By Suzanne Presto
As video game images become increasingly
more realistic and graphic, policy makers are debating if there is a link
between the violence depicted in those games and violence in real life.
A 20-year-old gunman's shooting spree at a
school in the northeastern United
States this month has reinvigorated
discussions about violence, prompting lawmakers to call for greater examination
of brutality in video games.
But evidence does not suggest violence in
games causes violence in life, says Virginia Tech's James Ivory, a professor in
the university's department of communication who researches the effects of
video games.
"The agreement is pretty well universal
among social scientists that there is not a clearly established link between
actual violent crime and violent media usage," says Ivory.
He adds that it is possible, though debated,
that exposure to violent video games could make a person think or respond more
aggressively in the short term, or, in Ivory's words, "might even make you
potentially more of a jerk to somebody."
But, he emphasizes, temporary aggression and violent crime are worlds
apart.
Graphic games are popular. Eight of the 20 best-selling video games in
2011 contained intense violence, language or sexual content deemed suitable
only for players 17 and older.
Criminal defense attorney Rene Sandler says
she has represented clients who played violent shooter games, gaining points
with each kill.
"Violent video games are an enormous
problem in this country, and violent video games have been at the core of
violent behaviors after watching these video games or cumulatively playing
games," Sandler says.
Video games differ from movies or other
media because game players are active participants, not passive viewers.
"People have argued that violent video
games should influence you more because you're taking on the role of someone
violent," explains Ivory.
"Conceptually that all makes sense, but empirically, there's not a
lot of evidence for stronger effects of games than television."
Players don't confuse games with reality, a
high school student and gamer told VOA.
"I'm not saying it's right, but it's
just virtual people," he said.
"It's not real people. It
doesn't have any intentions of killing anyone in the real world."
Wayne LaPierre, head of the National Rifle
Association, disagrees.
"There exists in this country, sadly, a
callous, corrupt and corrupting shadow industry that sells and sows violence
against its own people, through vicious, violent video games," LaPierre
told reporters this month.
He named the popular game 'Grand Theft Auto'
as an example.
One of the creators of 'Grand Theft Auto,'
Navid Khonsari, says he grew up playing video games in Iran , Canada
and the U.S. ,
where video games were enjoyed by people of all ages.
The discerning factor among the countries,
says Khonsari, "is that while video games have been readily available,
what has been limited is the accessibility to weapons."
The focus on virtual violence might be
limiting substantive discussions about firearm regulations and mental health
treatment.
"When we talk about violent video games
and actual violent crime, we're chasing something that hasn't really been
observed and we're not talking about other things that have been
observed," says Ivory.
Despite the renewed focus on video game
violence, investigators of the most recent U.S. school shooting have not said
whether the young gunman was a player of violent video games.
Interest in video games continues to grow
around the globe. Analysts estimate
people spent about $70 billion worldwide on video games and components in
2012. North America, Western Europe and
East Asia remain key markets, while gaming is on the rise in India , Brazil ,
Russia and Southeast
Asia . ---VOA News
0 comments:
Post a Comment