Violent videogames foster cruelty and brutality
Luis Alberto Notario
Violent videogames are not limited to an act of brutality or cruelty
shown to a passive viewer, as a film or television program would, but
provided its interactive nature, it demands that the player identify
with the character and act for it, while at the same time, its ludic
nature brings about a sense of alienation, preventing players from
rationalize the magnitude of the act they are carrying out.
A shocking report by the Associated Press was made public a few weeks
ago: Daniel Petric, a 17-year-old teenager from Ohio, has been sentenced
to 23 years in jail for shooting his mother to death and causing serious
injuries to his father.
Obsession
The eye of violence |
The incident took place in October 2007, after his parents forbade
him to play a videogame, and the cause for such frenetic reaction was
typified by Petric´s obsession with videogames of violent content. The
judge who sentenced him estimated that this teenager was so obsessed
with the videogame that he had believed that, like the characters in the
game, death was not real. His father, Mark Petric, pastor of a
protestant congregation, declared that the teenager does not understand
yet why he did something so terrible and ask the jury for mercy for his
son.
As astonishing as it may seem, young Petric´s behavior is not an
isolated case, and it coincides with reports of violent conducts linked
to the practice of videogames originated in countries like Mexico or
China.
The positive effects of some non violent games are well known, since
they promote the development of skills and the acquisition of knowledge.
There are dozens of games designed to stimulate learning, capacity
building or collective thinking in children and teenagers, while at the
same time, other projects such as The Asthma Files, are meant to educate
children who suffer from some kind of disease.
However, violent behavior in teenagers and youths who systematically
play videogames displaying cruelty and violence are a frequent
phenomenon, and they often manifest themselves in very different and
subtle ways, including discrimination and racism. The addiction to
videogames by teenagers and youths, whose symptoms are similar to those
suffered by addicts to any kind of drug, is becoming an increasingly
more widespread reality in most parts of the world.
The average age for an American child to start playing videogames is
6, and they start with mobile phone games at 10 years of age. The
average time that a 9 year-old child from that country spends playing in
front of their computer is almost an hour.
Moreover, this practice is not exclusive to children, teenagers of
youths. In 2008, 26 percent of Americans over 50 years of age played
some kind of videogame, for a nine percent increase compared to 1999,
while in Austria, it is estimated that between 10 and 15 percent of the
population plays videogames. But it is in teenagers and youths that the
negative effects have a really disturbing impact.
In 1947, Americans Thomas T. Goldsmith and Estle Ray Mann patented
what could be regarded as the predecessor of videogames, and electronic
game system that simulated the launching of missiles against a target.
In 1961, a young student from the Massachusetts Institute of Technology
(MIT), Steve Russel, along with other fellow students, created "Spacewar",
which many people consider to be the first computer game.
It was not until 1972, with the formation of the Atari Company by
Nollan Bushnell and Ted Dabney, that videogames, aimed mainly at bars
and gaming rooms, started to be commercialized. Just four years later,
"Death Race" appears in the market, being the first videogame to annoy
the public opinion due to its violent content. Other videogames
followed, like "Custer's Revenge", distributed by Atari in 1983, which
did not only include violent actions, but it also had explicitly sexual
content.
First Person Shooter
The advances and innovations produced in the IT industry, especially
in 3D graphics technology, represented a turning point in the visual
presentation of products, as well as in the level of implication of
gamers, while at the same time they rendered the scenes of violence more
realistic, with the creation of genres such as the FPS (First Person
Shooter) and the Role game, which places the player 'in the skin' of the
protagonist of the story. Among products developed using FPS technology,
there are highly violent games such as 'Doom', 'Manhunt', 'Postal', 'Carmageddon'
or 'GTA III'.
The latter has had wide international circulation, to the extent that
Time magazine included its creators, Sam and Dan Houser, in the list of
the 100 more influencing people in the world. It is a videogame of free
exploration, in which, out of pure pleasure, the gamer can beat to death
anyone he runs into, for which he will earn extra money or maybe a fire
arm snatched from the bleeding and lifeless bodies of his victims.
In 2003, an American family sued Rockstar, the company that produced
this game, for the death of one of its members. The victim was gunned by
two youths in a drive-by shooting, and when interrogated by the police,
they said they had learned it all playing Grand Theft Auto.
'EyeToy games'
The latest systems will eventually allow the design of new videogames
with an even more active participation of gamers in violent actions. One
such game is the 'EyeToy games', which has a camera that places the
gamer right in the environment of the videogame on screen.
On the other hand, the new options of high-speed connectivity has
enabled the evolution towards new game modalities, such as the 'massive
multiplayer', allowing hundreds of people to connect, through the
internet, to a 'virtual space' where they control their character and
display their skills. Although it is not possible to establish direct
relation between this modality of game and violent behaviors, the truth
is that the 'multiplayer' experience will be quite different, depending
on the involved players.
Violent videogames are not limited to an act of brutality or cruelty
shown to a passive viewer, as a film or television program would be, but
provided its interactive nature, it demands that the player identify
with the character and act for it, while at the same time, its ludic
nature brings about a sense of alienation, preventing players from
rationalize the magnitude of the act they are carrying out. At the same
time, its systematic use bears the risk of instilling a vision of
reality in which the other is always an enemy that must be eliminated.
Such enemies are designed to satisfy certain cultural, social and
political interests. These stereotypes of representation can affect both
an ethnic group and a nation, but it can affect women in particular, who
are generally shown as victims incapable of acting by themselves, or
through body models of exaggerated voluptuousness.
War games, which at times show real operation theaters, have
generated the addiction of thousands of youth, who learn to take up war
as fun, and who at times are stimulated in diverse ways to join the
American war machine.2
A Profitable Business
The widespread consumption of videogames, particularly the violent
kind, by teenagers and youths, is not a spontaneous fact. On the
contrary, it is based on sophisticated marketing mechanisms developed by
a leading industry within the entertainment sector, which in the last
decade has shown an accelerated growth and a huge technological
development, conditioned by its strong dependence on the Market's
dynamics.
The industry of interactive entertainment, as it is also known,
reached the record amount of 22 billion dollars in 2008. In comparison,
DVD sells continued to drop in 2008.
According to a research by the NPD Group, as at March 2009, one out
of three dollars invested by US consumers in leisure activities went to
videogames, which places this activity over any other way of
entertainment, thus becoming the center of attention for major
investors.
Another feature of the videogame industry in recent years is the
increasing links to other cultural industries such as movies, music and
television, evidenced through different kinds of associations. An
agreement between Microsoft and Canal Plus (France) for the supply of
audiovisual material for the Xbox 3603 was recently made public. Sony
corporation, on the other hand, has announced agreements with the
well-known television network and producer of audiovisual content NBC
Universal as well as other studios to distribute its audiovisual
products and programs from the PS3 network, and make available for
consumers to download, through the Play Station Network, films and
television programs by Paramount Pictures, MGM, Disney, and Warner
Brothers.
Likewise, the music industry has consolidated bounds with videogames
distributors that have assured them the immediate benefit of being able
to reach to a larger public and to increase its market share.
The links between videogames and movies are widely known, which
brings about countless materials that are based on blockbuster
productions, like, for example, Saw, one of the most violent terror
sagas of the last few years in the world of movies. Similarly,
videogames have originated movie productions such as Tomb Rider, and
have inspired directors like Brett Ratner, maker of Rush Hour, X-Men and
Red Dragon, who has stated that he will start making movies based on
titles created by Activision.
Boom Blox
Added to this are the initiatives carried out by some professionals
of movies and television to create productions of their own, such as the
television producer Jerry Bruckheimer, who announced his intention to
create Jerry Bruckheimer Games, while director Steven Spielberg recently
premiered Boom Blox Bash Party.
The production of content for cell phones adds a touch of complexity
to the issue of videogames consumption by teenagers and youths, and the
parental control of their content.
Videogame manufacturers
An increasing number of videogame manufacturers and distributors,
including Capcom, Electronic Arts and Square Enix offer videogames for
cell phones and MP3, while Sony has stated that it is studying the
creation of a new product which combines the functions of its portable
console and its Sony Ericcson mobile phones.
A new revealing articulation of the videogame industry - with
politics - will be capable of greatly influencing its very future. It
was evidenced during the last presidential campaign in the United States
when the then presidential candidate Barack Obama purchased publicity
space in videogames for his political campaign. Eighteen videogames,
including "Madden '09" and "Burnout Paradise", showed announcements of
the now President Obama and reminded the gamers about the voting dates,
urging them to visit the official website of the campaign in order to
facilitate their registration as voters.
Cuba: A Different Reality?
The spread of violent videogames, their great popularity among
teenagers and youths, along with the negative impact on their habits and
social behavior, make this an increasingly worrying issue, which cannot
be limited to a single kind of society or country.
In Cuba, this phenomenon has many aspects and characteristics that
are similar to the rest of the world.
A recent article published by the newspaper Juventud Rebelde, refers
to the research conducted by Cuban psychologists Omar Stainer Rivera and
Patricia Ramos with six-grade students from two elementary schools on
their perception of videogames.
The results of the study confirm that a significant number of the
polled children have access to videogames through different modalities,
and that the average time that they devote to playing videogames is
similar to the average reported by statistics of other countries.
A particularity in the case of Cuba is the absence of statistics on
the consumption of videogames, because they are not officially
commercialized, as well as the lack of studies on this subject. Added to
that is the lack of regulatory mechanisms for the consumption of
videogames that allow targeting players according to the games' content,
since their circulation - mainly on pirate formats - occurs mostly
through unofficial channels. A great effort is being made to develop
educational videogames and software, created at some municipalities of
the countries by means of a system of computing clubs, through an
experience whereby children and teenagers suggest the protagonists,
plots and stories of their like.
Training strategies
However, in our opinion, these initiatives will not be sufficient
unless they are accompanied by the development of training strategies to
develop the children's and teenagers' critical awareness faced with the
consumption of violent videogames. It is also essential to educate
parents on the risks posed by the practice of violent videogames, and
the need for a more active parental control of the content that their
children consume.
Obviously, considering violent behaviors as a manifestation
associated only to the systematic practice of videogames by children,
teenagers and youths would significantly limit the analysis of a
phenomenon in which it is impossible to ignore the incidence of other
elements linked to the family and social context where they are raised.
Download content
In spite of that, it is impossible to ignore the different elements
that currently favor the increase of the consumption of videogames,
especially the violent ones, among which we could mention the high level
of socialization of the access to computing means, the circulation a
software through alternative mechanisms, the relative easiness to
download content from the Internet and the diversity of formats in which
videogames can be consumed.
A question, therefore, could be raised as a summary of what has so
far being analyzed: Will we bear witness in the next few years to the
alienation of the individual through the practice of violent videogames,
to the emergence of a new kind of social individual, characterized by
the depersonalization of their bonds, influenced by technology, and for
whom the use of violence is established as an expedite resource to
settle their conflicts? |