Sunday, February 3, 2013

The Blame Game: Violence in video games


While I agree with the reasoning that blame cannot be placed squarely on games, I do see why there is an argument that games have an influence on real-life violence. 
Games, much like movies and books contain violent imagery. The difference is that books don’t show violence, it simply is described. Films on the other hand do depict violence.
However, games both show violence and make it participatory, albeit in a very specific, mechanical (and potentially detached) way.
Games, much like films and books tell stories. In films and books, the story is fixed (mostly) and the participant is unable to influence the story. In games however, there is a set of possible outcomes. There are various ways to play. There is an element of choice and of agency. In this sense, games cannot be blamed for violence as players can choose (to a certain extent) how they will play the game. On the other hand, there are almost always violent options (I am only referring to certain genres of games here). These violent scenarios are incorporated into the game and players are forced to engage with them to further themselves in the game.

Often when a violent act is carried out, the media will immediately pick up on whether or not the offender plays or played violent games.
But there are certainly other factors that contribute to a person being violent or having aggressive tendencies. Mental illness, family history etc can all play a part too. However, games are immediately blamed. They do, after all, disseminate violent imagery and that surely can’t be ignored.

I agree with the argument that when playing games, there is no intent to harm someone in real life. However, does violence in games (as well as film violence etc) perpetuate and compound the issue, contributing to real life violence by simply making it visible and distributing it?
Games present and disseminate aggressive and violent imagery. While other forms of media also do this, the participatory nature of games is what makes it stand out from these other types of media as a target for blame.
By depicting violence, media products such as films and games contribute to the issue to an extent. However, it is not reasonable to place blame entirely on games (or even media as a collective).

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