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4/1/2019 Do Games Like 'Grand Theft Auto V' Cause Real-World Violence?
https://www.forbes.com/sites/erikkain/2013/09/18/do-games-like-grand-theft-auto-v-cause-real-world-violence/#2e6905303241 1/9
285,160 views | Sep 18, 2013, 01:30pm
Do Games Like 'Grand Theft Auto V'
Cause Real-World Violence?
Games
Erik Kain Senior Contributor
Just like books, movies and comic books.
Two events happened this week that many politicians and members of the media
will link together.
The first: A mass shooting in Washington, D.C. in which an angry, mentally-ill
young man shot and killed a dozen of his fellow citizens.
release of , the perennially controversial sandbox
game.
The shooting has already sparked calls for censorship of video games, with
members of the media claiming both that there must be a causal connection and
Second: The Grand Theft Auto V
4/1/2019 Do Games Like 'Grand Theft Auto V' Cause Real-World Violence?
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that not enough research has been done on the violent side-effects of video
games. I would dispute both these claims.
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game business and its passionate fans.
Blame Game
According to Media Matters, MSNBC's Mika Brzezinski of the Morning Joe show
said that "it's kind of hard not to make a connection [between games and the
Navy Yard shooting] when you hear [the shooter's] friend saying that he would
watch on a life size screen these violent video games for hours and hours and
hours and hours and hours."
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The Telegraph's Nick Allen described the shooter's "darker side" which "saw
him playing violent "zombie" video games in his room, sometimes from 12.30pm
until 4.30am." Is it odd to describe a mass murderer's "darker side" not as his
killings or other unstable interactions with people, but as an activity he shares
with millions of other people?
Quoth Fox & ' Steve Doocey: "unfortunately you know it seems every time
something bad like this happens we look at "is there a connection between video
games and the shooter?" Well, take a look at some people who were described
as addicted, from Columbine High School, Eric Harris and Dylan
Klebold, the Virginia Tech shooter, the Arizona shooter, Jared Lee Loughner, that
Norway shooter who Anders Behring [sic], I think he shot 77 people. The Aurora
Friends
HRS +1.95%
4/1/2019 Do Games Like 'Grand Theft Auto V' Cause Real-World Violence?
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shooter, James Holmes, the shooter, Adam Lanza, they're all
described as essentially being addicted to video games."
His co-host, Elisabeth Hasselback, asked: "Is there a link between a certain age
group or demo in this - twenty to thirty-four year old men, perhaps, that are
playing these video games and then their violent actions? We have yet to find
out."
In fact, numerous studies have been conducted and the results are mixed. Some
studies have shown that video games increase aggression; others show the
opposite.
No study has ever shown that violent video games result directly in actual
violence, let alone mass shootings. That doesn't mean it isn't possible, though the
numbers suggest it's very unlikely.
Analysts estimate 18 to 20 million copies of Rockstar's GTA V will be sold
worldwide by the end of March, 2014.
It's possible that someone who buys and plays the game will later go on to carry
out a horrible shooting. Should that happen, it will almost certainly occur in
America, which boasts far and away the highest number of mass shootings (and
shootings in general) while boasting no higher rate of video game consumption.
See this chart from the Washington Post's Max Fisher, which illustrates this fact
starkly enough:
Sandy Hook
4/1/2019 Do Games Like 'Grand Theft Auto V' Cause Real-World Violence?
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If and when this hypothetical shooting happens---and really, it's just a matter of
when at this point---it will be terrifying and terribly sad, but it will pale in
comparison to the reality of gun deaths in America.
Each day in this country, on average, 30 people are murdered with a gun, 162
more are injured, and 53 use a gun to commit suicide, according to the CDC.
In 2010 in the United States, firearms were used to carry out 11,422 homicides
and 19,392 suicides.
But overall, violent crime is down in the US---indeed, as violent video games have
become more popular, violent crime has fallen.
Each of the shooters Fox & Friends uses to bulwark their case for censorship
played video games, but so do millions upon millions of other people every day.
Games are a $70B industry, and violent games consistently top sales charts.
If there is truly a direct, causal link between games like Grand Theft Auto V and
violent shootings, we will soon have 18 to 20 million killers on our hands, not to
mention the countless millions more who have been playing violent video games
for years.
Morality Play
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In an article remarkable for its odd congruence of measured tone and hyperbole,
The New Yorker's Simon Parkin argues that the "go-to argument that video
games are analogous to innocuous playground games of cops-and-robbers grows
weaker as verisimilitude increases." In other words, as games become more and
more realistic, developers need to be more careful about their content.
Grand Theft Auto V can be viewed as a torture simulator (or strip club simulator)
depending on which moments in the game you focus on. Parkin mentions a forum
poster who hoped rape would be included in the game---it isn't---and imagines a
future of games filled with such simulation.
"In a hypothetical motion-controlled video-game version of “Lolita,” it would be
possible to inhabit the body, as well as the mind, of Humbert Humbert," Parkin
writes. "A virtual sex crime might elicit a very different response if, instead of
pressing a button to instigate it, you were required to mimic its pelvic thrusts and
parries—even if, as in Nabokov’s work, it was included to illustrate or illuminate,
not titillate."
We always worry about the decadence of our children, the dilapidation of our
future society, the immoral nature of people who engage in activities we don't
quite understand.
4/1/2019 Do Games Like 'Grand Theft Auto V' Cause Real-World Violence?
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There will always be people who see great, calamitous moral failures just around
every corner. Sometimes they're right; more often, I suspect, they're simply
uncomfortable with a changing world. After all, we have a desire to explain why
bad things happen, and often we blame and evoke fear in order to do that.
When it comes to video games, the loudest voices are very rarely gamers. Like
film censors who don't watch film, or book censors who don't read, this creates a
hollow sort of analysis.
Grand Theft Auto V does have morally reprehensible characters, but the vast
majority of people who play this sort of game---hopefully the adults who play it,
and not impressionable children---see this experience as one of virtual,
temporary, and entirely fantastical debauchery.
We can drive through stop lights, mow over civilians, crash and die and start
over, get in ridiculous gunfights and still walk away on two feet. Or even just go
shopping, or play golf, or hunt. We are given a vast canvas of possibilities, and the
freedom to pretend to break bad in a cartoonish, outlandish, alternative reality.
Most people can see this for what it is: escapism.
Then again, gamers all too often do the heavy lifting when it comes to painting
the demographic in broad, ugly strokes. Game critics and developers have
received death threats in the past for changing a game or panning it in a review.
There is a small, but vocal, minority of gamers who do their level best to
undermine the rest.
The Line
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Not everyone can draw lines between fiction and reality.
There are those who almost certainly are influenced by violent media to act out
violently. The Aurora shooter had an obsession with The Joker from
film. Would he have carried out his crimes without that film?
Who knows. Probably. (Even with tighter gun laws, it seems likely he would have
attempted a mass killing. His apartment was rigged with explosives.)
But the horrible actions of the few is no cause for censorship, and all too often the
censors really only want to clamp down on other peoples' entertainment, not
their own.
No, these shootings should point us to the elephant in the room, the other big
common theme across all these mass murderers: untreated mental illness.
If there is a true culprit here, it is a society which allows so many of its mentally ill
to fall between the cracks; it is the ease with which potentially violent, obviously
disturbed young men gain access to firearms.
If it were as simple as saying "violent video games kill people!" then we'd really be
in trouble. It's a silly fallacy, of course. (Homicidal maniacs kill people. Homicidal
The Dark Knight
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maniacs play video games. Therefore, video games cause homicidal maniacs to
kill people.)
If it were true, millions of your neighbors, kids, and co-workers would be violent
killers. So far as I can tell, this is not the case.
None of which is to say that violence in games doesn't matter, or that violence in
games or any other media should be protected from analysis or critique. Gamers
are rightfully fearful of censorship, but they too often mistake criticism for
censorship, and that can make honest, amicable discourse on the topic difficult.
I believe strongly that the media we consume can and does impact our lives in
other more subtle ways. "You are what you eat" is an adage that applies equally
well to the images and experiences we code into our brains. It may not make us
killers, but I find it hard to believe we are simply immune to the things we do on a
daily basis.
Games like Spec Ops: The Line attempt to critique this violence and make us
think about it critically, and even if we don't agree with the conclusion at least
developers and writers are attempting to have the conversation on their own
turf rather than on Fox & Friends.
Criticism and calls for censorship are two very different beasts. Video games are
an easy scapegoat for a reactionary media and reactionary politicians, but that
doesn't mean we should sit back and take an equally partisan, biased view of the
ways our media might affect us.
Parents have a huge responsibility to understand and yes, censor, the media their
children consume. Adult gamers have a similar responsibility toward their own
cultivation of ideas and influences.
Thankfully, the US Supreme Court has made it very clear that the government has
no such responsibility in limiting the speech of American citizens.
Follow me on Twitter or Facebook. Read my Forbes blog here.
4/1/2019 Do Games Like 'Grand Theft Auto V' Cause Real-World Violence?
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I write about video games, TV and movies.
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Erik Kain Senior Contributor