Showing posts with label RPG. Show all posts
Showing posts with label RPG. Show all posts

May 21, 2015

The Perilous Impact of Violent Role Playing Games: Position Paper

Violence is everywhere. In movies, TV shows, books. The abundance of gruesome content surrounding the moldable youth of today, removes the intended impact any form of a gun should have when seen out in public. When this is added on top of the allowed “killings" and “massacres” of their fellow classmates, one can’t help but wonder if these students are not participating in a game, but are actually being trained to kill. Role-playing games with simulated violence are perilous for the society, as it desensitizes them to everyday cruelty, and makes kids prone to be the cause of it.

As more and more of these simulated role playing games take place, the absence of any sort of violent recreational activities in a child’s life becomes unusual. Take a “killing” simulation game for example.“[...] on a Wednesday, three of the four seniors [attended a New York high school], armed with [...] water pistols, staked out at [a fellow student] Cohen’s house.” Although, Cohen and his family were probably aware that they were in no genuine danger, the other residents of that community were probably scared and confused. Games like this can confuse citizens on whether or not someone with any sort of weapon is dangerous, or just playing a game. Eventually, society may start to assume that any child with a weapon, is “just playing around”, and does not have cruel intentions. Sadly, this is not always the case. Imagine if a real gunmen, who wanted to hurt and maim townsmen was spotted, but the large number of the children who were “just playing around” has removed society’s caution around weapons, as they no longer know when the weapon is meant to kill. This could lead to real death and gore, that could otherwise be prevented.

Children in high schools across America, and parts of the world, are sometimes forced to interact with one another in these aggressive and deceitful ways. The students, instead of learning about who their classmates are as people, get together to discuss how they can trick, capture and eventually “murder” each other. On top of this, when actually following through with their schemes, these affected students learn to plan how exactly they can sneak in “weapons” and how to remain under the radar. Both of these things allowing them to successfully follow through with a crime, simulated or not. “[...] as he paced Pierrepont Street, three water guns shoved inside the pocket of a hoodie.” While playing a simulated water gun “killing” game, that young boy was able to sneak in three weapons, without being caught. Do we really want children learning to hide guns in their clothing? Learning to stake out someone’s house in order to attack them without them knowing? Children learning these skills is not normal and should not be encouraged.

Many may argue that simulated violence in no way relates to real violent tendencies, using the commonality of games that simulate violence (such as video games) to prove that the few who act on those violent urges are a rarity, acting as though the triggered violent thoughts, and possible actions, have to be as extreme as a school shooting. Craig A. Anderson, the director of psychology at “the University of Iowa” agrees that video games do have some impact on violent urges. “there are many factors, including feeling socially isolated, being bullied, and so on, [when it comes to the cause of someone young wanting to hurt others]”. States the professor. He then goes on to add that “[he] thinks it’s clear that violent media is one factor. It’s not the largest factor, but it’s also not the smallest.” Considering that violent simulation games have any sort of impact on the actions of the youth, why are they still made as violent as they are? Even if not playing these crude games only reduces the rate of violence by 0.1%, do we really want to take that chance?

I hope that it is evident that in continuing the play of these games, these students are not being looked out for and that what is best for the student body is not being adhered to. Easily impressionable minds should not be constantly exposed to dangerous situations, simulated or not, as it makes them believe these situations are ordinary. Participating in these games is even worse, as they almost act as a training ground for real assassins, teaching them to plan and follow through with a “kill”. We could have students playing much more well thought out simulation games, ones that do not promote violent behaviours. These students are worth more than that.

By Akanksha

The Corrupted and Distorted Society Games Could Lead To

Dear Parents of Gamers

Video games; a game of intelligence, intellectuality, and strategy. Also a game of violence, ferociousness, and peril. Or maybe it's a neutral zone of which the danger and the entertainment merge with blurred lines. Video games, both violent and not, are means of escape. They allow for players to find the zone of freedom. However, if anything, violent video games are perilous and will lead to a corrupted and distorted society if nothing is done.

Gaming is a time-consuming activity designed to be addictive and make you never leave the game. Most spend hours upon hours playing video games leaving responsibilities behind and molding into a virtual character. "It's kind of hard not to make a connection (between games and the Navy Yard Shooting) when you hear (the shooter's) friend saying that he would watch on a life size screen these violent video games for hours and hours and hours and hours and hours," says Mika Brezinski of the Morning Joe relating to the shooting of Navy Yard. Though there isn't a real scientific explanation, researchers and scientists alike agree that the connection from violent video games to real life violence cannot be ignored. Video games are a great form of distraction but where is the line, the boundary, that marks how much is too much to affect someone's actions?

Games create huge platforms of all people gathering to play a certain game and to achieve a certain goal. The thing about is that games they are designed to be a lively activity and make you want to pursue certain goals within the game. "They're all described as essentially being addicted to video games," says Steve Doocy when describing the numerous shootings in America. In addition, Erik Kain writes "... countless millions more who have been playing violent games for years." describing the link of GTAV and the violent shooting. He continues saying that though violent games don't make people want to shoot but, an excess amount of time will definitely change one's attitude and actions. The amount of time one would have to play so that they think differently and act differently could range from short to long. In that case, not only does gaming become time-consuming activity but it diverts a way of thinking and drive for different actions.

Though some may argue gaming, more focused on violent ones, could enhance one's ability to process information and plan effective strategies, the clear consumption of time and the negative impacts it has on one's life is unavoidable. "Playing the games can and does stir hostile urges and mildly aggressive behavior in the short term. Moreover, youngsters who develop a gaming habit can become slightly more aggressive," writes Benedict Carey, the writer of The New York Times article, Shooting in the Dark. This is the result of a number of research and studies showing that games, specifically violent, changes the personality and attitude towards others. It diverts the attention to a negative one, make certain players act violently and not realize the consequences of those actions. Taken as a whole, there are other ways to enhance information processing and plan effective strategies without ending in violence.

If the society that you want is one where decisions are driven by violent knowledge and the actions taken are negative, then we can continue to be like this; ignorant and uninformed. However, if you want the better future, a better society, a better community, we have the power to change that. What are we doing here if we are all going to walk out without a single inkling or a notion that this is a problem, a problem we need to fix. Our society doesn’t need to be violent but we’re slowly letting it. We don’t want our children and future generations to live in a peril and corrupted society where violence is not taken seriously. Gaming does and will have a negative affect to the future. We were not born to be violent. We were born to be exquisite human beings, unyielding to the violence around us. So I ask you, today, tomorrow and many years in the future, what is it that you want to happen with our society. What will you do to change the seemingly distorted and corrupted future that is to come. 

By Seika

The Risk of Games that Simulate Violence

What we learn as kids remains with us for our entire lives, especially when they are being reinforced to us every day. You will never forget your ABC’s or 123’s, not just because you learnt them in kindergarten but also because you use them daily. Similarly, kids are beginning to engage in role playing games that simulate violence at such young ages, that they are starting to leave harmful impacts on the kids as they begin to play the games more often. The games that simulate violence have integrated into our society as something that is acceptable, when it really shouldn’t be. Technically we are teaching kids that it’s okay to run around with a gun and open fire, because that is what they are seeing in the games that they play. Role playing games that simulate violence influence children in perilous ways and should not be something that is tolerated by our society.

Role playing games are “the safe zone”. Just like it is mentioned in ‘High Jinks: Shoot Out’ by Guy Martin, games that simulate violence may be okay when they are being played, but outside the games, the safety barrier is removed and that same behaviour becomes unacceptable. It is hard to differentiate what is right and what is wrong, especially in a society which promotes games where the aim is to shoot someone, as a fun, free time activity. Activities like; laser tag and paintball give kids the thrill of holding a gun with the aim to fire at others. Who is to say that those exact kids won’t pick up a real gun and try those same things? No one can be sure, as children don’t have the same discriminative capabilities as the adults around them.

Now let’s look at the argument that many put forward, that violent role playing games help to improve problem solving and cognitive skills. If teens can easily catch on to these habits from the games, then how can we not expect them to pick up the harmful lessons as well? Many studies, including ones done by Palo Alto Medcial Foundation, kidshealth.org and helathline have proven that “violent content is linked to more agressive behaviour in teens”. Playing these games turns into a habit and starts to be incorporated into kid’s lives, leaving these harsh and negative thoughts running through their heads all day. This leads to pugnacious behaviour that could possibly threaten our society.

Another claim that many will make is that not all games that simulate violence lead to people open firing on the street. Not all farmville players are farmers and similarly not all Call of Duty players are trained shooters but these games increase the risk factor and the possibility of something going wrong. In Norway, during the summer of 2011, a man named Anders Behring Breivik shot 77 people on the streets without being provoked. In an interview with CNN he had mentioned that he, “played Call of Duty; Modern Warfare 2 as a means of shooting practise” leading us to believe that the violent role playing games can have a hazardous impact on the players. It turns out that this wasn’t an isolated incident. In the New York Times article, “Shooting in the dark,” they introduced the fact that “the young men who open fired at Columbine High School” in 1999 were also all video game addicts. This evidence points to the fact that there is a strong correlation between role playing games that simulate violence and the behaviours of children in ways that put communities at risk.

Out of the 41 million teenagers in the U.S, approximately 97% of them play some sort of video game. And out of all the video games sold in the U.S, 55% are categorized as either shooter, action of fighting games. Why are we promoting violence over sport, or combat over education? Our top selling video games should teach kids valuable morals that don’t pollute their brains with negative ideas. These so called sources of entertainment pose harmful threats on the people playing them as well as those around them. Understanding this could prevent an innocent citizen from being shot on the street because the shooter was heavily impacted by the violent games he played. I am not suggesting that these games be banned, but closely monitored so that risks are reduced and we can live in a safer environment.

By Aditi