If you missed Part 1 of this three-part series be sure to read it here.
Note: In Part 1 Dr. Dahlia Keen makes a reference to the game Postal. We received the following clarification from Running With Scissors' Vince Desi about the game: "While I'm not surprised that our game POSTAL was included in her article, I must point out that it was coupled with GTA as a video game that rewards violent behavior during gameplay... The TRUTH is that in POSTAL if the player chooses to engage in violent gameplay, there are NO rewards. In fact, any violent action is answered with characters representing police or citizens increasing their pursuit of you the player. Furthermore, if you elect to use drugs in POSTAL your abilities are severely impaired just like in reality."
The distinction between aggression and violence is mandatory here because game violence has been noted to have an effect on subsequent aggression, not violence, and the two should not be used interchangeably (Olson, 2004). Aggression is more benign and there are various subtypes (Buchanan Gentile, Nelson, Walsh, & Hensel, 2002). Psychodynamically speaking, aggression is viewed as an innate and healthy instinct potentially useful for competition, sexuality, initiative, leadership, achievement and socialization. Other perspectives look at aggression as hurting another physically through bullying, and fighting, but it can also involve other methods such as verbal attacks, and more covert phenomena such as spreading rumors or isolating others. Violence always involves hurting the physical integrity of another with the intention to harm or kill. Aggression can trigger violence but most children who are aggressive or anti social do not grow up to be violent. Moreover, most violent adolescents were not aggressive as children. (Olson, 2004). A fascinating point is this: As per the U.S. Department of Justice, Bureau of Statistics, and the FBI Crime report, (Ferris, 2006), as violent game usage increases, violent crimes decrease. As our youth are fantasy killing more, they are killing each other less in the real world. But why?
If not catharsis, which has never been substantiated as a factor in reducing aggression or violence, how can we explain the low crime rate? The answer: Free will. Our youth have choices in responding to situations in their lives, and this is one of them. They can be bombarded with images, become electronic murderers, and so forth. But it really comes down to mental intermediation and what happens when the game is over. Whenever it is clear that the game is over, most well-adapted players should be able to switch environments and move onto other activities pending the next round of game play.
In addition to the well known benefits of game playing starting as young as early childhood (Li & Atkins, 2004), violent video games come with their own moral and social lessons. They help teach ethics, provide dress rehearsal for future actions and conflict resolution, assist in learning more about themselves from seeing examples of good and bad behaviors. They can provide outlets for accessing dormant strengths. These games provide elements of choice, and responsibility. They also provide a safe outlet to expel anti social fantasies (Olson, 2004). Violent games, particularly first-person shooter games also promote feelings of power and dominance (P. Zimbardo, personal communication, March 19, 2006). This can have positive repercussions if it increases assertiveness and self esteem. First-person shooter games have also been used to recruit soldiers (e.g. America's Army), and train the military, perhaps for these reasons. Oh, and yes finally, on a lighter note, let's not forget, these games are fun!
Video games, violent or not, come with many known benefits. Play is healthy—period. These games are challenging, help youth learn new skills, solve puzzles, multitask, think critically and strategically, increase memory, hone coordination, and reflexes, acquire impulse control, and enhance the ability to pay attention and focus. In school, video gamers were noted to be faster and better performers (Abraham, 2006). Psychologist Ellen Bialystock, a research professor at York University in Toronto Canada noted that video gamers consistently outperformed non-players in a series of tricky mental tests. It is believed that playing these games will induce physiologic and organic changes, which slow down the aging process of the brain. [A new report suggests this might not actually be the case - Ed.] People may retain cognitive functioning for longer.
Computers have become the new playground, a place where our youth can meet to play, discuss strategies, and competitive rankings etc. They have their own computer community. The development towards multi-player games from single player games is a developmental accomplishment, and a tribute to the gaming industry. The socializing qualities, both on and off screen, can not only reduce violence, but can also potentially undo some of the bad stuff. Unlike single player games which can promote more isolation and depression in some, multi player games bring people together on and off screen. They can provide a sense of emotional attachment, with a sense of belonging, purpose, allegiance, friendship, and community. Players are already making attempts to meet other players near and far.
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Dr. Dahlia Keen's website is www.drdahlia.com. She can be reached via e-mail at info@drdahlia.com
Do you work in the video game industry? Would you like to be featured in a My Turn? Send your ideas for consideration to editor@gamedaily.com






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