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Scholarly Research Paper, 2007, 13 Pages
Author: Rahul Massey
Subject: Information Management
Details
Institution/College: University of West Scotland
Year: 2007
Pages: 13
Grade: 2:1
Language: English
ISBN (E-book): 978-3-640-37892-0
ISBN (Book): 978-3-640-37899-9
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Abstract
From humble beginnings in the late 1970’s, when they were considered to be a passing fad and catered mostly to a niche of technology lovers, the video game industry has mushroomed and now caters to a huge market worth $7.1 billion in the United States alone. However, despite this level of popularity and the fact that video games are fast eclipsing Hollywood as the premier entertainment industry, the amount of research that has gone into the effects of games is still insignificant. The purpose of this paper, then, is to investigate existing research into this field, and see if there is any basis behind the reasoning that video games actually promote violence in real life, or whether this is just a tide that has caught on due to sensationalist reporting.
Excerpt (computer-generated)
Investigating the Correlation between
Video Games and Violence
Introduction
From humble beginnings in the late 1970′s, when they were considered to be a passing
fad and catered mostly to a niche of technology lovers, the video game industry has
mushroomed and now caters to a huge market worth $7.1 billion in the United States
alone. However, despite this level of popularity and the fact that video games are fast
eclipsing Hollywood as the premier entertainment industry, the amount of research that
has gone into the effects of games is still insignificant, and until recently they never
seemed able to shake that `niche′ image they were initially burdened with to progress
into the wider mainstream of entertainment where say movies or music exist. With the
spate of recent high-profile cases that have seen users of violent video games go on to
commit heinous crimes such as murder or even multiple homicide, and the wide media
coverage that has followed it, this is an issue that has been brought to the forefront,
albeit for dubious reasons, as one that very much effects a large swathe of society in a
rather significant manner. The purpose of this paper, then, is to investigate existing
research into this field, and see if there is any basis behind the reasoning that video
games actually promote violence in real life, or whether this is just a tide that has caught
on due to sensationalist reporting.
Case For
On April 20th, 1999 teenage students Eric Harris and Dylan Klebold went on a shooting
spree at their high school in Jefferson County, Colorado. In the 49 minutes that the
massacre took place, Harris and Klebold murdered 13 of their fellow students and
school staff and injured a further 24, before turning their weapons on themselves and
committing suicide (Jefferson County Sherriff′s report, 2000). This brutal mass murder
sparked a massive public debate around the world about what could have motivated and
inspired two young boys (aged 17 and 18) to cold-bloodedly murder their fellow
students. Amongst the myriad of accusations in the blame game that ensued emerged
the fact that not only were Harris and Klebold hooked on the violent games
Doom
and
Wolfenstein 3D,
but that they had played a marathon session of
Doom
just hours before
they carried out the massacre (Associated Press, 2000). Could there be a link?
The Columbine shootings were perhaps the event that first brought the possible side
effects of violent video games into public attention, acting as a catalyst for further
investigation into the matter. Once the ball was rolling, it took no time for the media to
cotton on to the fact that there might be a link between the portrayal of violence in video
games and copycat crimes perpetrated in real life, to the extent that games might even
have been used as a scapegoat when other factors were to blame, such as in the case
of the 14-year old from Leicestershire who was murdered by his `friend′ Warren Leblanc,
17, in 2004. The tabloids were happy to claim that Leblanc was inspired to carry out a
sequence from the newly released game
Manhunt,
which was banned already in New
Zealand for being notoriously violent. It turned out that the game was actually owned by
the victim Stefan Pakeerah and not the perpetrator, but that didn′t stop several high-
profile retailers from yanking the game off their shelves (Clarke, 2004, Evening Times) -
which lends credence to the premise that yes, people are actually associating gory video
games with real-life violence.
In any case, there was no dearth of cases to suggest a scientifically relevant link
between virtual and real life violence, of which quite a few seem to circulate around the
notoriously violent (and immensely popular) game
Grand Theft Auto III
. The very name
of the game would leave even a casual observer in little doubt about the criminal nature
of what the player does in that title, but it is unlikely that the game′s developers and
publishers would have thought in their wildest dreams that it would be used as the
rationale behind the fatal shootings of three police officers at the hands of 18-year-old
Devin Moore in June 2003, or for that matter the murder of a man and the serious injury
of a female driver by Joshua and William Buckner, aged just 14 and 16, a mere two
weeks later (Bradley, 2005, CBS News). Even more damning was the fact that the
Moore himself admitted that the murders were inspired by the game at his trial, although
2
it can be argued that he was a) doing this to show himself as innocent and b) he was not
in sound mental health.
With the media whole-heartedly supporting the cause-effect link between violent games
and real-life brutality, legal and political activists couldn′t be far behind. Inspired by the
knowledge that shooting ringleader Eric Harris had not only played
Doom
but actually
created levels for it (these are now known as the `Harris levels′ and are quite
widespread over the internet), the families of several Columbine victims filed lawsuits
against id software- the creators of
Doom-
and other game publishers. These initial suits
were unsuccessful, but the stage had been set (Etherington, 2005, bbc.co.uk). In the
GTAIII-
inspired Moore incident, attorney Jack Thompson, a long-time proponent of anti-
game legislation, brought out a civil suit against Rockstar games, the publishers, saying
that teenager Moore was able to take down three Alabama State police officers because
"he had been trained to do what he did- he had in effect been given a murder simulator".
Thompson went on to say that months of playing a `cop-killing′ game made Moore go on
a rampage.
The fact that political candidates have seen the restriction of video game-violence as a
worthwhile cause in their pursuit of more votes would seem to strengthen the popular
notion that these contribute to actual crimes. In the United States, none less than
presidential hopeful Hilary Clinton recently introduced a bill in the senate aimed at
restricting the availability of violent/content-sensitive video games to children and
teenagers, however both this and similar efforts by the EU have been deemed
`unconstitutional′ as they impinge on creative freedom and have not been passed
(Kawasaki, 2006, growFolio). In Britain however, games which depict high levels of
violence are subject to clearance from the BBFC, which can impose bans and age-
restrictions that are legally binding (Etherington, 2005, bbc.co.uk), in the same manner
as other `video recordings′, i.e. film and DVD.
So if games are subject to the same (or similar) classifications as movies, how are they
any different in the effect their brand of simulated violence has? The important thing to
remember is the level of interactivity that a video game provides. Anderson and Murphy
(2002, Aggressive Behaviour) state that it is this interactivity, particularly in the case of
3
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