[acb-hsp] Pideo Game Manufacturers In Denial
peter altschul
paltschul at centurytel.net
Sun Dec 23 12:26:02 EST 2012
Video Game Manufacturers Are in Denial
Michael Brown Dec 23, 2012
In the wake of the Newtown massacre, Senator John Rockefeller
has "called for a national study of the impact of violent
videogames on children and a review of the rating system," but
the video game manufacturers claim there is "no connection
between entertainment and real-life violence." Are they in
denial?
On Wednesday, December 19th, the Entertainment Software
Association (ESA), which represents the $78 billion U.S.
videogame industry, offered its "heartfelt prayers and
condolences" to the families of the victims, stating that, "the
search for meaningful solutions must consider the broad range of
actual factors that may have contributed to this tragedy."
For the ESA, however, it appears that one of those "meaningful
solutions" does not include doing away with or greatly curtailing
the availability of violent video games: "Any such study," the
ESA stated, "needs to include the years of extensive research
that has shown no connection between entertainment and real-life
violence."
This is reminiscent of the claims of the tobacco industry not
that many years ago. When their companies began to be sued by
smokers for lung cancer and other diseases, they first claimed
that research indicated that there was no connection between lung
cancer and smoking. Eventually, they grudgingly acknowledged
that in some cases there could be a connection, but offered this
defense in court (as summed up by their critics): "Yes, smoking
causes lung cancer, but not in people who sue us." Are we
witnessing the same pattern of denial, soon to be followed by
gradual, grudging admission, when it comes to violent video
games?
On the one hand, there is damning anecdotal evidence, from the
Columbine killers (obsessive players of "Doom," not to mention
obsessives viewers of the C less-than ber-violent "Natural Born
Killers" movie), to the Newtown killer (Adam Lanza obsessively
played "Call of Duty").
On the other hand, there are academic studies like those of N.
L. Carnagey and C. A. Anderson (Department of Psychology Iowa
State University, Ames, IA), which examine the connection between
violent media (including TV, movies, and video games) and violent
behavior. They noted that, "Despite how the news media
[continue] to portray the effects of media violence, the research
is clear: youth who view violent television tend to become more
aggressive adults." With regard to violent video games, they
noted that, "Because violent video games are a rather new type of
violent media, the literature examining its negative effects on
players is rather small, but a rather clear consensus has already
been reached. This consensus is virtually identical to the
conclusions reached in the violent television literature: playing
violent video games increases aggression. . . . Recent
meta-analyses have demonstrated that exposure to violent video
games increases aggressive behavior, cognition, affect, and
physiological arousal, and decreases helping behavior." To be
sure, there are other studies that have questioned these
conclusions, claiming that the issues are far more complex.
Psychologist John D. Grohol wrote that, "I have long been
skeptical of the direct causation link some professionals
pronounce exists between increased violence and playing violent
video games (or video games with violence in them). . . . So it
wasn't surprising for me to read that more and more researchers
are questioning these links, and suggesting that while there may
be a link, it is a complex and nuanced one. It's not one that
easily fits into a 30-second sound bite."
Grohol highly recommended the book written by psychologist
Lawrence Kutner and sociologist Cheryl K. Olso, "Grand Theft
Childhood: The Surprising Truth About Violent Video Games and
What Parents Can D." Summarizing the results of the $1.5 million
study carried out by Kutner and Oslo (who do, commendably, call
for greater parental involvement), Grohol exclaimed, "Surprise,
surprise! People who may already exhibit signs of anger or
aggression may be drawn to such games. The games don't cause the
anger or aggression. Such people may also be at greater risk for
showing increased anger or aggression." In short, according to
the study (citing only the most relevant results here):
Teens who are already angry or aggressive likely should be
limited in their playing of violent video games
Teens should not play M-rated games
Girls especially should not play M-rated games
And of course, all things in moderation. Playing a video game
for 6 or 8 hours straight is unhealthy behavior at any age.
So this is supposed to deny the connection between violent
behavior and violent video games? It obviously supports the
argument.
Few, if any, are claiming that violent video games (or movies
or TV shows) actually cause violent behavior. But it cannot
reasonably be denied that they contribute to violent behavior in
many cases, in particular when played obsessively. This seems
undeniable in at least two ways: These games desensitize those
who play them for countless hours, and the games help blur the
distinction between reality and fantasy.
Years ago, while in Rome, I read the stories of some political
terrorists who spoke of the trauma they experienced after
murdering for the first time, a trauma that dissipated and
disappeared as they killed more people. In contrast, the
Columbine killers, just teenagers, reportedly laughed as they cut
down their classmates and teachers in cold blood. Tragically,
this seems to be the new norm.
Can the manufacturers of violent video games really deny any
connection between their lucrative products and these horrific,
murderous acts? Is there no blood on their hands?
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