Thursday, February 14, 2013

Miscellaneous: Videogame Violence: A Second Look from the Perspective of the Gaming Culture

I was going through some old files on my PC to decide what needs to be moved to archive and off my main hard drive. I found this while looking through some of the folders. It was a fun little positional essay I wrote concerning videogame violence for one of my composition classes. I thought I'd repost it here for fun:




Videogame Violence: A Second Look from the Perspective of the Gaming Culture

The party of warriors crashed through the underbrush into the clearing. An elf, tall and lean, was carrying an ornate golden bow. A man, strong and fearless, was sporting armor and broadsword that seemed more decorative than functional. And a dwarf, stout and sturdy, yelled a battle-cry through his thick beard, swinging his large axe in wide arcs. In front of the trio was a clearing in the dense forest where five goblins had set up a small camp. The fire in the center was burning bright, and the goblins scrambled to pick up their own crude weapons for the coming fight. The elf, man and dwarf made short work of the group of goblins, their weapons hewing through flesh and bone. The corpses lay in a pile, and the trio began looking through the camp for anything valuable. They would carry the spoils with them, food and healing herbs, to the next small camp only a short walk ahead. Perhaps there they would find a weapon better than what they currently possessed; A bow that made its bearer shoot faster and farther or a sword with cryptic runes that would slowly heal its bearer’s wounds. They would continue this pattern throughout the night. They would never tire, for these three were not living in the conventional sense, but in the virtual sense. They were avatars, or a virtual representation of a person, for a popular game known in gaming culture as an “MMORPG,” or, “Massively Multiplayer-Online Role-Playing Game.” When the users who created them would log off the virtual world, they would not move. Their world would persist, but they would wait motionless and lifeless where they stood until their user logged back on for more carnage and mayhem. The world of fantasy violence awaits.
            Since their humble inception, videogames have become a significant part of American culture. The stereotypical gamer, anti-social and brooding, has been portrayed in the media in a negative light for many years. Only recently has some of the stigma of playing videogames lifted as they have become more mainstream and widely accepted by society. Some of the stigma still lingers, however. Images still haunt communities around Littleton, Colorado and Paducah, Kentucky, famous for their school shooting incidents. Various psychologists perform studies on videogames and their effects on children and their conclusions are often the subject of talk of parents. When looked at by other professionals who are self-professed “gamers,’ the results of these studies are sometimes interpreted very differently. Videogames have been unfairly criticized and vilified for a number of societal problems and incidents due to various misconceptions about gaming culture. Often, benefits from playing videogames are not studied or overlooked. Stereotypes concerning people who play videogames devoutly are often false and results from studies on videogames can often be seen as skewed by the media.
            Concern over videogame violence can be seen as far back as the 1970s with an obscure arcade cabinet game called Death Race. Like all early videogames, the graphics were crude and left a lot to the imagination. A block was to represent the car, and the player earned points for running down stick-figures scattered in the road. The stick-figures were to represent “Gremlins,” but this style of graphic violence caused the game to be banned in some areas of the country (Kushner, 2003, p. 79). Even with very little graphical detail, and a small set of instructions that clearly stated the car was not running over people but rather monsters, society let their imagination run wild. Unfortunately, they overreacted and assumed the worst. Children would be corrupted and tempted to run down pedestrians in real-life.
The controversy in Death Race was the first major issue to strike the burgeoning industry concerning violence. Videogames were a brand-new medium, captivating the minds of many computer enthusiasts at the time. By the time the first videogames were shown to the public, society did not know how to react. Chaplin and Ruby write in their 2005 book Smartbomb: The Quest for Art, Entertainment, and Big Bucks in the Videogame Revolution, “Considering that most people in America had never seen a computer in 1962, to actually be able to play with one – to control a visual representation on screen – left them speechless” (p. 46). The backlash to videogames in the early years is easy to understand since many in the general public, in fact, did not understand videogames or computers. One of the very first videogames, Spacewar, was discontinued from mass-production due to general confusion from the large instruction manual that came with it. This was something that very few people had seen or even thought of. The games were created by brilliant programmers working in labs at MIT or Berkeley on the very first computer systems available to the academic and business world. They viewed the programs they created as a way to expand their problem-solving skills. They were pioneers in an industry that did not yet exist and were misunderstood by the general public.
Videogames gradually gained acceptance and popularity in American culture. The industry crashed and recovered in the 1980s. A Japanese company called Nintendo succeeded in gaining a large share of the market and producing a game console that was affordable enough to be placed in many homes. Many programmers and computer enthusiasts challenged themselves to create games on their own systems, inspired by games and characters such as Mario. Two of these enthusiasts were John Carmack and John Romero, founders of id software and creators of several violent games such as Wolfenstein, Doom, and Quake. These games would go on to be linked to the tragic school shooting incidents that took place in Littleton, Colorado and Peducah, Kentucky.
The two teen shooters from the Columbine shootings were said to be warped by their favorite music and their favorite game, Doom. Doom was shown in a negative light in the media, portrayed as sick fantasy and ultra violent. Today, many writers look back on the incident as an example of how an industry is portrayed when conclusions are rushed. Fantasy violence was not new and had existed before in other forms of media and imagination. Kushner, an American writer and Journalist, stated in his book Masters of Doom:
Violent fantasy, of course, had an ancient history. Readers had been fascinated by the gore in Beowulf for over a thousand years (“The demon clutched a sleeping thane in his swift assault, tore him in pieces, bit through the bones, gulped the blood, and gobbled the flesh”). Kids played cops and robbers, brandishing their guns and flying backwards in imagined bursts of blood. (2003, p. 79)
Had the shooting incidents not occurred, the fantasy violence in games such as Doom may have been overlooked or unnoticed. The outrage over the incidents fueled public rage and led to a scramble to make sense out of a senseless act. It is argued that the music and videogames that these teens played were the scapegoat for the incidents because they had not yet reached mainstream acceptance. Doom was distributed not through retailers, but freely through the internet. The new forms of metal played by acts such as Nine Inch Nails and Marilyn Manson were demonized and also associated with the same games. Kushner explained that Trent Reznor of Nine Inch Nails had agreed to record music for Carmack’s next violent game, titled Quake (2003, p. 213).
Some proponents of the videogame industry view fantasy violence as essential for a child’s normal development, teaching him or her to be able to distinguish fantasy from reality much better than a child who has not had any experience with fantasy violence. Charles Herold, a writer for the New York Times and videogame critic, challenged parents to attend a boxing match with their child and watch as the crowd cheers and a man is beaten until he can no longer compete. He stated, “Perhaps then people will realize that an animated spear is better than a real fist and they will e-mail me with their gratitude for luring the world away from true violence. They are most welcome” (2005, para. 21). It’s true that sporting events today are not the same violent spectacles the Romans put on for their public, but real violence in sports can still have an effect on a child. A favorite star gets physical with another player, and a child may assume that this sort of physicality is acceptable. A child who plays a violent game will know the level of violence on screen is fantasy and is not acceptable in the real world.
Studies on how videogames affect children are numerous. One of the most active in the field of study is Anderson, a PhD and journalist for the American Psychological Association. His report on violent videogame studies state that children who routinely play violent videogames are subject to a moderate but predictable rise in aggressive behavior and thought (2003, para. 4). A moderate increase in aggression may serve as proof to some that videogames are responsible for all aggressive behavior. The very same conclusion was drawn in the past when studying the effects of contact sports on college and high school students. Goleman, a journalist for the New York Times, wrote in 1985, “Since football athletes might be more aggressive to start with, the telling point in this research is that, as the season goes on, these athletes grow more hostile and aggressive, and remain so in the off-season. That result was not found with swimmers” (para. 12). Aggressive behavior in individuals has always been present, and experts and researchers will continue to do studies on activities and other areas of our culture that contribute to aggressiveness. Videogames were not the first scapegoat of aggressive behavior, and will not be the last. Organized sports such as football and hockey are an accepted part of modern culture and serve many benefits to the players. These sports are not banned because of an increase in aggressive behavior in the participants. Videogames, similarly, have many benefits not reported in the aggression studies.
Skills that can benefit from videogames vary. Some, in common with organized sports, let the player build upon his teamwork skills. Others are not readily apparent but are now being studied, such as the effects of the player’s problem solving and critical thinking skills. Young, an American journalist, studied research by Steinkuehler. Young reported on Steinkuehler’s argument, “’People were actually—no kidding—gathering data on things like the game monster's behavior, putting it in an Excel spreadsheet, and building little mathematical models to try to beat the monster,’ she told me recently. The game teaches complex problem solving and collaborative learning, Ms. Steinkuehler argues” (2010, para. 4). If these studies continue and are able to ascend to the same level as the aggression studies, many may see all the benefits that videogames may offer and stop focusing on just the behavioral studies that indicate videogames instill aggressive behavior and anti-social tendencies in players.
As a testament to the skills that videogames can teach and hone, the government has been using videogames extensively. In the mid 1990s, when Senator Lieberman and President Clinton were calling for regulation of the videogame industry due to its violence, the military had licensed the Doom engine built by Carmack, and built a new version called Marine Doom. This version of the game was used to teach soldiers teamwork in an urban combat environment since eight players were able to cooperatively conquer the many levels (Kushner, 2003, pp. 193-194). More recently, the armed forces have released their own game series entitled America’s Army. The games can be downloaded and played for free from the web-site www.americasarmy.com. Inside the games, the player must go through virtual boot camp that includes conquering an obstacle course, learning basic and advanced rifle skills, and even sit inside a virtual classroom to learn other vital areas of warfare, such as combat first aid. Once the player finished boot camp, he is allowed to play with others on various locations that pit two squads against each other, much like war games played at real boot camps. The game is hugely popular and is widely known to be one of the Army’s best recruitment tools. From within the game, the player can request to have information on joining the armed forces sent to his address or be contacted directly by a real recruiter over the phone.
Videogames have slowly been becoming accepted as part of mainstream culture over its history. The violence in videogames has often been cited as a societal problem that contributes to delinquency and violent behavior in youths. In much the same way the music industry and motion picture industry were targeted years before, videogames became a scapegoat for the public and for politicians. With the help of greater societal acceptance and studies that reveal benefits from videogames, the industry is slowly shedding the stigma associated with fantasy violence and aggressive behavior. Even the government uses videogames as a training and recruitment tool for the military. The next time a zombie is shown being dismembered on a television or computer monitor, remember that violence is not the cause for societal behavioral problems and that the game may be teaching the player critical thinking and problem solving skills. He must figure out a way past all obstacles whether they are a part of the environment or a monster standing in his way to the goal. He may be working as part of a larger group, tackling a large obstacle that he would not be able to handle on his own. His culture is not one of endless violence, but of teamwork, problem solving, and critical thinking. The violence depicted is no different than the popular violence in major motion pictures, television, and sports. Videogames will receive fair judgment once all of society is able to participate and understand the concepts and challenges behind their design.


References
Anderson, C. A. (2003, October). Violent videogames: Myths, facts, and unanswered questions. American Psychological Association. Retrieved April 12, 2010 from: http://www.apa.org/about/psa/2003/10/anderson.aspx
Chaplin, H. & Ruby, A. (2005). Smartbomb: The quest for art, entertainment, and big bucks in the videogame revolution. Chapel Hill, North Carolina: Algonquin Books of Chapel Hill.
Goleman, D. (1985, August 13). Brutal sports and brutal fans. The New York Times. Retrieved April 18, 2010 from: http://www.nytimes.com/1985/08/13/science/brutal-sports-and-brutal-fans.html
Herold, C. (2005, March 24). Fighting on the screen, out of harm’s way. The New York Times. Retrieved April 12, 2010 from: http://www.nytimes.com/2005/03/24/technology/circuits/24game.html
Kushner, D. (2003). Masters of doom: How two guys created and empire and transformed pop culture. New York: Random House.

Young, J. (2010, January 24). Five teaching tips for professors—from video games. The Chronicle of Higher Education. Retrieved April 19, 2010 from: http://chronicle.com.bakerezproxy.palnet.info/article/5-Lessons-Professors-Can-Le/63708/