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:D (god, I hate using that new smiley) The Giants also had a very good win. There were a few surprising upsets like the Dolphins beating the Broncos, the Saints beating the Panthers (my pick to go to the Super Bawl from NFC), the 49ers beating the Rams and the Bucs beating the Vikings. Very interesting first weak of the season. |
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I think it's exactly like accidently hurting someone through bumping into them, or where running towards them and pushing them down to impact the floor to damage them is violence. Atleast in Rugby that's a big difference, as I said, American Football is a different game, I don't know that much about it. Quote:
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If you're trying to say that violence is a part of sport and that the same people that try to fuel violence in sport denounce violence in video games, then I'm sure there are people who do that. Little Timmy gets called killer by his dad and gets encouraged to cowardly hit his opponant in the back to win the match, but then comes home and can't play GTA3. I think there is a difference between simulated violence and real violence. Some people don't think so, and I guess one of there points is that it glorifies violence, and that's just as bad as a real act of violence, but I don't think so. In some views, simulated acts of murder, or severe injury, is worse than real life acts of less severe violence. I believe I have much more faith in people than they do. There has been violence involved in driving, and probably everything else, I think sport is more of an activity where violence can occur, than a place where it is encouraged. |
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Damn, I hate the Patriots. And that was before they beat the Steelers in last year's playoff game. They're so God damn arrogant. They're like the opposing team in any football movie you've ever seen. Quote:
Anyway, the Steelers are actually kind of the same way, with the having fans all over the place. After the steel mills here closed, a lot of Pittsburghers started moving to other parts of the country. Very few people actually stay in Pittsburgh their whole lives any more. It's basically a city of old people. Well, what happened is that now there are all these Pittsburghers all over the country, and they're still rooting for the Steelers. It's like a Pittsburgh diaspora. Only the Steelers don't get to be called "America's Team." But that's okay. We don't need that kind of PR gimmick to win. :P Quote:
I mean, let's be reasonable about this. If I tackle you in a football game, causing physical pain may not be my main objective. But we're adults here. We all know that that's going to hurt. It's not like I "accidentally" tackled you. I hurt you, and I did on purpose. That's violence. Quote:
Also, here's some food for thought for the other side of the argument, since we all seem to be defending video games here. In every medium, there's some idea that the author is communicating to the audience. Now in most media, the audience is a passive recipient of the creator's message. With video games, it's a little different. The player is actually interacting with the environment. This gives the creator a new method of communicating their ideas, rewarding players for certain behaviors and punishing them for others. It's classic conditioning. Is it really that crazy to suggest that a game that constantly rewards players for aggressive behavior might be teaching those players to behave more aggressively in general? mag |
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"Is it really that crazy to suggest that a game that constantly rewards players for aggressive behavior might be teaching those players to behave more aggressively in general?"
It would be hard to prove that the aggression it's teaching goes beyond the video environment, though. Another extension of the video games cause violence issue, I guess - do more violent kids seem more drawn to this or does it make them more violent? My feeling is not! It makes them more couch potato-like, since in order to get good at the games, you have to put in many hours of play time, and this engenders a less physical minded individual, rather than a violent active one. This is an issue that can't go both ways - either get the kids to shut off the TV and games and go do something active, or they get fat playing games and watching TV. Our health consultants need to get their priorities straight. I know that not all kids that play games are fat, and sometimes fat kids can be bullies, even, but fat kids are less apt to be active enough to be violent. Lynsie |
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Doubt I'm going to post about sport in this thread again, don't think it's on topic. I will reply on topic from now on.
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Besides, if people feel that a violent act portrayed in the media is justified, that will actually make them more aggressive than if they believe the violent act is unjustified. mag |
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Items are obvious rewards, but if they're in context, like a villain drops the weapon he was carrying, then I'm hoping people take that as a consequence, not a reward. Power ups aren't even disguised as anything but rewards sometimes. Not every action game, sometimes you fail your mission and get punished for being violent. This isn't for every game, but I think that far too many games don't have nonviolent routes to complete games. The only ones I can think of are RPGs, and MMORPGS. Quote:
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And even in those games that punish players for violent behavior, it's only certain violent behavior that's punished, while other kinds of violent behavior are still rewarded. Besides, those also tend to be the more realistic, tactical shooters, which I don't think are the main culprit here anyway. Quote:
In reality, it's very rare that not being violent will result in punishment. What the game does is set up a situation in which you have only two options. Fighting, the "correct" option, will result in reward. Not fighting, the "incorrect" option, will result in punishment. The lesson, essentially, is that aggressive behavior is an acceptable method of dealing with problems. Also, as I mentioned before, justified violence in the media actually makes audiences more aggressive than unjustified violence. So a game in which the player's violent behavior is justified ("you have to kill or be killed") would likely do even more to increase the player's aggression than just general violence. The overwhelming consensus among media psychologists today is that violence in the media, including video games, increases aggression. Now I may have certain problems with certain studies, but for now I'm going to assume that they generally know what they're talking about. But I think what we really need to ask is whether or not we're asking the right question. Right now everyone is focusing on whether violent video games make people more aggressive. But this is essentially a red herring. What we should be asking is whether or not it matters if video games make people more aggressive. Our society is incredibly dualistic in a number of ways. One of those ways is that there is a tendency to believe that we can neatly divide all of our feelings into "good" feelings and "bad" feelings. So love is "good," but hate is "bad." Courage is "good." Fear is "bad." Calmness is "good." Aggressiveness is "bad." In fact, this depends very much on the situation. Hate can be bad, but it can also motivate us to avoid or to preempt people who mean us harm. Fear can be bad, but it's also the thing that tells us to run away when we're in danger. Aggression, too, has a place in our lives. If you look at the people at the highest levels of our society--executives, politicians, lawyers, doctors, etc.--they didn't get to be where they are without being aggressive at times. That doesn't mean they all become murderers. It just means that there are times when aggressive behavior is the best way to get things done. Throughout history, people have played games that increase aggression: sparring, physical sports, etc. I see video games as simply another step in this progression. In fact, it would be far stranger for somebody in the kind of competitive situation given in most video games to NOT feel any kind of aggression than it would be for him to experience increased aggression. Aggressive feelings give us that competitive edge. So given that a certain level of aggression is perfectly normal in a healthy society, what does it really mean that video games increase aggression? Without any context as to what a normal level of aggression is, simply claiming that video games make people more aggressive is meaningless. How much more aggressive do video games make people? More than their usual state of aggressiveness? More than other people? More than is healthy? More than is socially acceptable? These are the questions that really need to be asked. mag |
I really don't accept that the game ending early because you choose not to use violence in a game is a punishment. It's like saying a game without violence is teaching non-violence because you're rewarded for not using violence. You haven't got a choice in a lot of games, if you did have a choice, and the more favourable option was always violence, then I would accept that games are teaching a lesson. Then again, it would be a great leap, for me, to propose that stable people wouldn't differentiate from games and reality.
I think the scope is the major factor, and I also think that the reason games have focused on one approach is that the other options aren't as easy or fun. Take a Counter-Terrorism themed game for an example, like Rainbow Six (the original), they have more than one negotiator, they also have semi non-lethal means to potentially incapacitate instead of kill. Negotiating isn't impossible to reproduce in a game, it's not visual, it's not intense, it's slow, and it's a lot harder to model behaviour in negotiating than strategy, or panic. Non-lethal measures are present, but it's still violence, and since they were attempting some realism, those measures aren't as effective or safe for the law enforcement/military personnel. Civilization games have had non violent outlets, RPGs, and MMORPGs too, they are sometimes criticized for not being as developed as the violent parts. Quote:
1) I've never seen a study on the bias of the psychologist community, or read anywhere that this is the case. I've certainly seen a bias in coverage of this view by the media, a lot not involving psychologists at all. 2) I'm assuming you're saying aggression generally, meaning games make people more aggressive in everyday actions. I agree that aggression is perfectly natural, and healthy. Having aggression at times, and learning how to control that aggression can be desirable IMO. |
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It may not seem like a choice because most of us recognize what we need to do in order to play the game. I don't think anyone in their right mind just sits around waiting to be shot in a FPS. But the choice is still there. And the rewards and punishments are still there. And violent behavior is clearly portrayed as the more favorable option. The fact that that option is so obvious that we don't even think of it as a choice shows just how well this behavior has been learned. Quote:
We're talking about conditioning, which isn't always conscious or rational. For instance, say I take you into a lab and show you a white rat. And every time I show you the rat, I also do something really unpleasant to you, like administering an electric shock. After a while, you'll start to fear just the rat without the shock. And so if you see a white rat outside of the lab, you'll experience a fear reaction. Even though "stable people" can differentiate from laboratory environments and reality, it doesn't matter. The reaction has already been learned. Quote:
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So, how do we know that this consensus exists among media psychologists? Well, one way would be to go through all the research that's been done on the subject, and see what each and every one of them has to say. Now media psychology is one of the smaller fields of study in science, but that would still be a fairly time consuming task. I'm assuming you don't want to do that. So another way might be to look at meta-analyses, which are analyses of a number of studies. One such meta-analytic review was published in September 2001 in Psychological Science: Quote:
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mag |
I don't think you can call it a punishment, or negative, just because you can't do what you want. If the game gives you points for murder, like in Carmageddon, then that's rewarding virtual violence. Not being able to sneak past them isn't punishment for trying to, there is no choice. Outside the game, you have a choice to play a certain game or not to.
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I only said there was a bias in the media. I said that I have not seen a consensus among psychologists supporting this view. I understand what the word means, and I don't think I have read satisfactory evidence that this is the case. Quote:
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But most people don't play video games in a vacuum. Whatever amount of conditioning may or may not be going on while they play the game, they do still have the conditioning regarding social behavior and aggression they receive from their parents, their friends, from schooling, etc...
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In fact, the rat example I described was a real experiment that was done in 1920 (by today's standards, it would be considered horribly unethical). Dr. John Watson performed the study at John Hopkins University. He took a 9 month old boy, known as Little Albert, and conditioned him to fear white rats. And that fear was even generalized to pretty much anything that was white and furry. In my opinion, saying that people know the difference between reality and video games misses the point. You can have the strongest grasp on reality in the world, and that's not going to help you any more than it would help you in a laboratory setting. Quote:
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As for them all belonging to one association, I don't see how that's relevent. The APA isn't like the Republican Party. It's not like it has a platform that all of its members have to agree to. It's a professional scientific organization. Most psychologists in the United States belong to the American Psychological Association. It's not a biased organization. mag |
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This was a post of mine early on in this thread: http://forums.adventuregamers.com/sh...1&postcount=16 If you click on the 'this article' link it will take you a 2004 article also by Craig Anderson updating the metaanalysis (and also discussing its shortcomings). Also when you talk of bias I'm not sure whether you are referring to definition #2 or #3. In the case of these studies, I would worry about definition #3. Also you can go to PubMed to search for articles in this area. You would likely only get abstracts but if you're interested in any full length articles, I can see if I can get them. *Steps out now* :) :) :) |
There are a few differences between our opinions that seem to be going no where:
1. I don't consider non-progression a punishment for nonviolence. This is because nonviolent means is not an option in most games. It's like saying that dying in a game is punishment for not being invincible. It's the parameters of the game, and in my experience people know those parameters. 2. Using the study on conditioning as an example is wrong. I'm not saying the study was wrong, I'm saying that you are trying to apply the same logic to fundamentally different things. The physiological pain is obviously the trigger, and the associating of pain and a white rat. The emotional response is the consequence, that being fear. This is called classical conditioning and requires stimuli to trigger a response, not the other way around. Whether the joy and fustration(anger) of playing a game are real or not, is of no matter, because you're not associating that with the act of violence. There is another type of conditioning that could be applied, but there is two problems, a) I don't think violence is rewarded as much as you say, and as far as I'm concerned nonviolence is not punished, and b) I don't think, and have not read anything that would suggest that a stable person would try to recreate their actions in reallife, from the actions they have been conditioned to do in a virtual world. Quote:
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