One day in the year 1995, just after the release of “Doom” (a shooting
game known for its use of blood and gore and for being one of the pioneer’s in
the violent video game industry), there were several mass shooting’s in various
states in the U.S. The shooters were Eric Harris and Dylan Klebold, two teenagers who had
played “Doom” extensively. At that time, “Doom” was a best seller in the video
game industry, and its success (based on critic reviews) was mainly due to the
fact that the game was three dimensional and utilised a “first person shooter”
perspective or “FPS”. Although many think that this event was no coincidence -after
all both the game and the shootings were within a year of each other- I
disagree.. Honourable judges, ladies and gentlemen, and fellow students, I
would like to speak to you about violent video games, and how gun violence has
no relation to it.
Strangely (you might think), consumers actually buy more violent games
over non-violent ones, as many statistics indicate. Games that are violent sell
many times better than games that aren’t; and about 64% of grade 4’s (male and
female) report that their favourite games are violent ones. In 1979 when
“Mortal Kombat” (a very famous fighting game) was originally released on the
SEGA line of consoles it was a hit success. Several months later, when its main
competitor Nintendo released its version of “Mortal Kombat”, there was no blood
and gore, which was included in the SEGA version, which was probably done because
Nintendo games are targeted at younger children. The Nintendo version sold
horribly. Upon realising their mistake, Nintendo re-released “Mortal Kombat”
with blood and gore. The re-release sold several hundred-thousand more copies
than the original SEGA version and helped propel the company to surpass SEGA
and eventually dominate the gaming industry that we know of today, which leads
me to my next point.
With higher sales of violent video games, the amount of gun violence has
actually decreased. After the release of “Doom”, violent gun related crimes has
actually decreased drastically, especially when violent video games sell well
(normally Q3-Q4 of most years). For example; the amount of violent gun related
crimes/100,000 people was around 500 in 1994, but that same year, when “Doom”
was released, it began dropping quickly. In about 1 1/2 years, it went down to
400. I don’t think this is a mere coincidence. At that time the violent video
game/FPS industry was worth roughly $3.4 billion. Now, the industry is worth
about $16 billion, and the amount of gun related crimes/100,000 people has
lowered to about 250. The amount of gun violence has halved in 2 decades, in
part because of the success of violent video games.
“The first thing you see in a violent
game is the violence… And that's kind of
been the main intrigue, because of how graphic and obvious the violent content
can be…” says Paul Adachi, a Brock University PhD student who is currently
investigating violent video games and their mental effects. His findings are
intriguing, because they prove that it’s not the obvious graphical violence in
video games that instigates violence in real life, it’s the competition of
those games. In his findings, he experimented on two individuals. One played a
violent game and the other played a non-violent one. There were no changes in
aggression following that, but when two control groups were playing the games
competitively against each other, the violent video game group showed telltale
signs of aggression, especially in the people who lost more frequently. “Even
younger kids…a lot of the time they know that playing this Call of
Duty shooter game…is
a fantasy-type thing,” said Adachi. “It's not something that's real … whereas
the competition in the games is more real.”
The
success of the video game industry has been skyrocketing since the first game
was released, and when violent video games were first introduced, they were
embraced by consumers as a marvel of human programming skill. Now, even when it
has surpassed all of our expectations for what a game can really be, people
still blame gun violence on it. Video games have never killed anyone, and never
will. Their sales have increased radically over the course of two decades and
it has so much remaining potential. It has (in part) reduced cases of gun
violence/100,000 people significantly, almost cutting the rate in half, and in
studies conducted by PhD student’s the relation between violence in video games
and it’s direct relation with violence in real life has proven that there
really is no bond, and that crude assumption is merely human qualities that
push us to beat each other. Even though so much proof exists, why is violence
still blamed on violent video games? This is a tumultuous battle that will
never end. As Kratos from the game “God of War” said; “there will only be chaos”.
Thank you for listening.
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