Violent media does not cause real-world violence, but it does normalize it. Media is a reflection of reality, but whose reality that is differs. Every piece of media that we consume goes toward constructing our view of the world that lurks beyond our immediate personal experience. Basically, this means that playing GTA is not going to turn you into a killer, but consuming nothing but media with Tom Clancy's name pasted over it is going to affect your views on international relations and the use of military force. It's also important to consider the dominant narratives throughout our culture - when, for instance, was the last time you played an anti-war video game?
Lyiat said:
I wrote my term paper on this. Here you go. [snip]
This is a decent paper, but it's a pretty unsophisticated analysis. It seems to reach its conclusion by asserting that, since a hypodermic model of communication is insufficient, it necessarily follows that video games have no effect on people besides a token mention of 'increasing aggression.' That really isn't the case. It's true that Hitler didn't start his campaign because of a video game, it's true that the Crusades weren't started by a video game, but it's also true that both of those were a product of the cultures in which they were allowed to occur.