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Violence in Media and Video Games: The Two Sides of the Coin

Ma. Carmina Felizco

 

            Media had always been filled with violent images of war, disaster, and death.  At the start of the 1900s, cinemas laid out an intimate view of how life can be so viciously ended for quite a number of people.  The execution of Mary, Queen of Scots showed the swing and the rolling head on the ground.  Films like ‘The Great Train Robbery’ in 1903 showed several murders (Goldberg, 1998, p.49).  By the 1920s, media was more often applied on news and photography, showing, for example, Ruth Snyder sitting on an electric chair.  By the 1930s and 1940s, it was Weegee who produced an oversupply of pictures of the murdered gangsters for use in the presentation of tabloids.  This led to violent films of death that extended until the time that video games entered the media. 

            Violent video games were said to be “firearms trainers at best, murder simulators at worst” (Byrd, 2007, p.402).  Patrick Byrd (2007) said, in his Houston Law Review article, that “children are turning not only into brainless zombies, but brainless zombies with a disturbing penchant for gross violence” (p.402).  Out of the 92% rate of children ages two and seventeen who play video games, and the 20% rate of adolescents who play rather spontaneously (Byrd, 2007, p.402), a controversy erupted on whether playing violent games increases the likelihood of acts of violence in children.

            As early as 1972, U.S. Surgeon General Jesse Steinfield stated before the U.S. Congress how the Scientific Advisory Committee reported that “televised violence, indeed, does have an adverse effect on certain members of our society” (1972, p.26).  Only recently, the Congressional Public Health Summit in July 26, 2000 revealed that

“[E]ntertainment violence can lead to increases in aggressive attitudes, values, and behavior, particularly in children… overwhelmingly to a causal connection between media violence and aggressive behavior in some children.” (Joint Statement, 2000, p.1)

Especially with the marketing of violent video games, such as Death Race, Custer’s Revenge, Night Trap, Duke Nukem, Mortal Kombat, Doom, and War Craft, youngsters get to play the role of drivers who get to run over human bodies, with huge amount of graphic carnage, fighting arcades, fantastic deaths, and first-person shooting that is more realistic in the virtual environment since mid-‘90s.

            On the other side of the coin, many researchers claim that violent video games do inflict a more aggressive behavior on active players, but it does not necessarily imply that they become violent killers in the future.  John Timmer (2007), in his article entitled ‘Meta-Analysis Uncovers No Real Link between Violence and Gaming’, described how Dr. Christopher Fergunson conducted a meta-analysis research to set the link between violence and gaming.  In a study that sets a high base rate of 98.7% of adolescents playing violent video games and a very low base rate of the total number of adolescents that do rare, violent acts like school shootings, for example, there is a big question on whether an act as universal as gaming could be linked to an act as rare as the school shootings.  When Fergunson counted only the incidents that reflected actual aggressive behavior, it turned out that “there was no significant link between the games and aggression” (Timmer, 2007).  Actual violence was too few to set a direct causal link on the two cases.

            In Geoffrey Gorer’s essay in 1955 entitled ‘The Pornography of Death’, he said that “While natural death became more and more smothered in prudery, violent death has played an ever-growing part in the fantasies offered to mass audiences” (Goldberg, 1998, p.51).  In the production of violent video games, many people question the effects of violent images of war, disaster, and death that are being instigated in the minds of youth players in the game.   

Somehow violent games appear to be good trainers in fields that require aggressiveness and ferociousness.  As entertainment violence leads to aggressive attitudes and values, they appear only useful in actions that need battling and the use of force, wherein violent video games appear to be useful and acceptable; otherwise, it will only inflict aggressiveness in an environment where violent acts have no place in the world.

 

 

 

References

Byrd, P.R. (2007). It’s all fun and games until someone gets hurt: the effectiveness of proposed video-game legislation on reducing violence in children. Houston Law Review, 44 (2), 401-432.

Goldberg, V. (1998). Death takes a holiday, sort of. In Jeffrey Goldstein’s Why we watch: the attractions of violent entertainment. New York , NY : Oxford University Press.

Joint Statement. (2000). Joint statement on the impact of entertainment violence on children. Retrieved September 17, 2008, from the American Academy of Pediatrics database: http://www.aap.org/advocacy/releases/jstmtevc.htm. 

Slocombe, M. (2005, December 14). Brain response altered by violent video games claim. Retrieved September 17, 2008, from http://digital-lifestyles.info/2005/12/14/brain-response-altered-by-violent-video-games-claim.

Steinfield, J. (1972). Statement in hearings before Subcommittee on Communications of Committee on Commerce (U.S. Senate, Serial No. 92-52, pp.25-27). Washington , D.C. : U.S. Government Printing Office.

Timmer, J. (2007). Meta-analysis uncovers no real link between violence and gaming. Retrieved September 15, 2008, from http://arstechnica.com/news.ars/post/20071118-meta-analysis-uncovers-no-real-link-between-violence-and-gaming.html.

 

 

 

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