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What Came First, the Violence or the Video Game?

by Nelson Rodriguez

On September 13th, a 25-year-old man walked into Dawson College in Montreal and went on a shooting spree that took at least one life and wounded 19 people.  News outlets were quick to point out that the gunman, who died in a shootout with police, enjoyed violent video games.  Headlines pointed to a link between the rampage and the games the murderer played.

Back in 1989 another 25-year-old, Marc Lepine, killed 14 people in a similar incident at another Montreal college.  Unfortunately, there was no large-scale Internet or GTA to blame at the time.  If violent games had been available back then, would a violence-obsessed Lepine have played them?  Would they have been to blame?

Montreal is the only link in these two cases, but I’d feel like an idiot claiming it meant anything at all.  Charles Whitman killed 16 people and wounded 31 at the University of Texas in 1966.  The Columbine Massacre that took 13 lives is so named for the school it took place in.  As a real-life parent, should I take this as proof that my child should avoid school?  It is the one overarching link in all these cases.

How about this for a crazy theory:  when young people commit crimes, there is a good chance they will do so in a familiar environment, like a school.  And, being young, they just might be players of video games.  And being obviously violent people, they might be attracted to violent games.  Cause and effect?  What video game does Saddam Hussein enjoy?

I grew up in the kind of neighborhood that so-called “murder simulators” like Saints Row and Grand Theft Auto try to simulate.  My best friend from elementary school was convicted, before his 21st birthday, of killing a man he claimed was threatening him.  My uncle is serving a life sentence, without the possibility of parole, because prosecutors say he murdered three people, execution-style, in retaliation for a bad drug deal.  Their crimes are what some of the more controversial video games dabble in.  They are the kinds of horrors the game industry is routinely blamed for causing.

Unfortunately, these men and their victims would never have had a chance to play the latest violent games.  The crimes took place in 1991, a year before the first Mortal Kombat ever hit arcades, and seven years before the clumsy top-view Grand Theft Auto.  These are men, like millions before them, who did harm to their fellow man because of something about them and their circumstances that entertainment could never have extinguished or encouraged.

I can’t claim to be an expert in psychology, nor in the methods used by scientists who suggest that simulated violence, in games or movies, desensitizes the average viewer to violence.  When news entertainers cite these studies, the obvious interpretation is that kids go on murder sprees because their weak young minds can’t tell the difference between game and reality.  The problem is that the studies themselves are “simulated”.  After being blasted with hours of faux violence, study participants aren’t given a gun and asked to go shoot the next person they see.  One study asked players to use a loud horn to show their level of aggression after playing a violent game.  Another had participants fill out a questionnaire to see if they had grown less sensitive to the thought of violence.  Huh?


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Member Comment
DeadOneWalking
2006-09-23 07:32:42

*cough* Jack Thompson needs to see this. *cough*
ViralArtist
2006-09-20 20:33:17

This was a great article. Thanks for taking the time to write and post it here. I agree with everything you've said. m/
OmicronBlue
2006-09-20 15:50:23

I understand your point completely and respect your efforts to shed some light on this topic. I've been exploring this issue for a while now and have writen a generous amount about it. I'd like to explore it even further, but I'll re-post in a few days - I'd like to give some more people a chance to post before I go any further...
Nelson
2006-09-19 22:39:10

Omicronblue, I really enjoyed the depth of your response. I think the flaw in my article is that I cannot even begin to touch on all the issues, as you point out. At best, I hope it allows people to discuss this, and maybe in a tiny way that is different from how the discussion has proceeded so far. I meant to try to lend practical real world experience to it, but I certainly fall short of an answer. I agree that we are "marketed" almost all of our content, and by some extension our social expectations. I am also, however, very much afraid of efforts to control what I can have access to as a consumer. Just as a lot of the sales messages and products are condescending, a lot of the effort to protect us is paternalistic. The assumption is always that the folks identifying the risks to avoid are, themselves, above the influence and are clear headed... its just the rest of us who can't be trusted with "dangerous" content. I guess what I should have said in the article is not that I can speak for everyone and vouch for their ability to digest content, but that for my part, I don't want anyone else deciding for me or my family what forms of entertainment we can or can't reasonably handle. I don't know where I read this but I have always liked the line: "the most dangerous idea in the world, is that an idea can be dangerous."
OmicronBlue
2006-09-19 21:56:32

Nice piece of work... makes complete sense in many ways, however, it does speak partially and mainly in the context of a personal opinion... which is absolutely fine, to say the least - it is somewhat righteous. I think before we attempt to make any assumptions about the effect of video games on human behavior, we should look a little deeper into defining what we're looking at. And I think that if we do actually look a little deeper into things we'll inevitably realize that the question doesn't have one answer, because any answer will be conditionally valid. The point is that there's too much variability to account for, so there will always be exceptions... Exceptions to what you say, exceptions to what 'game-hater's' say, and so on. The issue is one best left for rhetoric... What would be interesting to know, and any feedback would be of interest, is what is it that this technology has to offer society at large... more simply put, given that the video game industry is at the forefront of technological advancement (an industry that drives computer technology) and that it is one of the most publicly accessible technologies out there, has it, or is it providing society with something that can be labeled valuable? or can it do allot better? also, regardless of how it's product is utilized by the end user, how is it used by the industry? (take from examples like governmental military funding of game development with probable intentions to increase enlistment numbers, or if the industry’s model is the traditional capitalistic cut-all-heads, all-for-profit model, etc.) What I'm ultimately speaking of here is ethics... corporate responsibility... social implications.... not whether games cause violence or not.... Let's stop getting tangled in the net of naiveness. In many ways we are targets in a sea of markets. Without the end-user, there wouldn't be a product. Personally I think that the market (and more specifically the individuals within that market) defines and ultimately reflects itself on the content of what the product represents. The truth is that we live in a violent world - we always have. We're imperfect, and prone to negative action, often times resulting in detrimental social consequences, like the examples you mentioned. But why should we only be defined by those actions? Why are we an example of only imperfection? It seems that this is the most consistent way that we have been represented over the past decade or so, at least in the video game industry. And we sure buy into that with even more consistency (check out the profit margins of the game industry since its conception). It's become almost a pandemic (no pun intended to company and vise-versa I hope). The point that you make is as sensible as it can get. But how do you feel about the bigger picture, is what I'd like to know... How does anyone feel about the bigger picture?
DeliriumWartne
2006-09-19 17:37:20

Hey man, just wanted to say that that was probably the most well argued and well thought out article about video game violence I've read in a long time. You should most definitely be writing for magazines etc (if you're not already). Unfortunately I don't think it's make much difference to the game-haters. Their arguements aren't based on logic, but rather an attitude of fear, so logical reasoning falls on deaf ears. Still, it made an interesting read, and it's nice to know there are still "sane" people out there.
Nelson
2006-09-19 12:37:39

dylan1739o0o, Thank you for your kind words. I really enjoy what I'm doing, and I'm glad other people can enjoy it too.
dylan1739o0o
2006-09-18 20:27:39

lol ill my formating didnt go through now it looks kinda wierd lol o well thank you again
dylan1739o0o
2006-09-18 20:26:25

dear nelson rodriguez i am amazed by your intelegence and desire for the gaming world. you have helped me learn many things about game and im sure its not easy making a 34 minute pod cast then writing 10 articles every week. i respect your commitment and give the best of wishes to all your future articles and podcasts. also i would like to know how the whole podcast thing work because with all gamers being around the world how do you communicate and make all this so fast thank,dylan1739o0o
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