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A different slant to the videogame violence argument

Joel Was Right

If you smell burning, it's probably the generators acting up. Report it anyway.
This argument was actually presented and explored in the Discovery Channel’s excellent series ‘I, Videogames’. I think it was the third episode in the series, entitled ‘The Legs’. I’ll try to surmise the content and let you make up your own mind about it.

The popularity of Doom marked the beginning of the controversy surrounding video-games and the characterisation of violence in them. When it was discovered that the Columbine shooters, Eric Harris and Dylan Klebold, were passionate fans about the Doom title, it underscored the social panic and negative perceptions surrounding these games. Eventually the hysteria gained such traction that there was US Congressional Hearings on the subject – with televisions playing e.g. Mortal Kombat presented in full view of the audience, consisting mainly of politicians past their 50’s, to give judgment.

But whilst the US government was expressing its concerns on the rate of violence in these video games, a couple of years later it decided that video games would be a viable platform to help the military tackle it’s recruitment difficulties. This eventually culminated in the release of America’s Army in a post 9/11 America, where military personnel became regulars on the front doors of E3 and gaming expos. The creators of Doom recall the contrast in media coverage and controversy between the reaction of Doom and FPS’s like, and that of the US government’s own video game. The contrast in motives further accentuates their frustration; whilst they sought to express their creativity, they would argue, the military was essentially targeting young children to present – free of charge – an environment where they would not only be exposed to violence, but also present it as a real and viable career choice.

Around the same time America’s Army released, a Syrian company released a title named ‘Under Seige’ where they player could re-enact the Israeli/Palestinian conflict from the latter’s perspective. Their argument was that whilst young adults in the Middle East enjoyed playing video games, they were tired of playing titles that portrayed Arabs as the enemy. This attitude reflects the current controversy surrounding the upcoming Medal of Honour where players will have the chance to play from the perspective of Taliban forces. Politicians and commentators have questioned the ethical issues of such a decision of identifying American forces as an enemy in a context of a present war, mirroring the exact same complaints in the Middle East.

As the graphics and realism of military titles increase, there is a concern (implied to be the valid one here) that young adults may fail to distinguish the content (and context and consequences) of what they see on CNN from what they see on their consoles and PC’s, especially when these games present the objective – the threat – and consequences often from only one perspective; essentially becoming a conflict between “good” versus “evil”. The fear being war is dehumanised and depersonalised, encouraging a more militaristic culture of our understanding of the world. The insinuation here is that it is a form of propaganda and indoctrination. These developers and gaming journalists essentially are questioning why video game violence in general is criticised outloud, and yet violence in the form of a military struggle is not questioned on the same principle and when a developer tries to present both sides of conflicts, they are condemned.

So, what does GAF think
 
Dance In My Blood said:
How is military violence not questioned?

I think the argument they are making is that video game violence can somehow be rationalised and accepted when it is in the form of a conflict/military title. When the game, however, is something that pertains to everyday society, its motives for including violence, drugs and sex are scrutinised. The Doom creator, John Romero, felt this was hypocrisy. So it essentially calls into question this whole argument about violence in games. The reference to EA's Medal of Honour was actually mine and I noticed that the criticism was not about the violence in the game, or even echoing this concern of the amount of military themed video games, but actually that the Allies were to be portrayed as the enemy.

So, is it a fair point? That's the point of the thread. Up to you
 
Meus Renaissance said:
No opinions?

I don't understand what the new "slant" you are trying to highlight is. Your OP just sounds like a summary of a few historical points of interest related to game violence. I don't discern any novel argument being presented.
 
tokkun said:
I don't understand what the new "slant" you are trying to highlight is. Your OP just sounds like a summary of a few historical points of interest related to game violence. I don't discern any novel argument being presented.

It's not so much as about the violence in games, but the differing perceptions of video game violence within the media
 
Meus Renaissance said:
... These developers and gaming journalists essentially are questioning why video game violence in general is criticised outloud, and yet violence in the form of a military struggle is not questioned on the same principle and when a developer tries to present both sides of conflicts, they are condemned.

I think part of the differentiation is that in the case of a real conflict, soldiers are adults who experience the violence of war, are trained to expect it, are counseled of the impact and watched in a structured command system. They also see the consequences in losses to their own side.

And CNN/American mainstream media does not show the actual consequences of war, no pictures of shot or blown up soldiers and civilians and enemies. They list numbers of dead and names and show rubble, but little to no blood in the way other countries' media outlets do.

In video games, the target demographic is teens who are not trained or prepared to handle the violence and are not watched for effects of the exposure, are not counseled. They also do not see the consequences in the same way. So in a way games can be systematic desensitization to violence.

In theory anyway.
 
Meus Renaissance said:
Around the same time America’s Army released, a Syrian company released a title named ‘Under Seige’ where they player could re-enact the Israeli/Palestinian conflict from the latter’s perspective. Their argument was that whilst young adults in the Middle East enjoyed playing video games, they were tired of playing titles that portrayed Arabs as the enemy. This attitude reflects the current controversy surrounding the upcoming Medal of Honour where players will have the chance to play from the perspective of Taliban forces. Politicians and commentators have questioned the ethical issues of such a decision of identifying American forces as an enemy in a context of a present war, mirroring the exact same complaints in the Middle East.
Sure, you get games like that occasionally, but then you get games like Peacemaker, which while it didn't get mentioned on GAF much, got a lot of mainstream press coverage. It's games like that that give me hope (even if they aren't very fun).
 
I think the idea that there is something wrong with playing a game as 'the other side' is preposterous. Naturally, there are gamers out there with psychological issues, but the vast majority of gamers are perfectly capable of making socially balanced distinctions and decisions about reality, wrong and right, and politics. The games in question are not aimed at children, so the idea of someone who is developmentally not up to snuff getting the wrong idea is stupid, and a reflection more on parenting values than those of the game developer.

If you think the Palestinians have been shafted you will naturally want to play as the 'good guys' and fair enough too. If you feel the opposite to be true you will want to play as the other 'good guys'. There is nothing wrong with this. Games based in reality need to be balanced, so that gamers are not left feeling that they are victims of propaganda. The proposition that one section of the gaming world has to play with the perspective that their own people are evil is, to put it simply, incredibly stupid.

Quite aside from that, it would take an especially messed up gamer to make real-world decisions based on what they can do as 'the bad guy', whoever that may be for them in a video game. This means the idea of 'a nice American kid turning into a Taliban sympathiser' as a result of playing a shooter is really only possible in exceptional and particular cases, and lets face it, very unlikely.

To be honest, I don't go near games based in reality these days. I play to have fun and escape reality :)

Edit: I'm reliably informed that the senate hearings on videogame violence were about Night Trap and Mortal Kombat, not Doom, BTW. Doom was released the day before.
 
AndyD said:
I think part of the differentiation is that in the case of a real conflict, soldiers are adults who experience the violence of war, are trained to expect it, are counseled of the impact and watched in a structured command system. They also see the consequences in losses to their own side.

And CNN/American mainstream media does not show the actual consequences of war, no pictures of shot or blown up soldiers and civilians and enemies. They list numbers of dead and names and show rubble, but little to no blood in the way other countries' media outlets do.

In video games, the target demographic is teens who are not trained or prepared to handle the violence and are not watched for effects of the exposure, are not counseled. They also do not see the consequences in the same way. So in a way games can be systematic desensitization to violence.

They don't see the consequences to videogame violence, because there's no consequence to videogame violence.
 
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