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Entertainment and Real-World Violence

August 25, 2014 By Mark 8 Comments

This is the first in a series of posts exploring the idea that storytelling, gameplay or entertainment of any kind may precipitate acts of violence in the real world.

A few weeks back I ran across yet another article purporting to shed light on the decades-old question of whether video games beget real-world violence. Unfortunately, as is usually the case, the article was merely another grinding of the ever-glistening axe which both sides in that debate are all too eager to wield in service of their own disingenuous agendas.

Here is the opening paragraph from the article, which took journalism to task for suggesting that violent video games and real-world murder might somehow be related:

In the wake of the killing of the schoolteacher Ann Maguire last week, the question has again been raised of whether playing violent video games could lead someone to commit murder. It’s a common link that we see suggested in the media whenever tragedies of this sort occur, but the scientific evidence simply doesn’t support these claims.

As we’ll soon see, implying that a lack of scientific proof voids any possible causal complicity is a gambit exploited by every industry that has ever been accused of fomenting real-world violence. Such arguments are at best legal and at worst deceitful, and in no case scientific. The inability to prove cause and effect by scientific means does not mean there is no cause-and-effect relationship, merely that it can’t be proven — and the first people who would tell you that are actual scientists. As we’ll also see, the last people who will ever admit that’s the case are members of the press because they have a vested interest in leveling such charges whenever it profits them to do so.

In attempting to understand cause and effect we’re taught — rightly — to put our bedrock faith in facts. Because science is very good at unearthing facts it may seem that a lack of scientific evidence is somehow important to the question at hand, but it isn’t. We need know nothing about science in order to determine whether violent video games or video games in general or entertainment of any kind can cause an individual to act in a particular way at a particular time. Abandoning science may seem to leave us bewildered about how to prevent acts of violence in the future, but in fact the opposite is true. By stripping away improper appeals to science and eliminating false hopes arising from such appeals we end up in a very certain and logical place that allows us to keep as many people as possible from being murdered. Or would, if all parties were in agreement with that laudable objective, which unfortunately also turns out not to be the case.  [ Read more ]

Filed Under: ~ Tangents, Fiction, Interactive Tagged With: entertainment, violence

The Zombie Problem

June 20, 2012 By Mark 3 Comments

When I was growing up there were two zombie variants. You had your Dungeons & Dragons zombies, and you had your Night of the Living Dead zombies. While I was too young to see that classic movie when it first came out, years later I watched it all alone, very late at night, on the Chanel 9 Creature Feature, which was sponsored by an aluminum siding company. No human being was ever more grateful for an aluminum siding sales pitch than yours truly that night.

At about the same time I was also binge-playing D&D, and in both contexts I still remember debating the moral and ethical issues surrounding the slaughter of zombies. It might seem that the only justification needed for hacking a zombie to pieces or shooting one in the face is the fact that they are intent on eating healthy non-zombie people alive, which is super creepy. But tigers and lions also display that same proclivity at times, yet except for a few low-brow, atavistic big-game hunters still wandering the world in search of their genitals humanity has generally moved away from the idea that every potential existential threat deserves to be turned into wall art or a throw rug. And besides — back in the day zombies moved so slowly you could always run away from them unless you were a total idiot, like, unfortunately, most of the characters in Night of the Living Dead.

If the mere threat of zombies wasn’t enough for me to justify their execution, then, there was the fact that zombies represented a desecration of the dead. Rather than allowing the deceased to rest in peace while politely decaying out of sight, zombification forced the dearly departed to get up and wander around in search of bloody meat, regardless of any physical injury or decomposition they may have previously suffered. Not only was this a cultural abomination, but it was super gross, and on that basis alone suggested a wide range of acceptable motives for zombie killing, from godly mercy to wholesome tidiness.

In the end, as young men often do, I settled on cheap contextual heroism as my ethical justification for hacking zombies to pieces or watching them get their brains blown all over the landscape, but even then, in the primal pre-narrative recesses of my mind, I knew I was getting away with something. I was killing without killing. Taking life without taking life. Murdering without murdering.  [ Read more ]

Filed Under: Fiction Tagged With: violence

Game Violence

June 12, 2012 By Mark Leave a Comment

Nathan Grayson put up an interesting post on RPS last week while attending E3. If you’re not familiar with E3, it’s an often-lampooned convention where game-industry professionals get together to decide the fate of each other’s bank accounts, in cavernous spaces far too loud to facilitate intelligible conversation. But it’s not all fun and games. Not only are unintelligible deals routinely struck at E3 that determine the games you will and won’t see in the coming year, but E3 quite literally saves lives.

The impetus for Nathan’s post was a game demo he attended, during which the interactive industry expressed enthusiasm for hyper-realistic gore effects:

I sat in a jam-packed arena-sized auditorium and watched a game demo unfold on a screen bigger than my hometown. OK, that wasn’t the surprising part. I’d been doing that all day. This one, though, came to a rather abrupt halt when – mere inches away from the camera – a man’s head erupted into a volcano of hyper-detailed gore after a point-blank shotgun blast. And then: deafening applause from hundreds of people.

This was the blaring exclamation point on the end of a day of gleefully grotesque neck-shanking, leg-severing, and – of course – man-shooting. I can honestly think of maybe five games – in four multiple-hour press conferences – that didn’t feature some sort of lovingly rendered death-dealing mechanic. And oh how show-goers cheered.

Now, as shocking as this may be, it’s worth noting that this sort of thing is really the norm when you stand at the corner of Tech Street and Cash Avenue. Put a few techies in a room with some suits and sooner or later somebody’s going to come up with something truly disgusting, at which point the suits will run the numbers and see if it’s profitable. Only when the project gets to the marketing phase will anyone conduct a focus group to determine if there are moral, ethical or cultural impediments to launching that product or service.  [ Read more ]

Filed Under: ~ Tangents, Interactive Tagged With: game design, IE, violence

Storytelling and the NFL

October 20, 2010 By Mark 2 Comments

I like sports. What I like most is that sports go against the deterministic grain of storytelling. Where the effect of a story is prepared by authors in advance, the outcome of a sporting event is determined as it unfolds. As a storyteller I can often intuit how a drama will play out because I can see the thin wires of preparation leading to a particular resolution or turn of events. In sports there is no script. Just a cast of characters driven by goals and constrained by a set of rules.

This doesn’t mean, however, that there is no narrative in sports. Quite the contrary. The experience of watching a sporting event can be as emotionally involving, if not physically taxing, as any scripted story. Audience investment in the outcome of a particular game, or in the performance of a particular player, or a decisive moment, can lead to heights of excitement and depths of despair.

As with drama, the ability of an audience to become emotionally engaged in a sporting event hinges on the audience’s mental state. Prepare a safe and supportive context and you get wild enthusiasm. Force them to confront realities they don’t want to confront and enthusiasm will wane.  [ Read more ]

Filed Under: ~ Tangents Tagged With: NFL, violence

Countdown Beatdown

May 11, 2003 By Mark Leave a Comment

I happened to catch a few minutes of a relatively new show on MSNBC called Countdown with Keith Olbermann, and guess what subject just happened to come up? That’s right, Violence in Computer Games. And wouldn’t you know, their special guest was a lawyer from Florida who seems to be everybody’s special guest on this subject.

Unfortunately I can’t comment on the lawyer’s attempt to lock this legal turf up for himself, because I didn’t pay any attention to what he was saying. Instead, I was riveted by the images they were showing while the host and guest bantered back and forth. The images were (I believe) from GTA3, playing full-screen with the interview in voice-over, and it only took my gamer’s eye a few seconds to spot the fly in the ointment.

Most of what was being shown was not goal-oriented gameplay, or even mayhem-oriented gameplay, but was in fact TV-segment-oriented gameplay. For example, at one point the player-character is standing over a figure lying on the ground, repeatedly beating the person even though they’re immobile, for what must have been at least ten blows. I’m not kidding when I say that if the player-character would have been wearing an LAPD uniform it could have passed for the Rodney King tape.

And here’s what I’m thinking while I’m watching this:

    Who’s playing the game? Did they go find somebody who had a copy and shoot them playing, or did they get their own console and film that? If they are shooting somebody else (not a staffer) playing, how much footage did they shoot? Did they ask the player (either directly or indirectly) to show them some of the more violent aspects of the game? Or did they just film somebody beating a dead body for twenty minutes?

And here’s what I’m thinking Ma and Pa Peoria are thinking while they watch the same thing in the comfort and safety of their living room:

    Good God! Anybody who’d make something like that deserves ten times the beating that poor bastard is getting!

Sure, GTA3 is a violent game, but how many games could you exploit in the same way? And to what extent is context important in whether or not people find actions offensive or not? If I endlessly bayonet a Nazi in Battlefield 1942, will I take the same heat that I would for endlessly bashing a cop in GTA3? If not, where can I get a list of all the mayhem that’s okay?

I mention this as yet another reason why we need a point person who can respond calmly to this kind of report. Without someone who can speak to the broader issues involved, we’re toast in the public eye because of only a few titles, and only a few aspects of those titles.

— Mark Barrett

Filed Under: Interactive Tagged With: violence

Dodging Bullets

December 31, 2002 By Mark Leave a Comment

Regarding my previous concern about a public relations nightmare arising from the D.C. sniper killings (see previous posts here and here), while there has been little fallout against our industry so far, I’m still on the fence as to why that may be. It’s entirely possible that there is no evidence that the killers were fans of sniping simulations, which would mean that our industry’s insistence on ignoring all social concerns until cornered by Congress has been the right tack. On the other hand, the current silence may only be the calm before the courtroom storm, meaning our instinct to deny could be working against our own best interests. Because a comprehensive gag order was draped over this case shortly after the two suspects were apprehended, we don’t really know whether either of them were fans of violent entertainment of any kind.

It still seems to me that a savvy, cutting-edge industry would be proactive when threatened with scapegoating of this magnitude, but I’m going to let that go for the moment. For the sake of argument let’s say that no violent software turned up on any computers the suspects may have owned or used, and let’s say the suspects themselves aren’t claiming that GTA III made them do it. Aren’t we in the clear then, at least this time?

My answer is no, and here’s why.  [ Read more ]

Filed Under: Interactive Tagged With: violence

In the Cross Hairs

October 22, 2002 By Mark 1 Comment

A few days ago I suggested that we as an industry might do well to get ahead of attempts to blame our entertainment medium for the deranged sniper homicides near Washington, D.C. While I’ve only heard speculative mention of any possible association between those killings and the sniping simulations on the market (see partial list in previous post), I wasn’t at all surprised to open my Gannett-affiliated local newspaper yesterday and find an article entitled “Sniper deaths stir video-game violence debate.”

The game primarily targeted in the article was Konami’s PS2 title Silent Scope 3 (SS3), which carries a ‘Mature’ ESRB rating. The ‘Teen’ rated Silent Scope, “a less sophisticated version,” was also noted as being available for GBA. Leaving aside the question of what actually makes SS3 more “sophisticated,” the article clearly intended to establish that not only are there sniper simulations on the market, but that some of them are squarely aimed at kids, whom the non-gaming public assumes are the only consumers of interactive entertainment.

If there’s a wedge to get behind regarding concerns about violence and games, it seems to me that the point of that wedge might be raising the consciousness of the average consumer about the demographics of the game-playing public. While I have serious concerns about the ready availability of hardcore titles, and I’m not convinced that violent works in any medium are benign to children, I’m also concerned that the public and press don’t seem to differentiate between children and adults in their concerns.

For example, nowhere in the article is there any assertion that the sniper on the east coast is underage, yet the article only takes five sentences to get to a quote from a concerned “New York City mother of two” in a Yahoo chatroom: “These kinds of games are disgusting and shouldn’t be available to kids.” Well, I agree that some games are disgusting, and there are plenty that shouldn’t be available to children, but what does that have to do with the killings, or with the possibility that the sniper may be an adult?

Having joined the battle in predictable fashion, the article mentions a few more sniping titles, then brings in Douglas Lowenstein, president of the Interactive Digital Software Association (which may be the most redundant title I’ve ever heard in my life) for counterpoint. Dutifully championing the industry, Lowenstein scoffs at the idea that video games ever cause aggressive behavior, cites a few allies in his cause, then closes with the following: “…all repudiate claims that violent media and/or video games do not lead to aggressive behavior.”

Whether that’s a typo, or Lowenstein was misquoted or misspoke, if that’s as good as it gets then I suspect our industry is going to take a beating for the foreseeable future. If the sniper turns out to have been a devotee of one or more sniping games, I suspect there will be hell to pay.

— Mark Barrett

Filed Under: Interactive Tagged With: computer games, violence

Sitting Ducks

October 14, 2002 By Mark 1 Comment

The recent spate of sniper killings in the northeast has unfortunately produced another line of thought on the subject of violence in computer games. Note that what follows concerns only adults and violent interactive entertainment, not children.

A few days ago I was watching one of the ubiquitous talking-head entertainment programs that passes for journalism these days, and a retired NYPD homicide detective was being asked for his take on the sniper killings. His opinion was that the sniper was different from the ‘normal’ spree or serial killer, primarily because the attacks, like the killings at Columbine, seemed to him to be part of “a game.” Before I had a chance to wonder whether he was using the term metaphorically or not, the detective asserted that the killers at Columbine had been acting out the fantasy of a computer game that they had played.

In a frozen moment I realized that while most people would be relieved when the sniper was caught, I, as a member of the interactive entertainment industry, would still be waiting apprehensively to find out if the killer’s software library included any computer games that featured sniping. Assuming for the sake of argument that I’m not the only person in the business who’s had this thought, why we aren’t getting ahead of the curve this time?  [ Read more ]

Filed Under: Interactive Tagged With: computer games, violence

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