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Potential Effects of Violent Video Games
The following was
an invited response to Chris Suellentrop's lead article on violent
video games titled "Playing With Our Minds" in the Summer 2006 issue of
The Wilson Quarterly (pp. 14-21).
The Wilson
Quarterly, Autumn 2006, pp. 9-10
In “Playing
With Our Minds” [WQ, summer 2006] Chris
Suellentrop makes a persuasive case for the ability of video games to
teach players to overcome challenges through analysis, strategy,
problem solving, code breaking, and innovation. But, as Suellentrop
says, the educational aspect of such games is nothing new. Indeed, it
could be argued that by definition a “game” is any
routine
that simultaneously entertains and educates through some kind of
challenge.
The real question
about video games, then, is “What do they teach?”
In
addition, games that involve players in “virtual
worlds”
raise their own set of questions: What kind of world is being
constructed? Do the virtues and skills inculcated in that world
correspond to this one? Suellentrop concludes that because the design
of video games rewards players for uncovering, accepting, and following
certain “rules,” these games may well be creating a
generation of organizational “yes men” whose
innovational
skills are limited to thinking within reductionist and ultimately
automatizing systems.
Such games train
the mind along rigidly dichotomous paths of analysis and
evaluation—not surprising in a medium whose logic is grounded
in
strict binary gatekeeping. But shooter games also push to radical
limits the distinction between “what is important and what
isn’t” in narratives dependent on identifying and
killing
targets eminently worthy of destruction: monsters, ghouls, orcs, the
undead, etc. The practice of recognizing and liquidating simplistic
villains ought to raise concerns about the training implicit in such
games and how it is to be applied to real-world conflict resolution and
problem solving. Considering the potent power of games to train the
mind, the highly polarized and dehumanizing models of conflict created
in these virtual worlds may function as more than merely harmless
amusement.
Moreover, these
virtual worlds offer players a simple “comfort
zone” of
escape and control, in stark contrast with the ambiguities and
uncertainties of real life. Such games may build cognitive skills, but
this hardly addresses the player’s psychological, social, and
emotional well-being. Adolescents are particularly vulnerable to the
dysfunctional, escapist, even addictive, seductions of games during a
time of life that presents special challenges for their emotional
development and communicative ability (see Adam Cox, “Lost in
Electronica,” in Psychotherapy Networker, July-August
’06).
In short, it makes as much sense to question and critique the design of
video games as it does the structure of all stories we repeatedly tell
ourselves through the media, asking all the while: What do our virtual
worlds teach us about living in the real world? Does what we learn
square with a future in which we would like to live?
Gregory Desilet
Author, Our Faith in Evil: Melodrama and the Effects of
Entertainment Violence (2006)
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