"http://arstechnica.com/gaming/news/2011/02/playing-the-rape-card-media-psychiatrist-ratchets-up-anti-videogame-rhetoric.ars
I came across this article recently, and found it to be rather interesting.
Of the many possible reasons that a violent crime may occur, a video-game is probably not one of them. As our society grows more and more accustomed to seeing sex and violence in movies and tv, it seems only natural that this would spill over into the video-game industry. I think the only reason violence is considered differently through this medium, is because the player can control it. With that being said, the article centers around an anti-videojuego's advocate Carole Lieberman, and her flakey research upon the claim that,
"The increase in rapes can be attributed in large part to the playing out of [sexual] scenes in videogames.”
I think this is an interesting concept, though I'm yet to play a video-game where you rape people. The connection lies with the violent content, and after applying a thick Freudian lens, we somehow find ourselves in a conversation about sexual aggression. My problem lies with the intent to label something as a cause for violent crime. Trillions of things cause violent crimes, someone takes your parking spot, traffic, spilled coffee, all the way to misinterpreted facial gestures, the list is endless. I say this from the perspective of a young male, as well as a gamer, but I resist the urge to take a "pro-videogame" stand-point, because that would mean I feel strongly on the topic, when the truest virtue of any gamer is apathy (a major reason they probably aren't out killing people, it just sounds exhausting).
When the claim that video-games have anything to do with violent crimes rises in the media, rarely does one consider the population of gamers, the demographic. We're generally talking about males ages 15-35 who spend long hours in the dark, meticulously scratching away at high-scores, sipping mountain dew, and trying to keep their eyes open. Majority of newer games rely on on-line play, which also requires a paid subscription. To me, this does not describe the type of person that walks the streets at night committing violent crimes. For one, how do you level-up in Call Of Duty when your out in the streets attacking real people? The paid subscription, online set-up, expensive games, all seem like massive obstacles for the guy who's desperate enough to hold up a liquor store (unless he's robbing them in order to renew the subscription--whole new can of beans). Even if this hypothetical guy is a video-game enthusiast, he's one of millions. As usual, the problem starts with the person, not the entertainment device.
The site for the game that was criticized the most lies below, and it looks sweetastic.
http://www.bulletstorm.com/#
BIG issue, with our familiar 'human nature' (nature-nurture) question at the bottom. Might be useful to separate the ISSUE (how to vid games effect us?) from the REPORTING of the issue (making news, entertainment and political power out of the issue in speciic venues and for specific interests).
ReplyDeleteGaming is big money, but so is being against gaming. And nowhere have I seen a very subtle analysis of the issues.