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In recent years our society has experienced tragedies,
such as Columbine, in which teens have committed heinous
crimes for no apparent reason. The question has become
who is to blame or what inspired these attacks on these innocent victims?
This question has become an epidemic
in our country. We live in a violent world and young people have easy access to it whether it's on television,
in music or on the Internet. But with the explosion of media entertainment
in recent years, video games have come under scrutiny
as to whether or not violence in video games numbs children and
teens to the consequences of real-life violence. The answer to this question
is yes. Young children and teens are very easily influenced, especially in
a society in which violence, whether fictional or real, thrives. Video-game
violence has become a common link in tragedies, such as Columbine. The
content of video games desensitizes a young person to the ramifications of real violence.
Although there are many critics who support the idea
that video game violence does desensitize
youths, there are also those who oppose this view. An example of this comes
from video game designer, Greg Costikyan. He wrote, "Violence is a prominent
theme in video games and some have depicted violence in crude and ugly ways.
The first person shooter games that do center around violence actually benefit
society because they give young males a way to vent their antisocial impulses
without harming anyone" (Costikyan 245). What Costikyan falls to shed light
on is the unfortunate Columbine High School incident. There is evidence that
the two boys who committed the Columbine murders, Eric Harris and Dylan Klebold,
were in fact influenced by a game called Doom. Eugene F. Provenzo
Jr., author of an essay entitled, "Violence in Video Games Is a Problem",
wrote about the evidence found, "It is very clear that Harris and Klebold
wanted to tell the world a story whose script they seem to have learned through
the entertainment media-particularly from the ultra-violent films and video
games. Harris tells his story in front of a video camera with a bottle of
Jack Daniels and a sawed-off shotgun cradled in his lap. He calls the gun
Arlene, after a favorite character in the Doom video game" (Provenzo Jr.
45). Costikyan argues that first-person shooter games are a way to let young
people vent out their frustrations and impulses without harming anyone, but
what he fails to see is that Eric Harris and Dylan Klebold did in fact harm
people and were partly influenced by the game Doom, which is a part
of a game genre that he feels "uses violence
well" (Costikyan).
Violence is not something that can be "used well," whether
used in video games or in real life. Harris and Klebold, on the other hand,
thought the opposite, in real life and in video games, with Harris going as
far as creating their own customized version
of their favorite game, Doom. Craig A. Anderson and Karen E. Dill,
professors of Psychology at the University of Missouri- Columbia and Lenior-Ryhne
College respectively, commented on this personalized version of Doom
in writing, "In his version there are two shooters, each with extra weapons
and unlimited ammunition, and the other people in the game can't fight back"
(Anderson & Dill 772). Harris' version of Doom is eerily similar
to what happened on April 20, 1999, in which Harris and Klebold shot at innocent
victims, incapable of protecting themselves. Just as in the game, they were
invisible, possessing all power over defenseless victims. An investigator
from The Simon Wiesenthal Group, an organization which tracks Internet hate
groups said Harris and Klebold were "playing out their game in God mode"
(Anderson & Dill). The problem is that this was no game and real people's
lives were taken and affected forever, unlike a video game.
While the effect that violent video games have on children
and teens is almost impossible to prove beyond a reasonable doubt, writers
Judith A. Vessey and Joanne E. Lee wrote, "Despite these limitations, data
support that repeated exposure to media violence is associated with a desensitization
to violent behavior; less trust, increased fearfulness, and decreased empathy
when dealing with others; and a disinhibition of aggression for some youth."
After the murders, Eric Harris and Dylan Klebold showed absolutely no remorse
or empathy for what they had done. The videotape they produced before committing
the murders is evidence of that. Shortly after committing the murders Harris
and Klebold committed suicide and did not have to deal with the repercussions
of what they had done. Just as they didn't have to deal with the consequences
of their actions, characters in violent games don't either.
Other than violence in video games desensitizing the
minds of adolescents, it also teaches children about violence and most importantly
and alarming, how to be violent. Eugene F. Provenzo Jr., wrote about this
matter, "video games not only teach children about violence, but also how
to be violent. When violence is stylized, romanticized
and choreographed, it can be stunningly beautiful and seductive.
At the same time, it encourages children and adolescents to assume a rhetorical
stance that equates violence with style and personal empowerment."
Because of how violence is portrayed in video games, young people begin to
see violence as acceptable without considering the consequences. There are
no ramifications to the violence in these
games, so for some adolescents this becomes a reality as it did with Eric
Harris and Dylan Klebold. Yes, it is true that violence in video games may
not distort real-life violence for most young people, but then again there
are those few people who are so influenced by these games and their content
that they may be inspired to attacks such as the Columbine incident. For
example, Lieutenant Colonel David Grossman, a former Professor of Psychology
at West Point says that first-person shooter video games "are murder simulators
which over time, teach a person how to look another person in the eye and
snuff their life out" (qtd. in Provenzo, Jr.). Keep in mind this important
fact: in first person shooter games, players are not responsible for what
they do. There are no consequences for other children, for families, or for
society. As Mark Siouka explains in reference to the CD-ROM video game Night
Trap, the game allows its players: "To inflict pain. Without responsibility.
Without consequences. The punctured flesh will heal at the touch of a button,
the screams disappear into cyberspace" (qtd. in Provenzo, Jr.).
Playing video games with violent content, such as that
found in Doom and Night Trap, may have helped inspire Harris'
and Klebold's acts, but had they lived they would have found that their actions
do, in fact, come with responsibility and consequences, something that they
did not see from playing violent video games, such as Doom. Studies
have shown that violence in video games can cause desensitization to real
violence, making it more likely that a young person may engage in violent
acts. An example of one of these studies is found in the Journal of Personality
and Social Psychology which states: "Students ages 13 to 17 who played
more violent games engaged in more aggressive behavior ... and can have long
lasting effects (violent video games)" (Fox 9).
Steven Vizcarra, 16, a gamer since the age of 9, agrees
with this. He said, "It's more than believable that kids who play violent
video games are known to be more aggressive or violent in real life. Kids
learn from different things, mostly from what they see and experience. Some
learn from their parents and some learn from video games because those are
their outlets." His younger brother, Ernie Vizearra, 14, also agrees with
this study's findings. He said: "Games influence kids. Sometimes after I
play a violent game I feel invisible, but I never act out those feelings,
but some kids do, like the kids from Columbine." Steven and Ernie are both
very young and can see what is going on with violence and video games in
our society. Just as accomplished professors such as Craig A. Anderson and
Karen E. Dill believe that there is a connection between desensitization
to violence through violent video games, young persons, such as Steven and
Ernie, concur on the same thoughts on this subject.
With incidents such as Columbine occurring in our society
more frequently, we need to be able to see what the problem is. Violence
in video games isn't the only reason why more and more young people are committing
murderous crimes, such as the Columbine incident, but at the same time it
is one of the reasons. Those that oppose this view, such as author Greg Costikyan,
fail to address the tragedies that have been connected to violent video games
in their arguments against this view. How can video game violence not desensitize
youth? The facts are clear cut. They may not inspire all adolescents to commit
violent crimes, but they may inspire some and that is where the problem lies.
Just because it doesn't affect all the young people that play violent video
games, doesn't mean that it isn't a problem in our society, leaving the blame
against game makers for creating such content in their video games and helping
desensitize the nation’s youth.
Works Cited
Anderson, Craig A. Karen E. Dill. "Video Games and Aggressive Thoughts,
Feelings, and Behavior in the Laboratory and in Life." Journal of Personality
& Social Psychology. 78 (2000): 772-791.
Costikyan, Greg. "Games Don't Kill People-Do They?" The Contemporary
Reader. Ed. Goshgarian, Gary. Longman, 2002. 243 -247.
Fox, Robert. "Video Games, Violence Linked." Communications
of the ACM. 43 (2000): 9- 10
Lee, Joanne E. and Judith A. Vessey. "Violent Video Games Affecting our
Children." Pediatric Nursing: November 2000.
Provenzo, Eugene. "Violence in Video Games is A Problem." Vizcarra, Ernie.
Personal Interview. 9 November 2003.
Vizcarra, Steven. Personal Interview. 9 November 2003.
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