| Axel Cholewa |
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"We should talk about how the companies that sell games which involve shooting people in countries that the U.S. is currently at war with to secure its access to oil are forging cross-promotions with the ones that sell guns and Hummers [...]"
Yes. Absolutely yes. |
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| Laura Stewart |
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The US is awash with people wearing purple and black. At Starbucks this morning I met a man in a business suit... wearing flip-flops to show off his purple toenails. For that alone, the Ravens must loose on Sunday, but I digress. Avoiding referencing people who play games as Gamers is likely to be as successful and useful as refusing to call people who follow a professional sports team fans.
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| jin choung |
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inasmuch as the recent discussions concerning this topic centers around events in the USA - a more statistical study can be used-
- how wide spread violent games (violent cartoons, movies, etc) are in countries other than the usa - how wide spread is gun violence in countries other than the usa now compare those results with numbers from the usa. if you find that violent video games (violent cartoons, movies, etc) are as and/or more pervasive in other countries and the gun related violence is much much less... you kinda have your answer. ----------------------------- but i think that games do play a part in building the gun enthusiast community ala call of duty, medal of honor. hell, EA tried to run cross promotions with real world weapons manufacturers. if you fetishize something, people are gonna want it. even though those people don't hunt or otherwise have much use for such things. it's really interesting to me that when lapierre (of nra) talked about the problem of games, he mentioned all kinds of games but none of them featured prominently labeled real world weapons. he didn't mention the biggest shooter in the world. anyone think that's coincidence? follow the money. games play a part. it doesn't create murderers but it contributes to the culture. and if your culture allows you to easily get your hands on real world weapons (unlike, say, japan)... there will be repercussions. it seems like people who talk about this issue just abstract the living shit out of it but it's all pretty simple. |
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| E Zachary Knight |
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I would like to point out that we do have special categorical names for people who immerse themselves into certain kinds of media. For instance, we have book worms for people who read a lot, audiophiles for those who want the best sounds systems, and videophiles for those who want the best viewing experience. However, those are usually outliers in the overall community of people who read, listen to music or watch movies. They are special classes within those groups. When it comes to games, game playing is becoming more widespread every year and eventually, it will be as commonplace as people watching tv, listening to music or reading. We will continue to have a special classification for those people who immerse themselves in gaming by keeping up with latest technologies and games. However, those people will be the minority. The Special class.
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| Bob Johnson |
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Waste of time since we had plenty of violence, really more violence, before videogames. And because violent crimes haven't increased since the dawn of videogames. The numbers are there. No need to discuss further.
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| Mark DeLoura |
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Anyone interested in the video games and violence discussion would do themselves well to pick up a copy of Cheryl Olson's "Grand Theft Childhood", to read through some of Chris Ferguson's papers (http://www.tamiu.edu/~cferguson/pubs.html), and to catch up with the debate through Henry Jenkins' 1999 testimony (http://web.mit.edu/comm-forum/papers/jenkins_ct.html).
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| Jared Pace |
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While I think that a lot of points in this article have merit, I find it hard to believe that reclassifying ourselves and the genres we enjoy playing that we enjoy playing are going to have much of an effect, especially on the people who already look down on video games.
I'm only 23, but I imagine there was a time when not everyone read fiction, when few people valued music, and when only the bold went to the picture shows. While not everyone reads perhaps as much as they should, most everyone listens to music and watches movies. Video games are the new kids on the block, so it's only natural they they become the first source of blame. I don't think there is an immediate solution to the problem. Maybe damage control like Mr. Miller suggest would help alleviate some of the pressure, but the value of video games lies in play. More people need to play video games; more people need to become gamers, not less. The more that people understand video games then the less heat video games will receive from cultural implications. |
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| Simon Ludgate |
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I just thought of something. In order to determine whether guns or video games are a more significant cause of violent crimes with guns that are linked to video games, one must merely look at the number of violent crimes committed with guns that aren't linked to video games and the number of violent crimes committed without guns that are linked to video games.
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| Vicki Smith |
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I agree that the gamer label is a problem, but only because it carries so much baggage. When an outsider thinks of a gamer, their automatic associations are: male, unemployed, overweight, socially inept, nerd-rage, etc, etc. The larger issue is that when WE think of gamers, when we think of ourselves as a community, we embrace a lot of those same stereotypes to define ourselves. A lot of us think in terms of gamer 'cred', and we look with suspicion on "normals' who play games. Even more of us look with contempt on "soft core" gamers and social gamers. And yeah, I'll go there AGAIN: a lot of gamers simply don't accept women as gamers, unless they are booth babes or extreme tomboys.
If we want to be an exclusive subculture, we're free to do that. It's a big group, after all, and there's a lot of money to mine from it. But if the greater culture misunderstands us and distrusts us, that'll be no one's fault but our own. |
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| Malte Kosian |
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As video games are mostly influenced by the popular American culture, violence seems to be a necessary part of video game. But this is a feedback loop. Popular American culture glorifies violence as patriotism and freedom, heros are solving their problems with brutality instead of love or help.
As I said it is a feedback loop: Evan Solnik explains story to game writers and designers with the words 'story is conflict'. Encyclopedia Britannica's definition "conflict, in psychology, the arousal of two or more strong motives that cannot be solved together. [...]" Conflict always indicates a win/lose state. Stories and games with a win/win state or a 'you can not win' story/game are not part of this story definition. What about 'just by happy' state? Those games are fun, too. There are other stories and games out there. Stories, that are not conflict based. Game do not have to be competitive - they can focus on flow or emotions instead. You may call such games a 'not a game'-game, but rather I like to play such a game, than another violent shit. We can solve all that 'violence in games discussion' easily. By -> Make better games And this will improve (American) global popular culture. It is your decision, your turn now to make the change. |
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| jeff grant |
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What I find interesting is that during the debate of "violent video games" and a call to discuss the matter with industry leaders, TV continues to put out one violent show after another.
I've never been sickened by playing a video game, but the new show The Follower has done just that to me. We're talking self-inflicted ice pick through the eye into the brain, skinned and tortured dogs, some still alive, all being shown graphically. Never mind the running contests that a lot of the cop/forensic TV shows (Bones, CSI ____, etc) have to show the most realistic corpse possible. They look realistic. At least when I sit down to play a video game, I know it's fake. With TV these days, they're so "good" that it's damn hard to tell. And yet, where is the call to discuss violence on TV? Am I just not seeing it, or is it really not there? |
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| Joshua Oreskovich |
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If were looking at the history of wars and violence and such and comparing them to video games were making the exact same correlation without cause we are defending video games from. Less violence in the world isn't from playing video games, if anything right now it's from having basic needs met, and the influence of good conscious.
The reason why video games are a problem is for the same reason cell phones area problem is for the same reason guns are a problem. The DIFFERENCE is how much they influence our behavior through interaction with. We can look at phones and say "yep obviously something not right with this picture", but at the same time how many people buy a phone just to play games on it? They tend to be socially interactive~ at leats sometimes .. and they tend to be useful for credible reasons. Games coupled with computers, not really. And you may think it's some thin correlation, but the gamer culture is not one that is being drawn closer for any reason, but being seperated, and with less and les meaningful interaction. Going from Monopoly and Chess to AD&D to "pure violence" games is a very recognizable cultural trend, and this isn't socially evolving behavior~ this is rejection. It would be one thing if this was innovating to some more elevated understanding, but it's not. Part-time Pac Man to Tetris to Angry Birds and fruit ninja, demonstrates no change at all. The fact that these are so widely recieved demonstrates a much larger and seperate culture that simply want to pop bubble wrap. |
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| Joe McIntosh |
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Very well written article, and it's certainly sparked some conversation here. Well done!
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| John Trauger |
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The premise of un-defining ourselves seems shallow on the face of it, like calling oneself a "progressive" instead of a "liberal" and expecting people to react differently to the same policy statements.
the simplest argument is reality vs. fantasy. We most certainly process the two differently. Can we tell we're in a fantasy playing a game? Yes. I don't think this is in doubt. Maybe young children and some mentally ill can't. Does it have some subtle corrosive effect on the human psyche? Not according to Michael DeFazio's stats. We've worried over the power of various media since we started inventing them. I remember when self-appointed defenders of virtue got Bugs Bunny cartoons hacked up because of concerns over the violence in them. All that did was tick off a generation of kids. This isn't any different. Same song, new target: Us. |
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| jin choung |
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when all is said and done, i think everyone will agree that the prevalence of all violent crime can be chalked up to a society's inability to provide plentiful and attractive girlfriends.
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| Dave Hoskins |
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How does this graph of gun homicides correlate to to people playing 'duck shoot' (COD) games at home?
http://www.gun-control-network.org/Gun%20homicide%20rates.jpg It doesn't. If there's a gun lying around the house somewhere in full and open view of your children, then something went wrong with your parenting. And gangs will always be there, especially around poor areas, and have done since records began. |
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| Andrew Dtv |
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You wrote "Do violent video games cause people to be more violent?" ... When it comes down to it, we simply don't understand enough about the psychology of individual people, or the sociology of people in the aggregate, to answer this question definitively." How do you know this? What is your authority? I am a psychotherapist and I hold the opposite opinion.
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