medv4380 said:
Andronicus said:
I don't understand. Either this is missing the entire point of the argument, or I've been wrong about it the whole time. I always thought the argument was about whether or not violent videogames desensitises people (especially children) to violence, such that they consider violence to be a reasonable solution to a problem, and won't be traumatised by their actions (eg. a kid is being bullied by another kid, so they find weapon and attempt to bash the bully's head in, without remorse).
This study basically just suggests a correlation between gaming skill and aggressiveness, and questions the concept of transfer of skills from gaming to real life, which is still an interesting subject of course, and relevant to the issue, but isn't the core of the issue, insofar as I can tell. Am I wrong?
Don't want to say this, but yes you've been wrong the whole time.
Desensitizing isn't actually the issue. It's been a proven part of any medium. The more your exposed to something the more your brain no longer sees it as "interesting" and therefore it gets board and moves onto other things it hasn't seen before. It's just the basics behind how the brain works. Its basically a fact that seeing an image of something over and over again desensitizes you to that image. It's actually a proven way of helping someone over come fear.
The Issue is whether or not your brain will become more violent when exposed to violence, and in the short term the answer is yes. But no more then it makes a football player more violent to be playing football. Basically the Act of playing a violent video game or a football game does require a bit of a focused but violent mindset. Is this a temporary change or a long term change that will continue to escalate over time?
What this study shows is that even though an online multiplayer game does have violent elements in it the more Violent aggressive players arn't being rewarded for that behavior, and thus they arn't able to transfer any meaningful skills. They are actually rewarded more for working well with other, and keeping a level head.
Now here's the important part.
If the notion of transfer worked that the more you're exposed to killing the more violent you'd become then the more skilled players who play a lot would become more and more violent over time in the game, and the least aggressive players would be the novice players and have poor skills.
However, you see the opposite, the more highly skilled players are the least aggressive, and the most aggressive are the least skilled.
Basically, more exposure does not equal to more violence, and this is a pretty interesting way to show it.
Now it doesn't show whether or not a crazy with schizophrenia is affected the same way, and if they aren't I don't care. If they are crazy anyways they should be locked up and treated until they are not longer a danger to society.
Firstly, I think you are getting a bit confused about the difference between desensitisation and adaptation. What you're describing pertains more to adaptation, which is the
physiological tendency for sensory nerves to ignore constant stimulus and focus on change. Granted some adaptation may occur at the level of the brain, but only to a small degree, and is the same basic principle of focusing only on change.
Desensitisation is a much more complicated psychological phenomenon which has many different underlying factors and causes, which all depend on the circumstances. Different people can be emotionally affected to highly varying degrees by certain stimuli, depending on age, sex, past events, environment, etc, but that doesn't mean that their bodies will show different degrees of physiological adaptation. If you're constantly activating touch sensors on your arm, after a while the sensors will adapt to the stimuli and sensation will be reduced, while if you remove the stimulus, the sensors will regain their sensitivity. If you force an arachnophobe to sit down and look at pictures of spiders, their brain isn't going to get "bored" by spiders and simply not react next time they see one; that's simply not how it works. Generally there's some underlying issue that manifests itself or leads to a phobia, and there can be all sorts of factors at work.
There is a complex
psychological process involved in desensitisation, and the issue is whether or not playing violent videogames can serve as that process. I don't think that they necessarily makes you
more violent, but I think it can make you desensitised to the consequences (ie. guilt of having killed someone). Furthermore, I don't think children are "more violent" after playing violent games, but I think it inforces the idea that a violent solution to a problem is the most efficient and logical solution. I don't have data backing that up - there might be some out there, but I can't be bothered looking right now - but that's just my opinion.
What this study shows is that the good players are those that can effectively manage
aggro (an enemy's attention), and it argues that the ability to manage aggro is a skill that may be construed as "desensitisation" or increased aggression, but to state that the skills obtained within the game can be generalised to other situations outside of the game would be "hyperbolic". That says
nothing of whether or not bad players, or even the
good players for that matter, can become violent in real life, not because the game taught them to be violent, but because it inforces the idea that violence is a logical solution: "if bashing someone's head in in LotRO stops them from beating my avatar up, then that's clearly a solution to a real bully beating me up, and hey, noone punishes you in the game, right?"
Again, transfer of skill is
an issue, and even the study states that the analyis doesn't reject the possibility that games might have some transferable effects, but I still don't think that's the core of the issue.