Discussion: Video Games and Culture

Started by Hiruko Kagetane
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Hiruko Kagetane

Here is is; my essay about video games and their effect on modern culture that I had to write for my Advanced Composition class. I hope you all enjoy it.

To clarify, however, an ego boost wasn't the reason I posted this here.

I've noticed a lot of our theological discussions tend to argue more of what I would call the "technicalities" of our faith, but we don't talk a lot about how we live out our beliefs. Yeah, we've had great conversations on the "Dating v Courtship" thread, the "Music" thread, the "Media" thread, and others. But on the whole, we don't discuss the nitty-gritty, everyday part of our faith.

And, I feel that it's a wrong position for us to take. In the OT, God told the Isrealites to put the Law everywhere: on the door, around your neck, tattooed on your forehead (not really). God wanted His people to take the laws He gave them, and use them to filter their everyday lives, so to speak.

I'm not saying that there isn't a place for the technical. By all means, if you're learning all the ins and outs of the Bible and the beliefs of your specific denomination, don't let me stop you.

But as a community of Christians who should endeavor to build each other up, I believe we have a responsibility to ask ourselves about the reasons we believe what we believe, why we believe them, and how to implement our beliefs and values in our everyday lives.

I hope that my essay can the be the a stepping-stone to many conversations about our lives, our culture, and how our convictions shape our perceptions of both.

  • Sam
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Hiruko Kagetane

Video Games and Culture

      What do plumbers, hedgehogs, and international spies have in common? Hint: The answer is not “the ravings of a madman”. Rather, they are all personas that can be assumed through the lens of a video game. Ever since the creation of _Pong_ in 1972, video games have been a growing part of modern society. Games offer a different experience from other forms of media because they allow for a freedom of choice and interaction that is unique to the medium. One reads _about_ a character in a book, while one _is_ a character in a video game, for the duration of the playtime at least. Games are an interesting medium, one that blurs the lines between cinema, art, and story in a unique amalgam of interactivity that can be accessed by anyone. The appeal of games comes from the openness of the medium: games can be picked up at any time and played, and regardless of the amount of experience, anyone can have fun. This openness is not limited to gameplay; however, critics have taken to blaming the existence of video games for many of the wrongs encountered in the modern world. Claims range from causing children to become antisocial and desensitized to claiming that games influence the players into becoming aggressive, violence seeking machines. While these accusations are false in nature, the casual consumer is often at a loss as to how to answer these claims, often choosing the easy path of ignoring the assertions of those against video games. This is the wrong response, however, as games have evolved far beyond being merely entertainment, but have become a part of society as a whole; gamers have a responsibility to answer the questions leveled at them with intelligence and respect. Since the topic of video games is so vast and varied, a wide view of the impact that games have as a whole will be required to demonstrate that video games do not, in fact, cause violent acts in people, but bring individuals together, and are an integral part of modern culture.   
      Despite the claims made otherwise, there is one truth to the debate: video games do not cause people to commit violent acts. Video games do not control the minds of those who attack and maim other people; the choice to hurt another human being is made entirely by the individual responsible. The majority of studies done to link video games to violent acts are tantamount to attempting to link automobile deaths to streets. Crossing the street does not mean that one will be hit by a car; playing video games does not mean that one will become aggressive and violent. Pointing out that the perpetrator of a violent crime had, at one point in his life, played a violent video game such as _Call of Duty_ or _Grand Theft Auto_ “is as pointless as pointing out that the criminal also wore socks”. (Makuch) In fact, the majority of the studies conducted to prove the link between video games and violence are subject to publication bias, rather than actual research (Healthcare Triage); this was proven in a study done in 2011 by Christopher Ferguson. Ferguson created guidelines for future research in the subject, and following them he conducted a new study, testing 103 young adults who were randomized to play either no video game, a nonviolent video game, a violent video game where they played as the “good guy”, and a violent video game where they played as the “bad guy”, following which they were assigned “frustration task”: a task designed to cause frustration in the subjects.  The result: the study showed that those who played violent video games were less prone to frustration and aggressive behavior than those did not. (Ferguson). |   Another concern raised about video games in general is that violent games desensitize the players to violent acts in real life, and several studies have been done that seem to lend validity to that claim. The University of Iowa conducted a study in 2006 that tested this: 257 participants were randomly assigned to play a violent or nonviolent video game for 20 minutes; after the 20-minute period, the participants were exposed to 10-minute segments of violent scenes from television, and their heart rate and skin responses were measured. The study found that those who played the violent video games had less of a response to the violent acts depicted in the television segments than those who played nonviolent video games.(Anderson) So are violent video games the cause of mass desensitization among gamers? A closer look at the study is warranted. While the violent video games did desensitize the players to violence, the study only proved the effects of the games in the short term, and long term effects were not considered. Ryerson University in Toronto conducted a similar study, accounting for long term exposure, testing 122 participants. 45 of the participants had played both violent and nonviolent video games within the past 6 months, while the rest had no prior video game experience. The participants were shown 150 images - some positive, some neutral, and some negative – and their responses were studied. After an hour, the participants were tested again, with random images mixed in to distract them. If violent video games were the cause of desensitization, the participants who played video games would have less ability to recall the more negative, disturbing images presented to them. But the results of the study showed that gamers and non-gamers had similar levels of recall, prompting the researchers to conclude that “video games aren't having long-term effects on cognition and memory”. (Gordon)  | The criticism that video games receive because of violence seems contradictory in light of the fact that society glorifies the violent acts of athletes in full-contact sports such as boxing, hockey, or football. This is an interesting double-standard, as full-contact sports and video games are both clearly games, but full-contact sports can cause physical and mental long-term damage to the players, while video games do not. (Warren, Football) That being said, there are video games that use violence as the main focus of the experience. One of the most recent examples of this would be the game _Hatred_. The game earned a lot of attention upon its release due to the nature of the game: the only goal is indiscriminate, senseless, brutal murder. The game revels in the graphic nature of the violence it depicts, the fear of the victims killed, and the power the protagonist exerts over them. There is no explanation for the actions of the protagonist (or rather, main antagonist) of the game other than that he is “sick and tired of humanity’s existence” and that he will “clear the New York outskirts of all humans with cold blood” (Hatred). Clearly, this is a game that has no other goal than the advancement of a criminal agenda. Or does it? The game, while taking the violence that is so hated by video game critics to an extreme, brought with it an important question: why is this so unacceptable when there are many other video games that have violence that is similarly graphic? What makes Hatred so different? Context of the actions is a large part of why _Hatred_ is so controversial; there are no innocent women begging for their lives in games such as _Call of Duty_ (Grayson). But as repulsive as the game is, it raises important questions, forcing those in the gamer community to examine the reasons they enjoy video games that showcase violence. This issue has been evident in games such as _Middle-Earth: Shadow of Mordor_ and _Call of Duty: Ghosts_, where the game uses the societal structure of the enemies (LeJacq) or a closer view of the opponent’s terror (Warren, Will Dogs) to ask the player to consider why they are committing violent acts in-game. Games such as _Team Fortress 2_ and _Far Cry 3_ take this a step further, using the game to satirize the genre of violent video games, by either blowing the violence ridiculously out of proportion, or by awarding the player with dire consequences for their violent actions (Warren, Shooting). Overall, while there are video games that use violence as a selling point, video games are learning to use the violence as a storytelling tool, and are not only evolving as a medium, but are causing the players to ask serious questions about the world they live in, and the effect that the choices they make have on their world. 
      While video games do not cause violence, they do open the door to creating communities and bringing together individuals who would not otherwise interact. There has always been a stigma about gaming, a stereotype that implies that gamers are closeted antisocial nerds who rarely venture beyond their comfortable shells. The same was thought about those who enjoyed comic books, computers, and most extracurricular pursuits that require studious focus and attention. While untrue, this did not come about without a fair amount of legitimacy. When video games came onto the scene, not many people played them, and those who did formed small, tightly-knit communities in order to share their experiences with others. The onset of the Internet began the process of expanding these small communities, as gamers did not need to live close to one another to interact and discuss their latest adventures. Chat rooms and message boards grew the community, allowing players to swap tips, tricks, and secrets with others, and blogs offered reviews and opinions on the latest developments of various games. When online multiplayer games came onto the scene, they immediately gained immense popularity, for now gamers of all ages and demographics, gamers from all nations, could share the experiences of a virtual world together in real-time (University of Jyvaeskylae). As the communities grew, so did the sense of camaraderie and fellowship that accompanied them. But as with all communities, there are always those who wish to upset or harass others, and the gaming community is no different. Online gaming, while being a blessing to many, can also be a curse when the community is represented by toxic and abusive gamers. Harassment, insults, and bullying are fairly common in online games, and it turns experiences that would otherwise be beautiful and memorable into nightmares for the players. However, just as the gaming community loves its own, it cares for its own, and gamers find ways to discourage hurtful behavior, and encourage friendly and helpful behavior. Riot Games, the creator of the wildly popular multiplayer battle arena _League of Legends_, uses a system that allows players to rate others based on positivity and friendliness, and limits the amount of interaction available to players who are known to be hostile (Campbell). These simple solutions were shown to reduce hostile interactions with other players by 7%, and the community is taking notice. The massively popular game _Minecraft_ allows players to develop their own rules of interaction and communication, allowing for varying styles of cooperative play from server to server. The benefits of multiplayer games are not limited to play with online acquaintances, however; games have been shown to being families together as well. The University of Arizona conducted a study in 2013 about the effects of intergenerational gaming, and the results showed that parents who took an active role in playing games and participating in gaming communities with their children found myriads of new ways to bond and cultivate relationships (Crawford). Clearly, gaming can be a relationship-building experience, and it does not stop at gameplay. When a fan of the game _Skyrim_ expressed on the social network Reddit how the game helped him to cope with the death of his sister, not only did he receive comfort from the other gamers, he was encouraged by the developers of the game itself, who sent him a book of game art signed by each member of the development team wishing him well (Hernandez). The gaming community is not perfect; it has its flaws just as any other community might have. But it is a community, and one that offers help and friendship to all who ask. 
       Far from fostering only self-contained communities, video games are a growing influence on culture as a whole. The growth of gaming communities has brought gaming into the public eye like it never has before, and it will only continue to grow as games evolve as a medium. Indeed, games are starting to transcend their original limitations as pure entertainment and are starting to become much more. In 2011, the U.S National Endowment for the Arts recognized video games as an art form (Funk); an unprecedented move that helped to change the way critics define art. The definition of art was also questioned upon the release of the game _Journey_, a game without a clear goal or story other than that of pure exploration. There are no enemies to fight, no quests to fulfill, merely the player moving their avatar across vast expanses and beautiful landscapes. The appeal of _Journey_ was that those who played it could interpret it the way it felt to them, which is a mark of true art (Stuart). _Beyond Eyes_ uses an impressionist art style to communicate to the player the experience of the protagonist, a blind girl named Rae, as she searches for her lost cat. The game visualizes the environment “not in relation to how they actually appear, but rather as an impression built from the sound, smell and feel of the environment as Rae navigates it” (Gach).  Other games use art to tell a story, which is the case of the _Dark Souls_ series, and the most recent addition to the franchise, _Bloodborne_. The _Dark Souls_ games are known for environmental storytelling. They deliver narrative through the game world itself, rather than by spoon-feeding it to the player via long conversations with non-player characters or lengthy introductory boxes of text. Players discover the intricacies of the story by exploring, collecting, and looking at the game world around them (Warren). These principles were further developed in _Bloodborne_; the director of the game made environmental storytelling a priority even with the design of enemies that the player faces (Martin). Games have the ability to convey story in a way that is completely unique to them, in that games allow the player to make the choices. The player does not learn *about* the choices made by the main character but makes the choices *with* the main character. This creates a deeper emotional bond with the protagonist, and the story of the game as a whole, than most other media. Video games have not perfected their style of storytelling, the recent influx of AAA titles can attest to that. But games are growing and learning from their mistakes, and are rapidly making their mark on the culture they thrive in. 

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After considering the influence that video games have on modern society, it is clear that while games do have their dark side, they are much more than murder simulations; games can offer meaningful experiences that can overcome boundaries, unite people, and affect culture as a whole. While violence is often depicted in video games, the games themselves cannot cause anyone to commit acts of violence; even the most violent games cause the players to ask deep questions about their own choices and beliefs. Community is a large part of gaming, bringing together people of all nationalities and ages, both near and far, to join together and have fun. Video games have always been a medium that was in a state of flux, not sure what they wanted to be or offer. Developers of video games were, and still are, pioneering and exploring the boundaries of the experiences that games can offer, and they are using games to bridge the gap between entertainment, art, and story, bringing those together in a way that has not been seen before; games are so integral to modern society that they are beginning to influence the culture around them. Video games are here to stay, and while the path to their current state has been paved with both successes and losses, there is a promising future ahead, waiting to be enjoyed by everyone.

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Hiruko Kagetane

My longest paragraph I broke into 3 parts for easier reading; that's why there is one line between those sections and 2 lines between the other paragraphs.

Also, MV needs a Rich Text Editor. :P

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Hiruko Kagetane

Works Cited
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Anderson, Craig. “ISU Psychologists Produce First Study on Violence Desensitization from Video Games”. Iowa State University News Service. University of Iowa., 24 July. 2006. April 16, 2015.
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Campbell, Colin. “How Riot Games Encourages Sportsmanship in League of Legends.” Polygon.com. Vox Media, March 20, 2014. Web. April 3, 2015.
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Crawford, Judy. ”Move Over Monopoly: ASU Researchers Find Families Bond Over Video Game Play.” asunews.asu.edu. Arizona State University, July 9, 2013. Web. April 3, 2015.
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Ferguson, Christopher J. “Video Games Don’t Make Kids Violent.” Time. Time Inc., 7 December. 2011. Web. April 16, 2015.
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Funk, John. “Games Now Legally Considered an Art Form (In The USA).” The Escapist.com. Defy Media LLC. , May 6, 2011. Web. April 3, 2015.
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Gach, Ethan. “Beyond Eyes Teases an Impressionist World Painted Only By Sound And Touch.” Kill Screen Daily. Kill Screen Media Inc. Web. April 3, 2015. April 16, 2015.
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Gordon, Serena. “Violent Video Games May Not Desensitize Kids: Study.” HealthDay.¬ U.S News and Report LP. 23 February. 2011. April 16, 2015.
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Grayson, Nathan. “The Kind of Video Game Violence That Disturbs Me.” Kotaku. Kinja. September 18, 2014. Web. April 3, 2015.
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Healthcare Triage. “Video Games Don’t Cause Violent Behavior.” Online video clip. YouTube. YouTube., May 4, 2014. April 3, 2015.
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Hernandez, Patricia. “He Took Refuge in Skyrim After His Sister’s Death. Bethesda Sent Him This.” Kotaku.com. Kinja, February 22, 2013. April 3, 2015.
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LeJacq, Yannick. “Video Game Violence That I Love.” Kotaku.com. Kinja. October 7, 2014. Web. April 3, 2015.
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Makuch, Eddie. “Violent Video Games Don’t Lead to Increases in Violent Crime, Study Finds.” Gamespot. September 19, 2014. Web. April 3, 2015.
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Martin, Gareth D. “Hidetaka Miyazaki’s Transcendent Quest for Beauty in Bloodborne.” Kill Screen Daily. Kill Screen Media Inc. Web. March 27, 2015. April 3, 2015.
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Stuart, Keith. “Is Journey a Game or a Piece of Interactive Art?” The Guardian.com. Guardian News and Media Limited. , March 15, 2012. Web. April 3, 2015.
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University of Jyvaeskylae. "How Does Online Gaming Affect Social Interactions?." ScienceDaily. ScienceDaily. 20 September 2007. April 3, 2015.
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Warren, Jamin. “Football Violence vs Videogame Violence: What’s Worse?” Online video clip. YouTube. YouTube, November 11, 2014. April 3, 2015.
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Warren, Jamin. “Is Dark Souls the Future of Videogame Storytelling?” Online video clip. YouTube. YouTube,. March 13, 2014.
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Warren, Jamin. “Shooting Down the FPS: Team Fortress 2 vs Far Cry 3.” Online video clip. YouTube. YouTube. October 21, 2014. April 3, 2015.

Warren, Jamin. “Will Dogs in Call of Duty: Ghosts Finally Make Us Think About Violence?” Kill Screen Daily. Kill Screen Media Inc. June 13, 2013. Web. April 3, 2015.

(I removed the page for Hatred because it is not suitable for our younger members. Actually, it's not really suitable for anyone here. :P)

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Barachel the Buzzite of the Kindred of Ram

Sam, this was very well written and I agree with you (probably) 98.34867%.

I do believe that games such as GTA (If played as designed) and especially Hatred and Mortal Kombat cannot be good for you. Any sort of media that promotes an evil idea I think is harmful. I cannot prove this, but it does seem logical.

Why do I think many violent video games are okay then? Battlefield, Assassin's Creed, Tom Clancy titles, and other singles/series are about saving lives, though the method is taking the lives of those who need to be stopped. After beating Splinter Cell Blacklist's campaign, I felt good about saving America from the evil designs of Muslim terrorists. The difference between these kinds of games and the works of Rockstar and other demented games is that you are 'killing' those who 'need' to be killed. Murderers must face justice. Terrorists must be stopped. Dictators must be toppled. I believe whatever who play should reinforce your views. As a general rule I don't do anything in a game that I wouldn't do in real life.

What needs to be noticed is not all violence is bad. Some say that to kill a murderer is murder, but this is false for not only did God command that murders be slain (and also laid the responsibility of protecting one's family and homeland on men, [though sometimes raising up women, which is a different debate]) but also put into our consciences a conviction that criminals must answer for their crimes.

Anyway, did not want to take away from your excellent speech, just thought I could add this.

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InSoloChristo

I don't know whether you'll agree with this or not - its hard to tell from your post.

To kill a murderer is sometimes murder. If I recognize a murderer in the street, I can't just whip out my trusty little phantom blade and kill them, whether or not I'm getting popularity points for doing so. Murderers must be duly convicted and executed by the government.
Of course, if a murder is being attempted, I wouldn't consider myself guilty for killing to save lives. But if those lives are already taken - it's not my job to take another. It's my job to turn that person over to the government.

There's no such thing as the avenger of blood anymore. God's covenant with Israel was special, obviously. Our human government has no right to kill adulterers, even though God's government did. Of course, the command to execute murderers was given before the theocracy of Israel - and is thus still in place. But it's not the job of the ordinary person to enforce this.

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His Servant

Very well written essay, Sam! Wish I could write as well as you do. :) After trying for 30 minutes and deleting all my thoughts 3 times, I'm going to stick with a really short comment. ;)

So, then, you believe that violent games (even if the violence is promoted as something to be looked down upon) have a good, positive impact on people? Do you think that violence in games have any sort of different impact to believers and unbelievers (as the Bible defines them - men who love their sin and darkness and hate the truth) or they are all affected the same?

Also, have you seen Captivated: Finding Freedom in a Media Captive Culture? If so, do you think the arguments in that are valid regarding this topic?

How do you see Philippians 4:8 tie into involving/saturating ones self with violent games?

^Had an extremely hard time putting my thoughts into questions… so, sorry if my questions might have been something you directly addressed in your main essay.^

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biblebee

Soo…I tried writing out my thoughts so they could be understood…but that didn't work well. Anyway…

Great job on your essay, Sam! It was very clear and informative.

I would agree that video games do not necessarily cause people to commit violent acts. Video games can have their pros. I would also say they have cons. That said I would say that it is best to be careful with video games. Just because they do not cause violence or such like, they need to be evaluated carefully and played in moderation. I would say the same of music, books, movies, etc…

I am having trouble fitting Phil 4:8 with some video games though. We need to fill our minds with what is right…not darkness, killing, etc… Obviously we are confronted with those sorts of things (whether through video games or not) every day, but they cannot be the things that fill our minds. So, is playing a video game that highly portrays that filling our minds with that sort of thing too much?

Hopefully that made sense and wasn't too redundant…

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Hiruko Kagetane

First off, Thankee for the questions! I'm glad we're starting to get some discussion going here! :D

Now, first we need to define "violent video games". I'm sure the standard we're all discussing is referring to games where the setting is fairly realistic and the actions are made to look realistic. Most games rated "M" for violence fall under this category. The effects that violence has on people will vary from person to person. You and I can both look at a painting, read a book, or watch a movie, and come away with two different perspectives on it. I might read a book on WWII and be inspired by the bravery of the Allied forces, while you might be appalled at the amount of death caused by them. The effects depends on three major factors: the context of the actions, the characters performing those actions, and the mindset of the viewer watching the actions take place.

For example, a man walks up, stabs a knight, and walks away. We'd immediately think "Bad!", because we have no idea what is going on or why what happened just happened, all we know is that some guy is dead, and some guy did it and got away with it. "That's teaching bad morals!" we might say, peering over our glasses as we look up from our newspapers.

But, what if that man stabbed that knight because he stole money? Slightly better, we might begin to understand the actions of the stabbed, even though we wouldn't agree with them.

But, what if the man stabbed the knight because the knight stole money in order to aid an organization that was bent on conquering and ruling the known world, and that the man who stabbed him was part of a resistance group fighting against them(Sounds similar to the resistance groups fighting the Nazis in WWII to me.)?

Now that we know the context of both the actions and characters, we can make an assessment of the actions performed. I might say "Hey, we're fighting bad guys? Count me in!", while you might say "I don't particularly like having to resolve a conflict in this manner, I think I'll pass."

In the end, it all comes down to the person experiencing the world that the game has to offer. Different people will be affected in different ways, both believers and non-believers. Philippians 4:8 would apply here for believers; are the actions being taken by the characters in the game you are playing just? Are they honorable? Are they right? It gives you something to consider, and to think about. :)

And no, I haven't seen the video or movie that you're talking about.

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Hiruko Kagetane

Soo...I tried writing out my thoughts so they could be understood...but that didn't work well. Anyway... Great job on your essay, Sam! It was very clear and informative. I would agree that video games do not necessarily cause people to commit violent acts. Video games can have their pros. I would also say they have cons. That said I would say that it is best to be careful with video games. Just because they do not cause violence or such like, they need to be evaluated carefully and played in moderation. I would say the same of music, books, movies, etc... I am having trouble fitting Phil 4:8 with some video games though. We need to fill our minds with what is right...not darkness, killing, etc... Obviously we are confronted with those sorts of things (whether through video games or not) every day, but they cannot be the things that fill our minds. So, is playing a video game that highly portrays that filling our minds with that sort of thing too much? Hopefully that made sense and wasn't too redundant...

Quick question. Is killing wrong?

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biblebee

Soo...I tried writing out my thoughts so they could be understood...but that didn't work well. Anyway... Great job on your essay, Sam! It was very clear and informative. I would agree that video games do not necessarily cause people to commit violent acts. Video games can have their pros. I would also say they have cons. That said I would say that it is best to be careful with video games. Just because they do not cause violence or such like, they need to be evaluated carefully and played in moderation. I would say the same of music, books, movies, etc... I am having trouble fitting Phil 4:8 with some video games though. We need to fill our minds with what is right...not darkness, killing, etc... Obviously we are confronted with those sorts of things (whether through video games or not) every day, but they cannot be the things that fill our minds. So, is playing a video game that highly portrays that filling our minds with that sort of thing too much? Hopefully that made sense and wasn't too redundant...
Quick question. Is killing wrong?

Depends onthe circumstance.

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Roy Phillips

You hit the nail on the head!

I just wonder about those tests they did on Desensitization. The one seemed they tested for an adrenalin rush, rather then how the person handles the adrenalin or the situation.
the other one makes me wonder, if I watch a LOT of comedy will it effect my ability to remember it later. Bible reading?
Or… HEY!!! I think I have a good -excuse- ~reason~ to not do school work!

I hope more testing is done in this field so Companies, Gamers, and the parents can have a correct understanding of how different forms of entertainment effect both people in general and people as individuals.

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Hiruko Kagetane

Soo...I tried writing out my thoughts so they could be understood...but that didn't work well. Anyway... Great job on your essay, Sam! It was very clear and informative. I would agree that video games do not necessarily cause people to commit violent acts. Video games can have their pros. I would also say they have cons. That said I would say that it is best to be careful with video games. Just because they do not cause violence or such like, they need to be evaluated carefully and played in moderation. I would say the same of music, books, movies, etc... I am having trouble fitting Phil 4:8 with some video games though. We need to fill our minds with what is right...not darkness, killing, etc... Obviously we are confronted with those sorts of things (whether through video games or not) every day, but they cannot be the things that fill our minds. So, is playing a video game that highly portrays that filling our minds with that sort of thing too much? Hopefully that made sense and wasn't too redundant...
Quick question. Is killing wrong?
Depends onthe circumstance.

Thank you. Just clarifying.

Again, "too much" depends on the person. My main point in my essay was asserting that video games are a form of media on par with art, cinema, books, and other forms of media. They are not some otherworldly abnormally soul-sucking phenomenon like people aptly to assert. While video games do and can have an effect on the player (just like every form of media has to everyone who experiences it), they aren't any more likely to cause the consumer to do something any more than another form of media.

Now, as to what you're saying, it comes down to the preferences of the believer. It says in 1 Corinthians 10 "all things are lawful, but not all things edify". If I can come away from a video game that has violence in it (or a book or movie) with a clear conscience and say that I learned from it, good for me. If another believer thinks that it's not something they want to expose themselves to, more power to them. Everyone is at a different level of spiritual maturity, which is why there are safeguards. There are ratings on movies and games for a reason: not everyone is mature enough to partake of certain experiences. For those who are mature enough, they can make their own decisions based on their own convictions as to how much is good or bad.

In essence, you kind of answered your own questions with your first paragraph. XD

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Barachel the Buzzite of the Kindred of Ram

I agree with you about the 'excessive' death penalties of Israel's laws, and with the punishment for murderers not being an exclusive rule.

It is not the job of ordinary citizens to put out fires or administer CPR to dying people, but in certain extreme situations it is necessary. I doubt you would allow a sadomasochistic necrophilic child murderer live in the house next door just because the government won't do anything about it. Currently they are, but in some countries the governments have not. Unless I meant abortion doctors. Check the description, it fits.

Anyway, off topic.

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InSoloChristo

That makes sense. The only reason a civilian would kill the abortion doctor is because he's going to kill more people. Not because he killed people in the past. Even so, I don't think I would kill him myself - unless I showed up in his clinic and he was about to commit the act. Superman logic, I know.

Yes. Quite off topic. :P

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Barachel the Buzzite of the Kindred of Ram

I think in some situations, (like in an anarchist territory, or soviet state) it is the duty of Christian men to serve justice, not only for prevention of future crimes, but also the punishment of past ones. The law isn't about prevention, its about justice.

to be sure! I know how you feel!

as per usual.

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Ian R.2

I thought this was very well written. Good job! You've also helped me to clarify my view on video games. :)

Just a couple questions: What are your views on Slenderman? I know most people would just see it as a creepy game based off of the creepypasta, but is it really an "okay" game? From what I know, it's not a "violent" game, but Slenderman is itself a bad thing. It's associated with child abduction, and murder. It's also influenced kids to do horrible things. http://www.nbcnews.com/storyline/slender-man-stabbing/slender-man-stabbing-suspects-n323101

Also, do you think the realism in a game can affect it's effect on people?

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Hiruko Kagetane

I see Slender (the name of the game) as just a run-of-the-mill jumpscare manufacturer, like the Five Nights at Freddy's series. Not to be taken seriously, just something to keep you on edge until you beat the game or fail. The Slendeman himself is simply a folk tale. There have been mythical baddies just as bad; the Kraken broke boats and killed sailors, the Siren lured sailors close and then killed them, the Rake is said to stalk and kill people as well, and the list goes on. I thinks at humans as a while feel the need to express fear, whether we feel it or not, and so we've taken to creating creatures in stories that help us to identify and overcome those fears. PBS Idea Channel has a wonderful video on Slenderman and technology that I will link to.

Now, any form of media can influence people. I should have made that more clear; although my main point was that games are not this über-evil brainwasher that people try to make them out to be. I'm hesitant to say that Slender influenced those girls to stab their friend, especially as nowhere in the game is it implied that a human sacrifice has to made to somehow "appease" Slenderman. I think those girls were just nuts, possibly demon-influenced, and simply used Slenderman as a scapegoat for their crime. This isn't the first time someting like this has happened; people tried to link child suicide to the music of the Lavender Town theme in Pokemon Red back in the 90s.

And as for realism, I do believe that it does have an effect on players. Realism can help bring a story home to a player, or help them to more fully grasp the experience that the game is offering. If done incorrectly, it can freak the player out (UNCANNY VALLEY!). :P The amount of realism in a game is just part of the game's aesthetic, and works together with the other parts of the game to help deliver the experience to the player.

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Ian R.2

I see _Slender_ (the name of the game) as just a run-of-the-mill jumpscare manufacturer, like the _Five Nights at Freddy's_ series. Not to be taken seriously, just something to keep you on edge until you beat the game or fail. The Slendeman himself is simply a folk tale. There have been mythical baddies just as bad; the Kraken broke boats and killed sailors, the Siren lured sailors close and then killed them, the Rake is said to stalk and kill people as well, and the list goes on. I thinks at humans as a while feel the need to express fear, whether we feel it or not, and so we've taken to creating creatures in stories that help us to identify and overcome those fears. PBS Idea Channel has a wonderful video on Slenderman and technology that I will link to. https://youtube.com/watch?v=R0RNkkd2peE Now, any form of media can influence people. I should have made that more clear; although my main point was that games are not this über-evil brainwasher that people try to make them out to be. I'm hesitant to say that _Slender_ influenced those girls to stab their friend, especially as nowhere in the game is it implied that a human sacrifice has to made to somehow "appease" Slenderman. I think those girls were just nuts, possibly demon-influenced, and simply used Slenderman as a scapegoat for their crime. This isn't the first time someting like this has happened; people tried to link child suicide to the music of the Lavender Town theme in _Pokemon Red_ back in the 90s. And as for realism, I do believe that it does have an effect on players. Realism can help bring a story home to a player, or help them to more fully grasp the experience that the game is offering. If done incorrectly, it can freak the player out (UNCANNY VALLEY!). :P The amount of realism in a game is just part of the game's aesthetic, and works together with the other parts of the game to help deliver the experience to the player.

I'm not saying the game influenced the girls. In fact from what I read (and heard when I first found out about it) it was just them reading about slenderman on the internet. I did read somewhere else that there have been at least two other incidents where kids do horrible things because of slenderman, but I didn't look into that too deeply, so I'm a little skeptical about those until I find out more information.

I also heard of the Lavender Town theme causing child suicide, but I think that was found out to be just a myth.

How about realistic graphics, especially in violent video games where the gameplay deals with killing people, and where blood and gore are prevalent when you kill someone? I think I know what you'll say on this already, but I was just curious. :)

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Dance4Him

FYI, I don't have spell check on my computer and am too lazy to proof read.

Great esay! I do have to stick with my belief of sticking to your concious. If you feel it is ok to play violent games, go ahead, as long as you do not take it too far. However, many do not believe it is ok, and if this is based off of the Bible, it would be wrong for them to play them. But, we need to be sure to not lead others astray. We need to be careful not to encourage them to do things that they believe are wrong.

I have omething else to share on this thread, but I will do so later, as I do not have time right now.

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Roy Phillips

Hmm… I just assumed the someone just wrapped up all the worst things about kidnapping (like not being able to identify who, the long reaching arms, death, your helplessness, ext.) personified them in the form of a kind of spirit, called it the slenderman, and passed it on just for fun. and hey, now its viral.

Just my thoughts. (which don't exactly go against anything that guy said)

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Barachel the Buzzite of the Kindred of Ram

About your last question:

I think, like I said in my first post, this depends almost entirely on context. I don't know why you would want an excessive amount of gore in a game, and I think its offensive. But this word 'excessive' is relative. I can only say for myself that I think the kind of violence in Mortal Kombat is wrong, (not only because of the context) but (surprisingly) mainly because of the sadistic glorifying of awful murders and revelings in torture. It's disgusting and sick. Though it is right and necessary, killing even a wicked person should be somewhat sad (though not unmixed with joy and relief) and disturbing. I know this is a video game still, so no need to point that out.

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Esther Grace

I will read this… later… (just got home from an intense weekend, but I wanted to let you know I will join the discussion :)

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biblebee

Soo...I tried writing out my thoughts so they could be understood...but that didn't work well. Anyway... Great job on your essay, Sam! It was very clear and informative. I would agree that video games do not necessarily cause people to commit violent acts. Video games can have their pros. I would also say they have cons. That said I would say that it is best to be careful with video games. Just because they do not cause violence or such like, they need to be evaluated carefully and played in moderation. I would say the same of music, books, movies, etc... I am having trouble fitting Phil 4:8 with some video games though. We need to fill our minds with what is right...not darkness, killing, etc... Obviously we are confronted with those sorts of things (whether through video games or not) every day, but they cannot be the things that fill our minds. So, is playing a video game that highly portrays that filling our minds with that sort of thing too much? Hopefully that made sense and wasn't too redundant...
Quick question. Is killing wrong?
Depends onthe circumstance.
Thank you. Just clarifying. Again, "too much" depends on the person. My main point in my essay was asserting that video games are a form of media on par with art, cinema, books, and other forms of media. They are not some otherworldly abnormally soul-sucking phenomenon like people aptly to assert. While video games do and can have an effect on the player (just like every form of media has to everyone who experiences it), they aren't any more likely to cause the consumer to do something any more than another form of media. Now, as to what you're saying, it comes down to the preferences of the believer. It says in 1 Corinthians 10 "all things are lawful, but not all things edify". If I can come away from a video game that has violence in it (or a book or movie) with a clear conscience and say that I learned from it, good for me. If another believer thinks that it's not something they want to expose themselves to, more power to them. Everyone is at a different level of spiritual maturity, which is why there are safeguards. There are ratings on movies and games for a reason: not everyone is mature enough to partake of certain experiences. For those who are mature enough, they can make their own decisions based on their own convictions as to how much is good or bad. In essence, you kind of answered your own questions with your first paragraph. XD

Okay. Thanks! :)

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Ian R.2

About your last question: I think, like I said in my first post, this depends almost entirely on context. I don't know why you would want an excessive amount of gore in a game, and I think its offensive. But this word 'excessive' is relative. I can only say for myself that I think the kind of violence in Mortal Kombat is wrong, (not only because of the context) but (surprisingly) mainly because of the sadistic glorifying of awful murders and revelings in torture. It's disgusting and sick. Though it is right and necessary, killing even a wicked person should be somewhat sad (though not unmixed with joy and relief) and disturbing. I know this is a video game still, so no need to point that out.

Agreed on the Mortal Kombat violence. I have only seen two of the "fatality" things, and they made me feel a little queasy. I also agree on what you said about killing a wicked person. Thanks for your input BTW. :)

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Hiruko Kagetane

I agree with what Noah said, and I talked about it a bit when I covered Hatred. The context of the actions is a large determining factor in the "rightness" or "wrongness" of it, even though the design choice does play a role in it. Personally, even if the MK games had a good story, I'm not sure if I'd like them just because the violence is over-the-top and doesn't appeal to me.

Could a Christian play Mortal Kombat? Sure. "All things are lawful". It's up to the individual Christian to decide what is acceptable for them, as they examine their choices in light of their conscience.

But a point I want to make clear here is that I'm not saying that video games have no effect on anyone. I am saying that video games don't have an especially evil effect as opposed to other media such as books, movies, music, etc. They should all be considered in the same way.

Thus, when choosing games, or any type of media, the question becomes "What is this?" and "Do I want to expose myself to this?"

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Esther Grace

Okay, so I read through your essay. It was great! I definitely have a better understanding of video games now.

As for my comments: I found the studies on desensitization very interesting. I do still have doubts about violent video games, however. Part of that may be because I'm personally a little afraid of desensitizing myself by watching violent movies or playing violent video games. Even if the context of the game is good (good guys vs. bad guys), I do feel like that could happen. Consequently, I do think violent video games could still be desensitizing, though I admit that this conclusion is based mostly on personal feeling/experience. I believe it's really up to the consumer - some people respond differently to violence than others (children vs. adults, for example).

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SavedByGrace

claps Well done. You answered thoroughly and well the objections your essay was intended to answer. You showed that video games on the whole do not cause violence, encourage lack of socialization, or promote mindless entertainment. Anyone having these objections would do well to read your essay. ;)

However, I have somewhat of an objection to video gaming in general that was not addressed by this essay–because it was not intended to address it, yes, but I would like to bring it up anyway. You showed that many video games have a positive effect on society, because they promote community and encourage deep thought about important issues. But I'm wondering if the effect of video games as a whole on society is more negative than positive. As far as I can tell, the majority of video games require a good deal of time and effort on the part of the player to complete. And the "addictive" nature of good games, if I can use that term, draws most players into spending that time and effort in fairly substantial chunks. But the lives of most people are structured such that so much time spent on gaming is detrimental to their other responsibilities: school, work, family, etc. So I guess my question is, do the goods outweigh the bads? You can learn a lot from a video game, but if it takes too much of your time away from more important things, is it worth it?

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Hiruko Kagetane

Good question! I understand where you're coming from, but you could say the same about a lot of other hobbies. Someone who plays music competitively is going to make practicing their instrument a higher priority in their life, so will someone who writes, is involved in a sport, etc. Video games can be detrimental to the individual (there are lot of stories floating around about how game addiction totally ruined people's lives), but so can other things. Any kind of addiction is harmful, and it's the responsibility of the consumer to set their own limits so that they can balance out their life.

TL;DR, time management is the responsibility of the individual. ;)

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Hiruko Kagetane

Also, Extra Credits has a very good video on the subject of video games and they require, that I believe you will find interesting. :)

EDIT

This one too:

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Hiruko Kagetane

Okay, so I read through your essay. It was great! I definitely have a better understanding of video games now. As for my comments: I found the studies on desensitization very interesting. I do still have doubts about violent video games, however. Part of that may be because I'm personally a little afraid of desensitizing myself by watching violent movies or playing violent video games. Even if the context of the game is good (good guys vs. bad guys), I do feel like that could happen. Consequently, I do think violent video games could still be desensitizing, though I admit that this conclusion is based mostly on personal feeling/experience. I believe it's really up to the consumer - some people respond differently to violence than others (children vs. adults, for example).

I agree with you; my point was that video games as a genre are not inherently more desensitizing or evil, as people make them out to be. You can be desensitized by too much exposure to just about anything, which makes it the responsibility of the individual to decide how much they want to expose themselves to, and for how long.

This all really plugs into a larger question, which is "how do you determine good media?"

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Esther Grace

True. I guess my comments don't really have to do with video games specifically, then. :P It was fun thinking through this topic, though!

Out of curiosity, do we already have a discussion on that topic?

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Hiruko Kagetane

I'm glad you've enjoyed it! The purpose of this topical discussion was to help everyone to think through their reasons for enjoying things by talking about it, and I hope we can continue this trend. :)

No, we don't. You're more than welcome to create one, though. :)

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Esther Grace

I'm glad you've enjoyed it! The purpose of this topical discussion was to help everyone to think through their reasons for enjoying things by talking about it, and I hope we can continue this trend. :) No, we don't. You're more than welcome to create one, though. :)

Sure! I think I'll stick it under the "Media" discussion.

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Aidan J

Games can be quite influential, either for good or bad, depending on the game played. I think that games where you play as someone defending justice, it can be quite a help for actually being prepared to do so. But, if you have to kill other humans to do it, I think it is easily (though not necessarily) forgotten why you are "fighting" and only be thinking about getting to the next level.

So, to sum it up, I think that games can be great, but should be chosen wisely and carefully. :)

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Christian Alexander

Games can be quite influential, either for good or bad, depending on the game played. I think that games where you play as someone defending justice, it can be quite a help for actually being prepared to do so. But, if you have to kill other humans to do it, I think it is easily (though not necessarily) forgotten why you are "fighting" and only be thinking about getting to the next level. So, to sum it up, I think that games can be great, but should be chosen wisely and carefully. :)

You wanted my thoughts, Sam? ^ This is a pretty accurate summary. ;)

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amy

First off, that's an impressive essay, Sam. :) Well done writing and looks like you did a lot of research (how else does one manage such a large amount of works cited?)! Very cool.

I'm going to have to ponder this a bit before I give you a reply, so that will happen, just not quite yet.

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amy

Hi Sam, so sorry for my delay in replying! I will get back to this–hopefully soon! :)

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Gloria

idk then. that's what Carissa told me like a month ago when we were going to skype…

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