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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