Former military psychologist and moral reformer David Grossman argues that because the military uses games in training (including, he claims, training soldiers to shoot and kill), the generation of young people who play such games are similarly being brutalized and conditioned to be aggressive in their everyday social interactions.Alas, his qualifications are simply false: None of those conditions are required. Furthermore, he overstates the case. There is very good evidence to suggest that children who play a lot of FPS are more ready to use violence. That doesn't mean they're desensitized to violence -- it means they're more likely to use it. Subtle distinction, but important when you consider that you only have to use violence once without normal levels of reservation to have some pretty serious effects.
Grossman's model only works if:
* we remove training and education from a meaningful cultural context.
* we assume learners have no conscious goals and that they show no resistance to what they are being taught.
* we assume that they unwittingly apply what they learn in a fantasy environment to real world spaces.
7. Video game play is socially isolating.But much game play is also a-social, and observations of online communities are not relevant to that type of game play.
Much video game play is social. Almost 60 percent of frequent gamers play with friends. Thirty-three percent play with siblings and 25 percent play with spouses or parents. Even games designed for single players are often played socially, with one person giving advice to another holding a joystick. A growing number of games are designed for multiple players — for either cooperative play in the same space or online play with distributed players. Sociologist Talmadge Wright has logged many hours observing online communities interact with and react to violent video games, concluding that meta-gaming (conversation about game content) provides a context for thinking about rules and rule-breaking. In this way there are really two games taking place simultaneously: one, the explicit conflict and combat on the screen; the other, the implicit cooperation and comradeship between the players. Two players may be fighting to death on screen and growing closer as friends off screen. Social expectations are reaffirmed through the social contract governing play, even as they are symbolically cast aside within the transgressive fantasies represented onscreen.
But the most realistic aspect of the game is surely the boredom. Real military life is made up of long periods of inactivity punctuated by furious bursts of exhausting and terrifying work. The game never terrified me, but it exhausted me — it almost put me to sleep trying to teach me to recognize an Apache assault helicopter from below, and to differentiate between the Delta and 181 Officers in a Special Forces Squad.Also, it's worth noting that there are other perspectives beside the debunking one, at the same site.
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posted by Ricky_gr10 at 8:07 AM on December 13, 2005