogames, but when the video was midway through she said "Well I know what side im on"... :( After we had a lengthy arguement where she tried to find something negative. Although it wasnt all negative, she did try to connect video games with the recent of poeple getting lost in the wilderness. Shes a little wierd so I just gave up at that point.

I got an A- on the entire thing. Only 'negative' things she could find was that I stated facts which I did quote. Unfortunetally, since ive been tracking this subject since before the project was asigned, I thought these things was background and shouldnt need to be explained.

BSG
02-05-2007, 01:38 AM
Well done, but a few glaring spelling mistakes. I think the language could have been spruced up a little, too.

Otherwise, I would've liked to have seen more political/first amendment talk. You scratched the surface with parenting.