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category: Video games

My Thoughts Exactly

Professor Colman McCarthy, the Founder and Director of the Center for Teaching Peace in Washington, D.C. once commented that, “The most revolutionary thing anybody can do is to raise good, honest and generous children who will question the answers of people who say the answer is violence.”

I was reminded of his words a few weeks back.  I was sitting in my dining room, talking to my friend Jeremy and his family about my work at the Coalition to Stop Gun Violence.  We were discussing the gun lobby’s current campaign to allow individuals to carry loaded handguns in public spaces across America—churches, parks, schools, government buildings, child day care centers, metro transportation, airports, etc.—when Jeremy’s nine year-old son Colin piped in.

“There are people who think you can prevent violence with guns?” he asked.

“That’s right,” we told him.

“Cuckoo,” Colin replied, tracing rings around his ear with his finger.

I was pleasantly surprised.  It’s not that Colin isn’t a great kid; he is.  But he’s been obsessed with guns since he was a baby.  I distinctly remember a boy of two—denied toy guns by his parents—running around with a vacuum cleaner tube and “shooting” everything around him.  Now, a few years later, he’s graduated to air guns, water guns and violent video games like Commando 2.  This fascination with firearms that boys seemingly acquire upon exiting the womb is both awe-inspiring and disturbing.

So how does this young boy, who delights in shooting his guests with his Nerf N-Strike Maverick Blaster rifle, have the maturity to grasp the enormous danger that real guns represent to our society?  Why is he is able to embrace the thrill of violence in fantasy while rejecting it completely in reality?

Professor McCarthy says, “Peace is the result of love,” but cautions, “If love was easy, we’d all be good at it.”  He also warns, “If we don’t teach [our children] peace, someone else will teach them violence.”

I must have had my own good influences because, like Colin, I grew up with a gun obsession.  One of my prized possessions as a boy was a plastic M-60 rifle, complete with unfolding tripod.  My friends and I loved to get our toy guns out and play “war” around our elementary school.  I was also in the first generation of video gamers, and played all the shooters:  Postal, Castle Wolfenstein, Doom, Duke Nukem, Quake, Soldier of Fortune, you name it.  And movies?  Die Hard, Predator, Assault on Precinct 13—I loved all that stuff.

Yet I never had the desire to own any real firearms, or mimic the “protagonists” of these games/movies in real life.  I was a big fan of Marvel Comics growing up and it always struck me that Captain America never carried a gun—the bad guys he brought to justice did.  Today, as a husband and father, I have become a passionate advocate for nonviolence.

Professor McCarthy’s dream is to add comprehensive peace studies programs to the curriculum at the nation’s K-12 schools and colleges.  “Every member of Congress was in first grade someplace,” he says.  “Maybe if we taught them a little bit about Gandhi, Martin Luther King, the first day, we wouldn’t be in the mess we’re in.”

That’s a goal that’s worth working for, but until it is realized, we should all endeavor to learn from kids like Colin.

As Mother Theresa once said, “So often people say that we should look to the elderly, learn from their wisdom, their many years.  I disagree.  I say we should look to the young: untarnished, without stereotypes implanted in their minds, no poison, no hatred in their hearts.  When we learn to see life through the eyes of a child, that is when we become truly wise.”

Amen.

The Onion spoofs new “Call of Duty” video game


Launched on the eve of Veteran’s Day last week, “Call of Duty: Modern Warfare 2,” the latest in “first-person shooter” video games, raked in an unbelievable $310 million in its first day on the market.

The game – already the subject of controversy over a scene where the player indiscriminately mows down innocent civilians in an airport that looks like LAX in Los Angeles – is supposed to be one of the most realistic war games yet. As Peter W. Singer describes it:

As part of a US special operations team, the player roams everywhere from Afghanistan to the Caucasus, winning hearts and minds with a mix of machine pistols and Predator drone strikes. The players also fight out in range of potential new conflict zones, from the rough urban favelas of Brazil to a simulated Russian invasion of Washington, D.C., and the Virginia suburbs (This is actually a major flaw in the game; any invasion force would clearly get stuck in traffic at the Interstate 95 Mixing Bowl).
While we would normally critique these violent video games for desensitizing kids to killing or for not making killing realistic enough, The Onion has put out this hilarious video (above) with a very original critique on how unrealistic these games really are of real modern warfare. Hope you enjoy!

Venezuela’s video game ban

We had a lively discussion last week about violence in video games. A new story from the AP promises for more: Venezuela is going to ban violent video games and toys.

Venezuela would be one of few countries to impose an all-out ban on the “manufacture, importation, distribution, sales and use of violent video games and bellicose toys.” The proposed law would give Venezuela’s consumer protection agency the discretion to define what products should be prohibited and impose fines as high as $128,000.

As the article goes on to explain, the government’s reasoning sounds downright Gandhian, and it goes much beyond a simple ban:

The Venezuelan bill would mandate crime prevention classes in public schools and force the media to “implement permanent campaigns” to warn against the dangers of violent games. Another provision requires the government “to promote the production, distribution, sales and use” of games that teach kids “respect for an adversary.”

The very next lines, however, makes one suspect that perhaps the Chavez administration might not be the best teacher of this lesson:

Some 2,000 people marched across Venezuela’s capital Saturday to protest what they call widespread persecution of Chavez’s opponents.

“It’s a bit ironic that supporters of Chavez, who persecutes his political opponents, want to teach our children the need for respect,” quipped Tomas Sanchez, an opposition lawmaker who broke ranks with Chavez.

While I don’t believe such outright censorship is necessarily the right approach, crime prevention classes (or, rather, conflict resolution classes, to take a more positive approach), which teach “respect for an adversary,” sound like a worthwhile option. Simply enacting a ban will likely fan a black market. Somehow minimizing the demand for such things, however, offers some hope.

Mixing a class like this with a violent suppression campaign can be a fraught proposition—witness the failure of D.A.R.E. anti-drug programs in the United States. The government became so fixated on drugs that students adopted that fixation and drug use didn’t decline for people who took those classes. Much better, of course, is to offer a range nonviolent alternatives, both to drugs and violence, including a more vibrant and demanding community life, employment, and positive role models. Perhaps most of all, though, the government needs to practice what it preaches.

Really losing a video game

There are a lot of debates about whether violent video games contribute to causing violence in the world. They do. To remedy that, some have tried to develop nonviolent video games, notably A Force More Powerful, which we have but have yet to try out fully because Jasmine’s PC is so phenomenally slow. Violence in video games is so dangerous, in part, because it misrepresents violence in reality; there is no cost and no real effect.

Now, artist Zach Gage has created Lose/Lose, a simple arcade game that takes a small step toward changing that. When an object in the game gets destroyed, so does an actual file on your computer. Here’s his statement:

Lose/Lose is a video-game with real life consequences. Each alien in the game is created based on a random file on the players computer. If the player kills the alien, the file it is based on is deleted. If the players ship is destroyed, the application itself is deleted.

Although touching aliens will cause the player to lose the game, and killing aliens awards points, the aliens will never actually fire at the player. This calls into question the player’s mission, which is never explicitly stated, only hinted at through classic game mechanics. Is the player supposed to be an aggressor? Or merely an observer, traversing through a dangerous land?

Why do we assume that because we are given a weapon an awarded for using it, that doing so is right?

By way of exploring what it means to kill in a video-game, Lose/Lose broaches bigger questions. As technology grows, our understanding of it diminishes, yet, at the same time, it becomes increasingly important in our lives. At what point does our virtual data become as important to us as physical possessions? If we have reached that point already, what real objects do we value less than our data? What implications does trusting something so important to something we understand so poorly have?

Following Lose/Lose, maybe it’s time for a new rule: violent video games must have violent consequences. I cringe, though, at the thought that people would probably play them anyway, just as they continue to get into real fights.

At the very least, it is time for a real warning on video game packages. Not just the current system of labels which even seem to make a violent game look more enticing, but truly substantive warnings, as on cigarettes. The research exists to support it. Still, that’s pretty pedantic. Do grown-ups really need to be told that they shouldn’t fantasize for hours about going on killing sprees? We should know better.

(h/t Joel Dietz)

Correction: A previous version of this post stated that the game only deletes files internal to itself. Zach Gage wrote in to clarify that, indeed, the game can delete any file on a user’s computer.