Violent Video Games Come Under Fire Yet Again
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I cant stand hearing crap like this… I’ve been an avid video gamer for my entire life. When I was six, I shot my way out of a demonic moon in Doom, when I was eight, I saved space and time from Lavos in Chrono Trigger, when I was nine I was killing Black Ops Teams and grotesque aliens alike in Half-Life. At the age of fifteen I learned how many ways you can slaughter a man with a crowbar in Manhunt. At sixteen I figured out that air raid sirens and rivers of blood are creepily awesome in Silent Hill 2. And i’ve always wanted to build my own 50 ton war machine a la Armored Core. Gears of War, Fallout 3, Call of Duty and Max Payne were all victims in my long-standing habit. Yet the Jack Thompsons and Hillary Clintons of the world insist that now because of my exposure to so much ANIMATED(read: FAKE) violence, i’m going to slam hard drugs and kill my girlfriend.
Well… Either these people are full of crap (my money’s on this) or i’m a f-ng prodigy(my money’s also on this =P) because despite the fact that i’ve shed thousands of gallons of pixelated blood, i’m no worse for the wear mentally or emotionally. Maybe I know the difference between real and fake, right and wrong. If I shoot someone while playing CounterStrike, I know that doesn’t empower, excuse, or allow me to shoot someone in real life. And if a kid does somehow get the idea that violent video games excuse violent behavior, I can tell you exactly who’s fault it is. It’s not Rockstar’s fault for making Grand Theft Auto, id Software’s fault for making Quake, or Gearbox’s fault for making Brothers In Arms. Its the child’s fault for being to stupid to know the difference. Furthermore, its the parents’ fault for not teaching their children the difference.
Take any instance of violence that has been attributed to violent video games. Columbine, Virginia Tech, that boy who’s best friend beat him to death with a hammer, I bet if you look behind the scenes, at the parents who fostered such a travesty of a child, you’ll find the REAL cause of incidents like that. But oh no, we can’t blame the parents can we? Why the hell not? The sooner we stop dancing around the issue, the quicker we’ll stop chasing red herrings and bashing one of my favorite passtimes.
For further reading on such matters by a man far more satirical then I, go here.
NEW YORK – Among young college students, the frequency and type of video games played appears to parallel risky drug and alcohol use, poorer personal relationships, and low levels of self-esteem, researchers report.
“This does not mean that every person who plays video games has low self-worth, or that playing video games will lead to drug use,” Laura M. Padilla-Walker told Reuters Health.
Rather, these findings simply indicate video gaming may cluster with a number of negative outcomes, “at least for some segment of the population,” said Padilla-Walker, an associate professor at the School of Family Life at Brigham Young University in Provo, Utah.
She and colleagues examined the previous 12-months’ frequency and type of video game and Internet use reported by 500 female and 313 male undergraduate college students in the United States.
The students, who were 20 years old on average and mostly received course credit for their study participation, also recounted their drug and alcohol use, perceptions of self-worth and social acceptance, and the quality of their relationships with friends and family.
The findings, reported in the Journal of Youth and Adolescence, showed “stark gender differences in video game and Internet use,” Padilla-Walker said.
For example, compared with young women, young men reported video gaming three times as often and reported playing violent video games nearly eight times as often.
Young men were also more likely to use the Internet for entertainment, daily headline news, and pornography, while young women more often used the Internet for email and schoolwork.
However, regardless of gender, clear correlations were seen between frequent gaming and more frequent alcohol and drug use and lower quality personal relationships, as well as more frequent violent gaming and a greater number of sexual partners and low quality personal relationships.
The investigators linked similar negative outcomes with Internet use for chat rooms, shopping, entertainment, and pornography, but a contrasting “plethora of positive outcomes” with Internet use for schoolwork.
Padilla-Walker sees these findings as a starting point for future research. Continued analyses of video game and Internet use should improve the overall understanding of health and development among emerging young adults, she and colleagues note.(Reuters)


