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Do Violent Videogames Cause Violence?

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Do Violent Videogames Cause Violence?

Violence in digital media has been a hot topic for decades. With the rising popularity of true crime and criminal investigation shows, to horror and thriller movies, and then to video games, depicted violence and how far media is allowed to go has been debated wildly. While many argue that in movies and television shows you are watching a character commit those atrocities, the line becomes blurred when discussing violence depicted in videogames since, oftentimes, the player themselves is enacting that violence. Not only that, but many videogames cannot be completed without committing some act of violence, most commonly defeating an enemy using weapons such as swords, guns, or knives. Therefore, does violence depicted in videogames cause the player to enact violence in the real world? Does this reward system based in violence change a person’s personality, make them more aggressive or harmful in real world scenarios?

In my opinion, the answer is no, not quite. Many believe that videogames reward violence or desensitize the player to violence in the real-world, but we don’t actually see that happening as a trend among people, even as the popularity of videogames has grown for decades. Many people are still empathetic and kind well after playing games, even if that game displays graphic violence or gore. These types of arguments are also not made for those that love to watch crime shows or serial killer documentaries which feature the same amount or more violence than videogames. People who love to watch crime-solving shows do not magically become desensitized to violence if they were to see it in the real world. And yet there is this prevailing stigma that videogames do that. This issue, however, can extend as far as censorship. For example, Canada legally classified the games Manhunt (2003) and Soldier of Fortune (2000) as films rather than videogames and gave them a Restricted rating, prohibiting their sale. A more strict case would be Japan, a country that heavily censors their media to avoid violence, gore, or sexual themes that might impact the morality of their citizens. At home in the United States, Dianne Feinstein, a democratic senator for California, spoke on April 3, 2013 to constituents about how videogames with gun violence have “a very negative role for young people, and the industry ought to take note of that.” Tennessee Republican Rep. Diane Black blamed the Sandy Hook shooting on “unprecedented levels of violent games, music and so on,” only highlighting how even our politicians believe videogames can lead to violence. This stigma that videogames cause violence is pervasive and can be incredibly harmful to the industry itself, leading to censorship or extremely heavy restrictions. Therefore, it’s important to have an open dialogue on concerns so we can understand the history and truth behind this stigma. 

Manhunt (2003)

Content Ratings and Digital Media

When discussing the issue of violence in videogames, it’s important to bring up the issue of censorship. Various types of digital media, such as television shows or movies, have ratings based on the content they display within the film to avoid having to censor content for all audiences. For television, these ratings are as follows–TV-Y for ages 2-6, designed to be appropriate for all ages to watch, TV-Y7 for ages 7 and up, made for children who can distinguish between reality and fantasy, TV-G for television suited for all audiences, TV-PG for television that contains material potentially unsuitable for children and may require parental guidance, TV-14 for ages 14+ and for programs that might display themes including crude humor, drug or alcohol use, inappropriate language, strong violence that potentially results in blood or mild gore, sex, and moderate suggestive themes. TV-MA is for those 17+ and can include dark humor, frequent profanity, intense violence that may include blood and gore, and/or strong sexual themes. These labels allow the television show to be properly labelled for the intended audience. Themes that interest an adult might not interest a child, and vice versa. Through the use of these tags, appropriate audiences can choose programs depending on their viewing pleasure.

However, with videogames the issue becomes a bit trickier. Videogames are rated by an organization called the ESRB, or the Entertainment Software Rating Board. The ratings they use are more generalized than television and are as follows–Most videogames (at around 45% according to Statista) are rated E for everyone, which as the name suggests includes content generally suited for everyone–including minimal cartoon, fantasy, or mild violence and/or infrequent use of mild language. E 10+ is content generally suited for everyone over the age of ten and may include more cartoon, fantasy, or mild violence and/or use of mild language. Teen is for videogames that contain content for ages 13+ and may contain violence, suggestive themes, crude humor, minimal blood, simulated gambling and/or infrequent use of strong language. If a videogame receives a rating of M, that means the videogame has content that is only suitable for mature audiences or those that are 17+. The themes can include intense violence, blood and gore, sexual content and/or strong language. The last but final rating is rarely used, but it is A for adults only or 18+ and means the videogame includes prolonged scenes of intense violence, graphic sexual content and/or gambling with real-life currency.

Although many seem to believe a majority of videogames include graphic violence, according to Statista only 13% of videogames are rated M for mature audiences. A majority (45%) are rated E for Everyone, and 28% are rated T for Teen. While many popular videogames do depict some form of violence–such as the recently released Resident Evil 8: Village or first person shooters such as CS:GO or VALORANT–it is important to consider that these games are going to be popular for adults and teenagers or, in other words, those that have access to social media. Therefore, these games are often popularized because of the audience that plays them. Many children who play videogames are likely playing games catered for them, we just don’t see those games becoming popular because of the intended audiences. (Although, some games, such as Fall Guys, with no depictions of violence can do very well with adult audiences as well!)

Resident Evil Village

The History of Videogames and an Association to Violence

According to a study conducted in 2019, roughly 73% of Americans ages 2 and up play videogames in one form or another. Of course, when that many people take part in a specific activity, it’s important to analyze how that activity might impact culture, morality, and general public opinion. However, unlike movies and television that is lauded as a great cultural advancement, videogames have more stigma around them. This stigma is primarily regarding violence and videogames and is rooted in history, starting as early as 1993 with the Doom franchise. The largest controversy is related to the Columbine High School massacre that left 15 dead, after the shooters Eric Harris and Dylan Klebold were discovered to be avid players and fans of the Doom videogame. The stigma was also based around the fact that Harris stated in his journal that committing the school shooting would be “like playing Doom.” 

What does the science say? Do videogames cause violence?

The short answer is no, but the complicated answer depends on how violence is defined. Correlation does not necessarily mean causation, and while many were quick to point their fingers at Doom for causing the violence that resulted in the Columbine massacre, not many recognized the type of interests a person who is inclined for violence might like. Although Harris liked Doom and although Harris was a violent person, that did not inherently mean that Harris’ violence was caused by Doom, but rather that Harris was more inclined to participate in activities that allowed him to indulge his violent desires. For similar reasons, we know that Harris was also incredibly interested in violent historical events such as bombings, wars, and riots. However, studying violent history did not make Harris a more violent person, he was just naturally drawn to those activities because of his inclinations. However, playing violent videogames or studying violent history does not inherently mean you are naturally a violent person, though.

But from a scientific standpoint, do videogames cause violence? Well, studies have had a variety of results, leaning heavily toward no, they don’t. Some studies have been conducted to see if videogames cause someone to act violent while playing and have found that during gameplay, someone may have a burst of aggression, but other studies have found that this effect of aggression is minimal at best or otherwise completely absent. Some have cited that the burst of aggression while playing videogames is similar to the burst of aggression one might have while playing sports, and could be linked to competitiveness rather than the content of the videogame itself. For example, those that tend to be more competitive might have a more adverse violent reaction to losing a game, whereas someone who is less competitive will have little to no reaction to losing at all. This seems to be a prevailing result throughout conducted studies. Another example is from a longitudinal intervention study published in Molecular Psychology   where scientists found that even if there was aggression while playing violent videogames, this aggression was very short-lived. Likewise, they found that consistently playing videogames had no obvious effects on empathy, interpersonal competencies, or mental health on the subjects they studied. However, we are all aware of the videos circulating the internet of someone slamming their desk or punching their monitor in reaction to a videogame. These violent acts are often exaggerated and at times not related to the specific gore or graphic depictions of violence (such as some videos showing a gamer raging at playing Mario Kart). Therefore, we can’t yet conclude that depictions of violence in videogames necessarily causes someone to become more violent in their day-to-day interactions. 

To call back to the topic of politicians believing school shootings to be caused by depictions of graphic violence, Patrick Markey, PhD., Professor of Psychological and Brain Sciences at Villanova University conducted an interview Nico Perrino of FIRE and discussed the Sandy Hook shooter who was discovered to be a fan of videogames. The media (including our president at the time who shall not be named) found that the shooter owned a copy of Call of Duty. Some media outlets suspected violent videogames had an impact on him, but Patrick Markey recalls that during the police investigation, “they found out in the investigation afterward they kept tracing his GPS going back and forth to this movie theater, and they couldn’t figure out why… what they found out is he was going to this [arcade] and obsessively playing Dance Dance Revolution. So if he had an obsession with anything, it wasn’t Call of Duty, it was Dance Dance Revolution.” However, the narrative was spun that the Sandy Hook shooter used Call of Duty to enact violence and was influenced by it, but the truth is that the causation wasn’t there to support that narrative. Check out the full podcast recording of Patrick Markey’s interview here.

 

Conclusion

Therefore, where do we go from here? Do we censor violence in videogames out of a fear that it will cause more violent acts? Do we analyze school shootings from the perspective of what violent videogame the perpetrator owned at the time? My stance is this–No. Ratings are a necessary precaution to avoid certain content from getting into the hands of the wrong audience. Children should not be playing violent first-person shooters, they should not be playing gory horror games, but if they do, it doesn’t cause them to grow up to be a violent, less empathetic person. While bursts of aggression may occur during videogames, it’s caused by competitiveness, not by the content of the videogame itself. Should we censor sports because of the aggression a player might display? No, of course not. The fact of the matter is that managing the content that children consume is primarily up to the parents themselves. Violence in videogames is not much different than violence depicted on television or in movies. As long as these types of digital media are properly rated for intended audiences, the need for censorship just isn’t there.

Keep the videogames. Instead, if we want to make real change on school shootings and violence, let’s start with actual solutions–like gun control and more accessible mental health services first–not digital media about fantasy worlds. Using videogames as a red herring for real-life problems does not fix anything, it only tries to shift the blame away from those who should actually be held responsible.

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The Icon Monthly

The Icon Monthly Nov 2022 | Monetizing the News

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I want to make money; it’s a relatable statement. But how we go about making that money is a bit murky. We all (Hopefully) want to make money ethically and without exploiting anyone. There seems to be more ways to monetize our passions than ever. If you’re an artist, you can start a Patreon, use the Youtube Partner Program or create an NFT project.

Depending on who you ask, there are issues with all those options. Making money from your passion isn’t easy, and that goes for me here at The Icon. So how do I ethically monetize this site?

Websites like Bloomberg and Forbes charge you a subscription to read their articles. Which I think is fair. They’re often detailing breaking news stories that took time and years of collecting sources to produce.

But the problem with that is it puts news out of reach of people who don’t have money. Not that a subscription to Forbes is expensive, but if you can barely afford dinner, then subbing to a news site isn’t a priority. But no matter your financial situation, we all need to stay informed.

Additionally, it’s tough to get people to read news articles. Half the time, you’re lucky if people read past the article’s title on social media. Most of the time, at least with my site, people read the title and immediately comment or just read what other people are commenting. The problem with this is that it can aid find misinformation spreading on the internet. Still, when you lock information behind a paywall, that limits the number of people getting that information.

It’s a struggle to get people to click on the article, and getting people to pay to read it is much more challenging. This means people turn to people in the comments and other secondhand accounts to get the information.

On a related note, have you ever played the game ” Telephone?” You get a group of friends and whisper a phrase to one of them, and they’re supposed to whisper it to other people, and once it gets to the last person, you see how much the phrase has changed. Usually, the phrase has changed somewhat. That’s because most people can’t recall exactly what was told in the time it takes to hear the phrase and then repeat it. So the more people the information goes through, the more human error is filtered in.

Same with information on the internet; when we get information secondhand, the person’s biases and interpretation get filtered in, and god forbid, they’re an idiot. If you’re blocked access to the sources of information, you’re denied the ability to scrutinize the data for yourself and to form your own opinion.

*Obama voice* Let me be clear. I don’t think anything is wrong with Forbes and Bloomberg charging money. Still, I believe it puts up a wall that could potentially facilitate spreading of fake news by limiting access to information from people.

For instance, recently, there was a dispute between Platinum Games and the former voice actress for Bayonetta, Hellena Taylor. Hellena claimed Platinum Games only offered to pay her $4000 to voice the title character in Bayonetta 3. However, Paul Schreier of Bloomberg discovered that that wasn’t exactly true through documents and various sources.

He tweeted his article and said Hellena Taylor’s claims were misleading, which some people in the comments said he needed to provide proof. He did. The evidence was in his article, but it seemed most of the comment section hadn’t read it. There were a few who did who tried to explain what was happening. The problem with this is that it’s that person’s interpretation. The others who didn’t read the article were losing out on the ability to scrutinize the information for themselves.

Again Bloomberg is great, and their prices are more than reasonable. But writing something and putting it on social media is 50% hoping people read past the title, 45% defending yourself against people who didn’t read past the title and begging them to do so, and 5% wondering why you even bothered.

And as much as we hate tactics like clickbait, if it didn’t work, sites wouldn’t do it. We’ve all done it, given in curiosity, and clicked on a clickbait article. However, I think clickbait is a toxic practice and breaks the trust you’re trying to build with your readers.

With all this said, I wanted to devise a way to monetize  The Icon while avoiding some of the pitfalls mentioned above. And remember, we’re not as big as Forbes or Bloomberg ( yet), so our founding needs aren’t as vast.

We will try to avoid pay walling content and instead offer optional ways to help fund us.

We’ll have to build trust with our audience, and that means giving them the information they need without clickbait and without adding a bunch of padding to the article. This means some articles might be short, or some information doesn’t need to be articles at all and will instead be a Twitter post. Posts will have critical information immediately at the beginning of the article. We want to keep you all moving forward, so we don’t want you scrolling for necessary information. We want you to get the information you need and decide if you want to keep going.

We’ll employ ads, but we’ll keep them from being intrusive, and additional funding options will be optional for those who enjoy our content and want to support us.

It’s easy to say all of this now. But creating something and making money from it has a slew of struggles, some I’ve spoken about and some I’m unaware of. So, we’ll see.

 

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Video Games

Dealing with the Grief of Losing an Online Friend

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There’s still a bit of stigma about meeting people online. I remember people speaking in hushed voices as they said, “We met online,” when asked how they met their spouse. Not me, though. I don’t care what people think. #rebel.

But I have felt the awkward looks and questions when I’ve told them I met my fiancee on an online dating site. We’ve been together for seven years but yes, Karen, raise your eyebrow in surprise as I tell you we met online.

But those things were never the most challenging part about meeting people online. The hardest part was the distance. Sometimes we have online friends across the country; heck, some of us have friends across the world. So I thought distance and realizing someone you played with hadn’t logged in years was the worst part. But as I’ve gotten older, I realized something that’s even harder. And that losing a friend.

Recently a friend of mine passed away. We played Destiny 2 together. He and a group of us have saved the universe from the Cabal, raided for hours, suffered in Crucible, and he came to the rescue when I was stuck on that damn elevator in the corrupted strike.

But what’s more, we talked, shared life stories, and checked up on each other, and now he’s gone. His wife called us to let us know that he had passed because he spoke about us, and she knew he would want us to know. We impacted his life enough that his wife, whom we had never spoken to, knew who we were and reached out. That would make me feel special if  I wasn’t so despondent about it.

But the problem with meeting people online is that you can’t just walk into the funeral when your friend has caught a bad case of death. Even if you do have the money, a lot of families aren’t going to think to invite Jason’s friend “NoobPWNr69.”  Not many people are lucky enough to find out their friend has passed away. Many of us have to see they haven’t logged on in years and wonder what they’re up to. We imagine that life probably just got too busy. Sometimes ignorance is bliss. And sometimes you don’t find out until long after the person has passed.

But where does that leave us? The people they leave behind. As if it wasn’t bad enough that they had o go up and die, they leave us to deal with it. As if my therapist didn’t have enough to deal with.

I hate funerals; they’re kind of depressing; however, I think they’re essential in helping us get closure. So when online friends pass, we must find our own way to honor them.

Apparently, Online funerals are a thing. There’s an entire article on What’s your grief that details how to deal with the loss of a friend. In addition, they have some great suggestions that I plan on implementing.

One website suggests having an online memorial. Maybe a web page you and the rest of his online friends can leave comments on. I liked this idea because it gives you something to go back to and look at.

A New York Times article talks about how grief isn’t a problem to be solved but rather something to be lived through. The article even talks about ways to gently and appropriately reach out to your friend’s family.

But the main thing you should know when dealing with grief is that it’s okay. It’s okay that you missed them, and it’s okay to hurt. Friendships formed online are just as real and as special as the bounds you form in “real life,” and anyone who tells you any different probably never lost a friend they stayed up with until 3 am saving the galaxy.

One thing this ordeal has taught me is that losing an online friend has all sorts of difficulties, but I also discovered that there are all sorts of resources online to help. I’ve even linked some below.

If you take away one thing from this article other than I’m a snarky bitch that deals with his grief with humor, I hope it’s that it’s okay that you’re hurting and you don’t have to do it alone.

With that said, we at The Icon give losing a friend – infinity out of 5. Don’t recommend

 

Grieving an Online Friend: 8 things you should know

New York Times:  How to Grieve for Online Friends You Had Never Met in Person

This is a post by the CDC about dealing with grief during COVID. I feel many steps would be suitable for losing an online friend.

Send me a message. I can relate.

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Video Games

The Icon Monthly Oct 1st 2022 | Burnout in Video Games

Discussion about experiencing and overcoming burnout in video games.The Icon Monthly is a monthly letter from Editors that sest the tone for the month to come.

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In the mid-2000’s Xplay did a bit where they said Adam Sessler was leaving to do his own show called “Meet the Sess” with the tagline: “The fun Stops Here.” But, of course, Adam wasn’t going, and there was no show. It was a part of a bit which basic concept could be boiled down to “What if shows about video games were more like shows you’d see on CNN and Fox News?”

Ironically, over a decade later, I feel that’s precisely what many video game content creators, including myself, have done. Created content about video games that’s full of anger, contempt, and devoid of fun. But unlike Meet the Sess, this isn’t an April Fools Joke; there is no punchline.

I feel like so many of us wanted video games to be taken more seriously that we overcompensated and swung the pendulum in the other direction. Please make no mistake; I know how messed up the video game industry is. Rampant labor disputes, sexual harassment, corporate greed, and that’s not even mentioning issues of the games themselves, such as stagnation of content, an overabundance of microtransactions, and major corporations buying every studio they can.

These issues shouldn’t be ignored, and I think they need to be focused on more. I think looking at the industry through rose-colored glasses and not talking about serious issues is a problem in the community.

But for me, there needs to be a balance. So we have room to talk about serious issues that face the community while remembering that video games are meant to be fun.

Everything doesn’t need to be so serious all the time. Yes, talking about crunch in the industry needs to be handled with care, but that same type of tone doesn’t need to be carried over to, let’s say, a review of Pokemon Snap.

I believe video games can capture the feeling of whimsy better than any other art form. Yet, I noticed all my content, whether it be video or article, was handled with an air of deadly seriousness.

Eventually, I went over a year without posting. Then it hit me. I  fell victim to something you always hear about in the news but never think it’ll happen to you. Burnout.

And not just with video games but with technology too. Yes, these industries have their issues, but there are bright spots too. Bright spots I lost the ability to see.

But I’m not here to blame this on a toxic industry or communities. As a journalist, my job is to tell stories from all over the community, good and bad. I also have to remember just how big the video game industry is. Some indie companies are taking strides to fix the problems that a lot of the bigger companies have cultivated. There’s innovation and creativity abound out there. There are good people and fun to be had in the big industry and in indie games.

I think that’s the point of video games, to spread joy, and in turn, I want to try to spread joy by talking about it. So I want to talk about and discuss the bad things while also leaving room for the good.

After all, even something like politics that has implications that affect all of our lives has shows like The Dailey Show and the Colbert Report.

I want to take a lighter tone and focus more on the positivity in the community, even if I have to search for it. But the bright side, I don’t think I’ll need to search for it hard.

Ironically now that I’m leaving my burnout, I realized I just burned out I was and for how long.

It even showed in our logo.

Just words,  not that different from CNN or Fox News. I wasn’t happy talking about games, and it showed.

With all that said, where do I go from here? I’m now taking precautions to keep myself from burning out. I’m not going to try to emulate some misguided idea of what talking about video games should be because teenage me was so desperate to have video games taken seriously.

Instead, I’m going to be ok taking breaks from talking about video games and taking time actually to play them and, if I’m lucky, actually enjoy them.

Video Games and technology are still fun; even though I lost sight of that for a while, I want to focus myself and The Icon on that in the future.

And to anyone experiencing burnout, please remember it’s ok to take breaks; if you’re able to, you should. Hopefully, with time maybe your joy can find you again too.

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