Sunday, 1 November 2015

Coursework draft

How far does the 1st person shooter genre affect the attitudes and behaviour of people?
The first person shooter genre is a genre that has had a lot of controversy surrounding it over the past years, mainly due to the concerns that it may affect the way others are acting. But how does this genre affect people who play it and is it in a positive or negative way?

The 1st person shooter genre has not only been used for entertainment but research into whether they can teach players to shoot more accurately when using a real gun. In America the military and police already use video games to improve shooting accuracy so researchers at Ohio State University decided to test it on college students. In their study they wanted to test the theory “Can violent video games train a person to shoot a gun?” they tested this on 151 college students. Students played one of the three video games being used in the test for 20 minutes: a violent shooting game with humanoid targets that rewarded headshots (e.g. Resident Evil 4), a nonviolent shooting game with bull’s eye targets (e.g. the target practice game in Wii Play), or a nonviolent, non shooting game (e.g. Super Mario Galaxy).  Those who played a shooting game used either a standard controller or a gun-shaped controller. Afterwards, they had to fire 16 shots at a life-size mannequin 20 feet (6.1 meters) away using an air soft training pistol.                                                                                                                          The results showed that players who used a pistol-shaped controller in a violent, shooting video game had 99% more head shots and 33% more other shots compared to other players. The players were not told to aim for the head, but they did it naturally because they were rewarded points for headshots in the game they played.

However this does not show that people who play more video games are more likely to fire a gun at others and instead indicates they can improve your hand-eye coordination meaning the results have a good impact rather than bad. Nonetheless the results do indicate that if they were to fire a gun at someone else they would fire more accurately which is more likely to result in a death, this certainly implies that 1st person shooter video games are a powerful “weapon” to teach or increase skills potentially increasing the use of dangerous weapons.

“But are video games really the villains in our violent age?”

On April 20th 1999, two seniors Eric Harris and Dylan Klebold, murdered 12 fellow students and 1 teacher and injured a further 20 in their high school in Littleton, Colorado in a video they claimed they used the violent shooter game “Doom” to practice their shooting rampage. However they were also described at school to be socially isolated and they hated school and its jock culture which would soon prove to be a deadly common bond.

There has been a rise in dramatically violent shootings and attacks by teenagers, many of whom are said to play violent video games, this is helping the argument that video game violence translates into real world situations. But other people aren't convinced and insist that video games are a scapegoat for a shocking social trend that has people scared and looking to place blame. Entertainment media has always made a great scapegoat.

In July of 2011, Anders Breivik killed 77 people at a political youth camp on the island of Utoya. In court, Breivik stated that he used holographic aiming technology and the game Call of Duty: Modern Warfare to practice his aiming skills. He said that “(The gaming device) is built up in such a way that you could have given it to your grandmother and she would have been a super marksman.”
That being said, video games did not appear to be his motive to go on his shooting spree, but merely his training device. He had written a manifesto claiming to have ties to the Knights Templar, giving him religious motive. He said his attacks were to stop the “Islamisation” of Norway. He killed these people merely because he did not agree with their opinions. Breivik is currently serving a 21-year sentence for his crimes.

However surely for these serious acts of violence to take place the assailant would have to have had a form of mental health disorder or a specific personality trait that when triggered may cause someone to be so violent. The violent video games have been referred to as a “Murder Simulator” but complete blame cannot be put on a videogame.         
                                                            
For instance, a 2010 study published in the "Review of General Psychology," reviewed past studies that reported ties between violent games and violent responses. The researchers found the subjects most deeply affected by violent game play were those who showed personality traits that demonstrated psychoticism, which include lack of empathy, nonconformity and impulsiveness. People who fit this model tend to see violence as an appropriate response to social conflict.

There is so much controversy surrounding games such as Call of duty or Halo but not games that have hidden potential violence such as the Sims? The Sims follows real life situations as you take care of a created family. But you can decide to not take care of your family and do things such as starving them to death. This may give people an exaggerated sense of power and control. Due to the realism of The Sims by not feeding them your Sims will show how they are suffering, by waving to get your attention or groaning in pain. You can even watch your Sims burn alive, shouting for help but in Call of Duty signs of pain during death are pretty much invisible. According to Gamespot as of 2010, The Sims franchise has sold more than 125 million copies worldwide and Call Of Duty having sold 175 million copies.

So why do we focus primarily on the violence in the shooter genre?

Perhaps it’s because any attacks on people where a videogame has been accused tend to be blamed on games in the shooter or action genre. It could be because the main objective is to kill as many enemies as possible. But if those enemies are also holding guns, trying to kill you would that not teach people to only use guns in a self-defence situation? In the American constitution the 2nd Amendment is “the right to keep and bear arms”, but this is dependent on how an individual perceives this law. Some may identify it as having the right to defend yourself others may look at the amendment and recognize it as a way to eradicate responsibility from their actions.

Younger people are more likely to be affected by the violence in these games. Young people can be influenced easier because they aren’t completely set on what they believe is right or wrong. Media violence can lead to aggressive behavior in children, this is supported by research that states that when a child hits the age of 18, he/she must have seen about 200,000 acts of violence on television alone. Young children become desensitized to the real world violence. They cannot easily tell the difference between real life and fantasy so the violent images they see on television and in the movies may seem real to them.

I understand that this genre of videogame may affect someone if they are a child and they play these games constantly as they progress into their teenage years as they might start to believe what they’re seeing is right but this doesn’t in any way mean they will go on a shooting rampage. Video games have age ratings and if parents still allow their young children to play 18 rated games is it really the game developers fault if the child decides to follow the same path as the game’s protagonist?

The future of gaming stands with the Oculus Rift (2016) and Sony’s Project Morpheus. They’ve been created to put the player in the games and let them be in the virtual reality that would usually be on the TV or computer screen. Both these devices are headsets that cover your eyes and as you turn your head every part of the room you are standing in becomes the game. When the Oculus rift is connected to the Oculus touch it enables the game to follow your hand movements placing you further inside of the game. Will the real life experience of shooting your opponents transfer into the everyday lives of the players? Or will it simply give you a more fascinating experience?

After watching a Documentary; BBC’s Horizon: Are video games really that bad? I got an idea for my primary research. There was one experiment in particular that interested me and was easy to carry out at home.  Dr Andrew Przybylski a ‘research fellow’ who specialises in Psychology of motivation (What makes us act the way we do) at Oxford University and his colleagues investigated what other emotions were triggered in a videogame to cause aggression, the method was simple and could be done at home so I chose some subjects and tested it on them. 20 people took part and were a variety of different ages, genders and class. I used two different games to test this Super Mario Land; the typical well known Mario game and Unfair Mario; a hidden trap is in the game nearly every other move. Half of the participants played unfair Mario. Before they played each participant had to immerse their hand in ice cold water for 20 seconds. After playing the participants were asked how long the other players should hold their hands in the water for and on average the players who played Unfair Mario suggested an extra 5 seconds than those who played Super Mario. The response of increased aggression couldn’t have anything to do with violence. My responses were similar to Przybylski’s which helped me understand his theory that frustration was the emotion to trigger the aggression.  

To conclude I don’t think violent crimes can be blamed on a game because the video game didn’t tell them to go out and kill and I don’t think video games can alter the way people think drastically. If someone commits a heinous crime of murder they must have thought about doing it in the past, the video game may have been the trigger but it certainly wasn’t the enforcer. As mentioned earlier personality traits will alter the way people think after seeing something violent. Video games are an easy scapegoat as a motive for a crime but really the only crime video games have committed is to help improve accuracy, whether the player uses this for the benefit of their coordination or to practice real life shooting is no fault of the game.


No comments:

Post a Comment

Note: only a member of this blog may post a comment.