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Violence in Videogames and You
Written: 05/07/06

For more than a decade, video games, and the violence depicted in many of them, have been a scapegoat for many of society’s ills. Since then, many studies have been conducted, and as of yet, none of them have been able to show any direct correlation between the consumption of any violent media, including video games, and a subject’s resultant behavior thereafter. In fact, several studies over the years have shown that, contrary to popular opinion, gaming as a hobby can be highly beneficial in many ways.

Almost since the inception of the industry, video games have been under scrutiny for the violence depicted in them. As far back as 1976, a game called Death Race, released by Exidy as an arcade game, fell under fire. News reports from CBS’ 60 Minutes and NBC’s “Weekend” news show led the charge at decrying the images depicted in the game. While the object was to use a vehicle to run down fleeing “gremlins”, many felt that the stick-figured objects resembled men, and so the controversy began.

Sixteen years later, Midway would release an arcade fighting game by the name of Mortal Kombat. Popular for it’s extreme amount of violence, blood and gore, the game was called out by then Senator Joe Lieberman in a senate investigation into violence in video games. Also under scrutiny by Lieberman was Night Trap, a Sega CD game by Digital Pictures utilizing live-action scenes in full-motion video displaying implied sexual themes and violence. These two games led to the creation of the ESRB, or the Entertainment Software Ratings Board, a self-regulating entity that places ratings and advertising guidelines on video games, much like the MPAA does for the movie industry.

Once again, game violence became a hot topic when Columbine killers Eric Harris and Dylan Klebold were reported to have extensively played first-person shooters such as Doom and Quake for several years. Just this year, medical malpractice attorney Jack Thompson, has been leading the charge against video games, decrying games such as Grand Theft Auto, for their excessive sexual themes and violence. Yet over these past three decades, have any studies shown a correlation between playing these games and becoming more prone to violence?

Before we delve directly into such studies, it’s helpful to think of the broader spectrum of behavioral science. For years, scientists have debated the merits of whether we as people are shaped more by our genetics or by the influences in our environment. Ultimately, it seems that the truth lies in the middle. While genetics and factors such as mental disposition predispose us to act and react in certain manners, our environment definitely acts as a catalyst to said natures, and more than likely helps to influence one’s development. The balance between both depends highly on the situation. The chief factors are the perceived severity of the environmental influence and the current emotional, mental, and physical state of the person affected.

With that said, the question then lies with the severity of the environment imposed by violence in media. As comparative case studies, Canada has the same amount of violence in their media, as well as more guns per capita than the United States, yet proportionally only have a fraction of the killings. A similar case study can be found in Japan, a country where fictional violence is arguably far more widespread than in the U. S., but the country’s murder rate is about 800 per year in a population of 130 million. In comparison, New York City alone had close to six hundred murders in a population of eight million in 2003.

Over the years several studies have been done on the effects violence in media has on behavior. The common thread to all these studies is that while there is a link between violent behaviors and reactions when subject to extremely violent media, the relationship is a casual one. That is, there is no evidence that there is a direct link between violent images and violent behavior in all media, including video games.

In fact, many studies show that when it comes to video games, there also seems to be a casual link to a decrease in violent moods and behaviors after playing a violent video game. This shows that for many, video games may serve as a cathartic release for aggression they cannot release under normal circumstances.

Following many of the killings that have been widely associated with video game violence, such as the infamous Columbine school shootings, several cases have been brought to court against companies such as Nintendo, Sony, and Take Two, for publishing and developing these games. Yet, in every case, judgement has been passed in favor of the defending companies without invoking first amendment rights. These judgements have supported the idea that whether or not there is some effect on behavior when exposed to violent games, ultimately the responsibility of those behaviors lies with the individual. Bearing all this information in mind, the question becomes: if all these studies are inconclusive, what has been found concerning the effects of games on individuals?

Thanks to continuing study in this field, there has been some evidence that there are benefits to playing video games. One such study by Professor Talmadge Wright at Loyola University, showed that there was evidence that the high level of social interaction led to an increase in group skills. In his report he states that, “games such as Counter-Strike that rely on trust and co-operation give rise to strong communities and good friendships.” Once again, he reinforces the idea of cathartic release by stating that, “it offers you a way to play with things you may be scared of in a safe way where there are very few consequences." One British study showed that those who had played games for at least five years were on average, “highly intelligent, motivated, and achieving people”. A follow-up study revealed that those same people found success in scholastics and worked at more demanding jobs than the average.

Ultimately, the effects of violence in all media, particularly in video games, seems to have been sensationalized by the news media. While regulation and the implementation and enforcement of ratings for games is a welcome development in protecting and informing the general public, the idea that the inclusion of violence will lead to an increase in violent crimes and violent behavior is not supported by the evidence currently available. In fact, that evidence currently supports the notion that video games largely benefit individuals in society. As video games grow and mature as a media, one can hope that acceptance for it will come much the same way it did with music, theatre, and film in the past: with time.

Andres Rojas, Staff Writer

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