ThinkerThinker said:
How much of a potential danger lies in playing games? If you play a game containing violence and some seriously questionable values and morals that goes against the basic values of Christianity does it have an influence on you way of thinking or can we simply separate the game from real life?
There are a number of factors to be considered here, your age at the time for example, and your mental stability. Generally speaking people can separate the game from the reality. For years now people have made bogus claims that rock music, violent films or violent games will result in violent behaviour and moral degeneration, quite often quoting Bandura Ross and Ross in support of this hypothesis.
For those that do not know Bandura et al attempted to see if violent images would result in violent actions among children. They split a sample of children into 4 groups and tested them by monitoring the level of violence shown to a bobo doll after witnessing either violent images on a TV or by watching an adult commit violent acts on the Bobo doll. The control group of course saw no such violent images. The results appeared to show an upswing in aggressive acts in the groups exposed to violent images.
I say appeared because Bandura et al has been criticised in a number of ways. Firstly a bobo doll is very evidently not a real person, and sure enough the children did not show marked increase in violent action towards one another, only towards the evidently inanimate toy. Secondly people have extrapolated from Bandura Ross and Ross the notion that if levels of aggression increase in children as a result of such exposure, that the same is true of adults. Clearly this is a dubious position since adults and children show very obvious differences in their susceptibility to operant conditioning of all kinds. Adults are very tricky to condition whilst children are far more susceptible to it.
Other studies have been conducted in which psychologists have looked into the possibility of links between violent games and violent behaviour. Again many studies report that violent offenders tend to prefer violent films and games, they confirm that people with no history of violence and only normal levels of aggression can also show a high degree of interest in violent films and games. Generally these studies show a much higher percentage of people in the offenders group that play violent games and watch violent films, whilst in the second group there is a greater mix of people who so use them and people who do not. However, whilst this is often used by layman as an argument that violent games promote violence in people, Criminologists such as myself are not so convinced that these people have the cause and effect the right way around. In fact it makes considerable more sense that people who have a predisposition towards violence will prefer violent films and games, rather than the idea that people who play such games will develop a preference for violent behaviour.
This also fits well with the evidence that a great many people who play violent games and watch violent films see to show no increase in violent activity or aggression levels. In fact in the cases of well-adjusted adults violent games seem to help diffuse tension and act as a release for aggression.
As mentioned earlier however, children (and here I mean pre-pubescent children) are more impressionable than adults and adolescents to operant conditioning. Even so exposure to a single form of violent media is unlikely to cause violent behaviour in the long term (although films and non-participative media may increase aggression levels temporarily). Exposure to real life violence is the most likely to lead to an increase in violent behaviour, followed by exposure to multiple media violent imagery (games and films for example) coupled with a low level of affection displays from the parents, or ineffectual discipline from parents.
Note that I have concentrated on visual media games in this missive because games such as traditional (pen and paper) role playing games which take place entirely as a dialogue between players seem to be a different case. They appear to actually reduce violent tendencies amongst players. Despite the much vaunted cases of My son killed himself because of Dungeons and Dragons, all indications are that suicide rates amongst adolescent D+D players are significantly lower than the mean suicide rates of adolescents as a whole in the same culture. Similarly the rate of violent offences committed by players of such games is statistically smaller than it should be compared to samples of none players that are comparable in all other ways.
Ghost