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The effects of violent video games : Comments
By Valerie Yule, published 19/1/2012Most research on the effects of violent video games is fatally flawed, because it ignores the importance of the contexts and the differences between players.
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Art, whether it be video games, movies, comics books, etc has an instrumental value to humans socially, and it's not just as a form of entertainment. It's a medium that allows us, to varying degrees, to place ourselves within contexts we haven't been in before, or haven't been in very often. In other words Art is the testing ground for morality. Most of us learn bullying is bad not just from our parents, but because the bully in movies is the bad guy, and always gets his or her come uppance in the end. We are socialised by Art because we see consequences played out before us, and they serve as warnings to us that in society there will be similar consequences if we behave in such a fashion.
So Art allows us to participate in a kind of moral hypothetical. What would I do in that situation? Who are the good guys, the bad guys in this? Did they behave correctly?
The problem with video games is that more and more those who produce them are providing these moral sandboxes without the consequences. In a game you can run over the little old lady, and you won't be shunned by society, you won't be arrested (you can just shoot the cops and get away), you won't be labelled a pariah and ecluded. The hypothetical is skewed towards a "do what you want without repercussion." And to some extent that has to be ingrained.