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It was roughly a year back when shootings in America and Germany were blamed on games (after all, it had absolutely nothing to do with the fact that those kids had been brought up to use leathal fire-arms...) and their violent content.
So why would games get the blame?
If an onlooker watched someone playing an FPS, they'd see a game where you played through the eyes of a killer and killed people in a horrifyingly realistic way.
Goldeneye's animations looked surprisingly realistic the first time you saw them, and more modern FPS's are even more realistic.
You can see why these onlookers think that these games are bad for our psyhological health.
But the truth is, they don't really know jack.
Sure, at when people play games like Perfect Dark for the first time, the people do almost seem real in so many ways, and that's all these analysts/psychologists do - play one or two goes to make up their mind.
Now if they played the game in a regular manner (to play it, not to analyse it's effect) then they'd soon find that within a week, that killing these "people" is nothing spectacular - just part of the game.
Traditionally, these psychologists say that the gamer is "hardened" to violence and killing and isn't shocked or appalled by it any more.
They're wrong.
It's not so much we're hardened to the violence, it's just we've gotten used to the "characters". You see a games character is simply the same set of "realistic" animations/routines/speech samples used again, and again, and again...
Sure, they feel realistic the first time, but loose their effect the more they're repeated. Hence, it doesn't feel like killing a person, when you shoot them, you've just knocked out another "AI bot" as part of the game.
When you kill your friend at a deathmatch, if it's the first time you're playing the game, you'll probably think of it as destroying his/her character.
Once you've played it few time, the novelty of "killing" has worn off and you just think "my point". Just as you'd think if you scored a point in Tennis or Basket Ball or Laser Quest.
Besides, killing in a computer game can NEVER prepare you for pulling the trigger on a real gun, or keeping cool in a gun fight.
Sure, in a computer game you just press the button and the most you'll hear is a sound effect and maybe a weak rumble. Holding the real thinkg would be a lot different.
Likewise, seeing polygon bullets fly towards you isn't really so daunting, it seeing your screen going red isn't a huge punishment for being hit.
However, you only have to go paintballing to realise how scary it is to have REAL bullets flying past your head, richocheting around your ears.
And besides, in every case of a game-blamed shooting, the killer was brought up to use a gun at an early age. Now that's MUCH more dangerous than playing a game.
Sure, playing a game might make you fantasize about killing, but the moment you'd have a real gun in your hand, the chances are that you'd suddenly notice the difference between real and fantasy and change your mind.
However, if someone is used to using leathal fire arms as part of their every day life, any psychological inspiration could end up with them using it.
Because shooting as a sport is traditional and computer games are relatively new, naturally they're going to be the scape goat.
After all, the generation of adults who currently rule our world generally weren't brought up on games - or if they were, FPS games were long before their time.
I've been playing Perfect Dark against my brothers for 2 years.
Am I killing them?
Nope. I'm beating them, just as the way I'd do at sport, or a board game etc...
Deathmatches are of a sport mentallity, not a homocidal one.
Kids going on killing sprees have also blamed music, Marylin Manson's music was blamed for some killings, and I seem to remember (if it wasn't MM it was some other band) that lyrics claming to have been written by the band were published in the newspapers, which when it was invesigated weren't to be found in any of the music. Its just another case of society shifting the blame. How easy to for the parents to say it wasn't there fault some game or band made them do it. A great way of absolving themselves of any guilt, but also a dangerous way.
Ros
> Normad, that's down to difficulty rather than scene.
>
> Ironically, it's the cute and quirky games that tend to be the most
> difficult and therefore most fustrating.
>
> Besides, when you're relaxing on an FPS, you're hardly going to play
> it on it's hardest difficulty setting.
*
Yeah, you're right. Apologies for my nonsensical post. :)
Ironically, it's the cute and quirky games that tend to be the most difficult and therefore most fustrating.
Besides, when you're relaxing on an FPS, you're hardly going to play it on it's hardest difficulty setting.
And to Cookie and Dringo, watch an action film and then play Perfect Dark.
Both are fake killing, but in the film, it seems real. In the game, although when the AI routines/animation are fresh and new, it seems real, play it a few times and you start seeing it as capping targets rather than killing people.
The media that blame videogames are stupid and ignorant.
Must... Kill... Notables...
;-)