NOTE: This is a long one. It's also a lot more theoretical than conversational. If you have a question, please feel free to post so that I can try to be more clear.
There is little debate on what the greatest debate is when it comes to video games: Does the imaginary violence of the game translate into violent behavior in the real world? It seems to be very much a 'depends on your point of view' type of argument. Not only does it depend on one's point of view, but also the particular study itself, what it focuses on, and how well it's managed. It is also important to note the rhetorical tricks of the debate*, since most of the data are coming from second or third sources. But I am no statistician, so numbers do nothing to help me to understand the issue. In fact, numbers about this argument are superfluous, since the entire point of gaming (whether the gamer/designer/critic is aware of it or not) is the individual as the ideal. Let's look at violence, then, shall we?
Violence Within the Digital
The 1980s and early 1990s: Within the dark cave of the video game arcade comes the perpetual sound, flashing lights, and endless shouts--a child-sized spectacle. Skeeball, Whack-A-Mole, and Ticket Wheels are relegated to one corner, the 'child-friendly,' benign entertainment that provides the paradigm for gambling in later years. This is the Big League Chew of Las Vegas, the innocuous imitation of a larger social entertainment, one that is arguably destructive in and of itself. This is the addiction of the game but with bumpers and rounded corners.
Separated from the rest of the glitz are the free-standing black boxes with instantly recognizable controllers, molded plastic that is shaped to look like an uzi, a sniper rifle, a hand gun. Sometimes they're painted a pastel pink or a boyish blue to disperse the judgment that the toys are really trying to imitate what's outside the walls of the arcade, that instead they are pain free, consequence free, and repercussion free--all for the price of a quarter.
The decades shift; the games find a new home at home. No longer is the violence isolated, no longer kept within the cave of the arcade. Like MMA and UFC, the fight has lost its law, every hold is allowed. The possible perniciousness of what violence argues, what it demands, what it is can now be viewed and seen and felt endlessly. Even the price of the quarter is swallowed up in the overall price of the console system. Violence has come home to roost--more chillingly, perhaps it has simply come home.
The vulture of violence is perhaps what is most to blame here. Violence has long been embedded in us. Humans killed, kill, and will kill again for as long as they are humans. Wars have progressively sought to establish a type of order, a type of reality in which what was done within the war became right. Interpersonal, domestic, and civil violence has always been propelled by this same urge. Perhaps it is intrinsic--if so, how does one exorcise it? Perhaps it is extrinsic--if so, why has it yet to be fully censored? Violence, a malignancy and a virus that simultaneously debases and empowers those who use it, is indeed vicious, indeed necessary. Violence overpowers and destroys so that reconstruction can come. Destruction is the fertilizer for growth--or so the animal kingdom operates. This argument is part of a mask, an attempt at abdication for violence's heavy claims, a deficit-spending model of meaning. While it may be true that violence is inherent--perhaps even inherited--it does not make it right.
Rationality is of no use against violence bent on expression. There is no recourse in words when actions are given full sway. The world itself, every life lived, suffers a type of violence--language, relationships, eventual death. Violence can lead to death, but it isn't violence's fault. Death does not lead to violence per se; rather death is violence par excellence. And if ever there is something that the West wants, it wants it par excellence.
Perhaps the focus then is Westward. Perhaps it's part of the American way of thinking. 'Go big or go home.' 'Don't mess with Texas.' The idea that the rightness of one's cause is directly proportional to one's mightiness may be an indicator of why violence is prevalent. The simple premise of many war games helps to underscore this. When a problem arises for the gamer, the response is unequivocal and uncompromising: violent retaliation. Often, games will invoke a 'first-strike' mentality, or take any slight hostility as purposeful. Accidents happen in real life, but not in games. Attacks against the protagonist are wrong because they are wronging the gamer, not because of a moral 'wrongness' to them. Any assault upon the avatar is grounds for total war, in which the end result will be a pile of corpses left in the trail of the protagonist. Like the movie Iron Man, the insult of abduction of a rich white American male is grounds for utter obliteration--done thanks to the endlessly superior technology of America.
Accidents happen in real life, but in the game they are ignored or never forgotten, nothing in between. Elder Scrolls IV: Oblivion has the option for the gamer to sheathe her weapon and attempt to open up a dialogue in the case of accidentally striking a benign NPC. Full forgiveness; insult forgotten. Resident Evil 4 has no apology feature for having accidentally knifed Ashley--the Game Over animation bleeds across the screen, the insult of violence utterly unforgiven. Diplomacy rarely rears its head, almost never inserts its rational approach to potentially violent situations. No ambiguity remains, for in a digital world where everything is ultimately encoded in a yes or no answer, there isn't space for diplomacy and shades of gray.
Hence war as spectacle and war as drama and war as theater and war as game. Ambiguities become irrelevant when the war is a just war (if there is truly such a thing). Resistance and Halo provide the gamer as the victim first, the victor at any cost. The body count rises based upon the gravity of the original insult, the original attack. War as game has pushed into history, recreating the wrongness of Nazism for its perpetual destruction (Wolfenstein); war as a spectacle has been explained into existence thanks to technology, allowing it to become a blood sport that ends in no lives lost (Unreal Tournament III). Violence has become something else, no longer outward across social lines but inward through personal boundaries. Jean Baudrillard: "A whole other violence appears today, which we no longer know how to analyze, because it escapes the traditional schema of explosive violence: implosive violence that no longer results from the extension of a system..." (71-72) But new systems come to mold this form, new systems that go by many names: PlayStation 3, Xbox 360, Wii...
Still, there is a shadow of a mask on the face of this argument--a reflection of reality is claimed, yet it's argued that it can only flow one way. Violence is absorbed into the game from society through a type of conscious osmosis, but proponents argue that society doesn't absorb the violence back from the game? The question then becomes whether or not violence and art (or violence in art?) can be reduced to a one-way valve, like the chambers of a heart. Does the traffic flow from society and into games where it pools and festers? If this is so, then the game is the paradigm for release, purely emancipatory and escapism in every significant way. All attitudes, all mores, all restrictions should be challenged and given over to play. If all negative humanity can be released and expressed in a game, then all games should be given. Religions of every type should lose sacred space to the game, for the rebellion of them in the digital does not translate to the analog of reality. All that humanity holds as being of value--from priceless works of art to even the fragility of the human life--must end up on the screen. For me, these things cannot be. Erotic games, getting so much press as of now, raise questions about what the difference is between play and reality. Should such games be banned? Not if the traffic flow is only one-way.
Complete social reduction into games can only be answered if violence has finally found a resting place inside of the digital, a place where it is infinitely confined by the delimited storage of hard drives and networked servers. If the answer, however, is that violence is nature and it will, as Dr. Malcom quips in Jurassic Park, "If there is one thing the history of evolution has taught us it's that life will not be contained. Life breaks free, expands to new territory, and crashes through barriers, painfully, maybe even dangerously." Violence contained? What naivete is this? By its very nature violence breaks free--much like life. To assume that the game is the haven of violence is to assume that the game provides a simulacrum for violence, putting it into a constant self-refferential loop that prevents it from harming anyone or anything. With such destructive power, it doubtless will shatter its bounds and push outward both painfully and dangerously. And yet the game is necessary.
Baudrillard brings this to light indirectly with his comparison of remainders to mirrors. He says, "Perhaps only in the mirror can the question be posed: which, the real or the image, is the reflection of the other?" The real life violence or the image of violence that is contained in the game? This is the 'chicken or the egg' question of the digital age, and it is to the digital that we must look.
Shrugging away the violence portrayed within many games is not the correct response to the question. Pointing out comparisons to other recreations (hunting, high-impact or extreme sports, gambling) does little to clarify the responsibility that games have to society and society has to games. Monocausational accusations will do little to correctly respond to the question, too--bad parenting, violent video games, too much caffeine, and any other lazy label to explain human behavior will never do. Viewed as a whole, we must consider whether or not violence is permanent, if it is worth accepting, and what it shows of humanity.
Let us ask: Why does violence matter? Is it natural? Should it be avoided? Even if we take the claim that violence is a part of being human, we fall into a worry when it comes to games. Games participate in a type of 'harmless violence,' as McKenzie Wark argues in Gamer Theory, "[F]or here is violence at its most extreme--and its most harmless." (23) Hence the problem with video game violence: It is new. Because it is new, the tools to analyze it are lacking. The idea of a game becoming an indicator of violence is real: The recent case of Daniel Petric and the murder of his mother because she took away Halo 3 has provided a post hoc fallacy for anti-gaming proponents. (I most wonder: What if Petric's parents had taken away his copy of Nintendogs or Animal Crossing? Would there be as much of an uproar?) The tragedy of this is less that Halo 3 is maligned and more that within Petric the violence swung from its most harmless to its most extreme. When it comes to violence in games, understanding whence the violence comes makes it all right (capitulatory) and right now (instantaneously), though hardly right.
Explored well enough violence in its negativity, is there any positivity within interactive violence that makes participation therein worthwhile? Admittedly little, it seems, for the very reason that Baudrillard states: We do not have the tools with which to analyze the problem. We can dismiss it or defend it only partially.
Natural appeal: Violence has always been part of human- and animal-kind. Classical appeal: Ancient poems retraced the daring-do of heroes, sometimes describing in graphic detail the results of the battles and fights. Commercial appeal: Action movies frequently make significant money through box-office revenues (and, unsurprisingly, they cost the most, too). Imperial appeal: Wars fought to ensure the proper spread of civilization--usually a group that claims to desire peace. Patriotic appeal: Because of revolutions against despotism, the world we enjoy now was created.
No matter how we reshape the idea, we are always left with the rank hypocrisy that mars all of the current wars: war on terror (when war is terror); war on drugs (to prevent the violence inherent in illicit drug use, we will use force); war on gangs (lest youth lead astray by gang teachings react with violence...); war on the family (a war of words, yet incitations to great violence against abortionists and those of different sexual orientations).
From destruction some creation occurs, and from that comes a large justification for the violence that games embrace. We will never know if reality would have been better if the world had grown without bloodshed. We do know it would be different. Because of the game, the harmless violence of the digital can be experienced and learned from. Further, the impossibility of knowing what a world would be like without one of mankind's greatest vices (violence) can be briefly simulated: When Master Chief lowers his weapon, the Covenant wins--violence upon the avatar is guaranteed. Perhaps the reason for violence in a video game stems just a little bit from the desire of the gamer to be recognized as having worth--a worth that is worth defending.
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*In a simliar vein, the USA Today posted a story about video games being addictive, and that there is actually a percentage of children who can become addicted to video games. Its statistic is "8.5%" or, as the opening paragraph states, "Nearly one in 10 kids" has an addiction to video games. Looking closely at the verbiage, it could just as easily be said "less than one in ten kids" or "less than ten percent" of children have an addiction to video games. More optimistically: "More than 90% of kids do not suffer from video game addiction." The oft-quoted statistic of divorce being somewhere in the 50% range should be a greater worry for the children. I would much rather have a class where 1 in every 10 students struggled with something as crippling as addiction, rather than 1 in every 2 students suffering with something as difficult as their parents' divorce.
Further: the idea that games are inherently addictive is often used to enforce the anti-gaming violence argument, though the idea that kids could be addicted to something else with that sort of consistency is apparently unthought of. A casual Google (and Bing) search for the phrase 'how many kids are addicted to sports' pulled up, on the first page, a number of stories reporting the same statistic I mentioned earlier--about video games. It's an unfair comparison to put sports and other recreation against video games--they are different things, and no one needs an 'apples to oranges' accusation--but it should be kept in mind that the studies have their inconsistencies, too.
Well thought out and written. I find myself disagreeing with some of your implications, but my disagreements are along theological and psychological lines and I understand that you are not appealing to these motivations.
ReplyDeleteThis segment finds you at your most neutral though, which is what this topic needs. I especially enjoyed your appeal to the Aristotelian view of destruction and construction.
I do think it is a stretch to claim a post hoc fallacy with regards to Daniel Petric, as his entire legal defense and personal communications claimed gaming addiction as the precursor, and the taking of the game away by his parents as the catalyst to his murderous actions. He said that his gaming addiction (sometimes upwards of 18 hours in a day), especially to violent games, caused his snap, which removes the post hoc gap in the logic; it was a passionate decision.
Well done! Course my couch would think you’re full of crap when it absorbs my love for PoP.
@ Craig,
ReplyDeleteI'm interested to see which parts you may disagree with, because I personally disagree with some of the arguments.
The post hoc fallacy for Petric (to me) stems from the *games* being the issue. No, the issue was *addiction*. If his addiction had been, I don't know, long boarding, would it have resulted in the same situation? If the answer is yes, then it's a post hoc fallacy to blame violence in games. If the answer is no, of course, then there is no fallacy and the ruling made sense.
By the way, your couch story ended up as part of my video game class. Don't know if I told you that.
Hm? What couch story was that?
ReplyDeleteCraig was the fellow who, upon playing the end of Prince of Persia: The Two Thrones, got so frustrated with the game that he ended up pushing his feet against the armrest of the couch. The pushing reached an intensity that actually ended up breaking the couch.
ReplyDeleteI don't know if it was later or that same time, but he eventually ejected the disc and chucked it at the wall, breaking it upon impact.
Apparently, I hang out with dangerous friends.
The game cheated...
ReplyDeleteThat's all I have to say about that.
XD And this is when I compare that reaction to that of Alex Newey's little brother coming crying to his mom after 5 minutes of playing his N64 saying, "Mom, the game's cheating!" I get frustrated with games, but at that point I just don't play it for a few days or a week before I rethink my strategy and pick it up again. It's times like that where I do a small facepalm in the corner.
ReplyDelete@ Matt,
ReplyDeleteYou're a different kinda guy. Besides, it's hard when you're running low on time/using a rental. That's one of the biggest differences between adult and teen gamers: the former have a couple of precious hours a night/week to get the game finished, the latter have homework they can ignore and family they can abuse since, hey, they're teenagers! What do people really expect of them?
But that really makes me wonder, Matt, what the violence--on whatever level--does to you personally. I told you about how I thought about people on the road after playing GTA....
Hehe well, strangely, I was watching a Fullmetal Alchemist, which is a great anime I STRONGLY advise you to watch since it questions the morals of society...anyway, after I had come back to my family after watching that, my dad was eying me, so I knew he was gonna try and do something. So I saw his arm comes towards my body, and I just stuck out my arm and blocked it and kept walking. I do think that gaming violence has effects on the mind. However, those that don't think of consequences are the ones that will act on those feelings.
ReplyDelete@Steve,
ReplyDeleteI apologize for the delayed response; I found out that I have to read three works by Nietzsche to prepare for a class so I have been up to my eyeballs in atheism. Words are funny things, you can be clinically insane but if you write well you can mislead thousands of people for centuries.
I tend to agree with your description of the Post Hoc notion being assigned to the addiction. That is only more condemning for the gaming world in general though. There is not a thing called addiction per se as addiction explains ones attachment to something else. Petric played games (not necessarily violent ones) for up to 18 hours a day causing an addiction to them which in turn caused the violence toward his family. Due to his own volition a causal relationship has been made. If someone viewed child pornography for up to 18 hours a day, then a year later became a pedophile, I don’t know if you could logically claim post hoc.
Quick story: I know two guys that would sit on the back row during our UVU Law Society meetings and play World of Warcraft on their laptops instead of listening to the speaker. The next semester only one came to the meetings and he didn’t bring his laptop. He explained that his friend was so addicted to WoW that when the WotLK expansion came out he cashed in all of his vacation time and paid time off at his work (without his wife’s consent) and played it for a month straight, taking small breaks for food and a couple hours of sleep. His wife took their child and divorced him over his gaming addiction. He entered a downward spiral during which he dropped out of school, got fired from his job, and eventually landed in addiction rehab, living with his parents again after 7 years of marriage. The guy that was still in class with me joined the addition rehab program with his friend realizing, by his friends example, how far you could fall. He still is struggling, claiming that he is still more concerned about his character in WoW than his grades, even though he no longer plays.
I know from personal experience, that the first year I played WoW my characters had over 75 days played time, meaning that they had been logged in for almost three months collectively. That is one game, not including all of the console games I played that year. What kind of life is that?
WoW is rated T and has caused more deaths, divorces, and obesity than any other game (insert favorite fallacy here). Of course it has more of a following than any other game out there too, which has to be taken into account. This is, in my opinion, positive proof against the argument that violence in games is the problem.
Quick story over
A lot of my theological arguments against gaming was summed up beautifully by Elder Bednar in the May 2009 CES Broadcast entitled ‘Things as They Really Are.’ I recommend watching it.
http://lds.org/broadcast/ces/0,7341,538,00.html
Cheers.
@ Craig
ReplyDeleteI capitulate on the post hoc rebuttal. You win. Craig: 1, Steve: -8. I guess. I'm not really keeping track.
The saddest thing about the WoW story is that it isn't even a good game. How sad is that? (I think I'm joking; I haven't really played, so I can't say for certain.)
Thanks for the link. Will I regret watching it because my conscience will be pricked?