Jun 122012
 

By Brendan Keogh, RMIT University

Is there an explicit link between playing violent videogames and becoming a deadly killer? If we are to take seriously a new study published in the journal Communication Research, there seems to be.

Cue tabloid headlines of the sort: “Is the Xbox Turning Your Child Into A Deadly Shooter?”

Maybe such articles will also casually mention the 1999 Columbine Massacre, in which 13 people were killed by two students who just so happened to play videogames.

Or maybe they’ll feature a photo of Anders Breivik because he mentioned playing Modern Warfare 2 (after all, we took everything else he said seriously, right?).

Such articles won’t feature any critical engagement or scrutiny of the actual complexities of videogame play – just more mind-numbing nods to another simplistic study, yet again seeming to prove violent videogames make players into killers.

Actually, this isn’t what the study – conducted by Jodi L. Whitaker and Brad H. Bushman of the University of Michigan – has shown at all, but it sure does sound good in a press release.

Which is probably what prompted several smaller science news websites to copy-paste the press release as “news”. One of those was accompanied by a photo of the game Modern Warfare 2, which actually has nothing to do with what the study actually found, as we’ll see below.

Another website bothered to find a third party who noted that the methods and findings of the paper are, at best, incredulous. Sadly, this insight was followed by a random reference to, yes, the Columbine Massacre. The story also featured an image of a young boy in camouflage with a plastic gun and knife. Classy.

To be fair, the headline of the study’s press release (put together by SAGE Publications, the publisher of Communication Research) set the tone:

“Violent video games turning gamers into deadly shooters”

This is only marginally more deceptive and slanted than the actual paper, which takes the quote in the headline, “Boom, Headshot!”, from FPS Doug, a fictional character from the fictional web-series Pure Pwnage (see video below). Somewhat ironically, the authors seem oblivious to the fact that Pure Pwnage is a show that satirises the popular image of the pro-gamer with exaggerated, self-conscious stereotypes.

 

 

Such (lack of) judgement doesn’t help me shake my initial suspicions that the authors were more concerned with proving their own assumptions about videogames and gamers than they were about expanding any particular body of knowledge.

Regardless of what the paper did or didn’t find, it comes across as construed and misleading. Unfortunately this tends to be the rule rather than the exception when it comes to research on videogames.

What the study actually found is far less exciting than the flourished press release would have us believe:

1) simulations with replicated hardware can help train mechanical and physical skills

2) players who play violent videogames are more likely to aim for the head when playing a game with a gun – be it digital or otherwise – than elsewhere on the body.

The first point hardly counts as a point at all. The second is interesting, certainly, but not the causal link to violent action implied by the study and the accompanying press release.

The authors had 151 college students spend 20 minutes playing one of three videogames: Resident Evil 4 (referred to throughout the paper simply as “a violent shooting game”); the target practice mini game in Wii Play (“a nonviolent shooting game”); or Super Mario Galaxy (“a nonviolent, non-shooting game”).

Afterwards, the subjects took 16 pot shots at a mannequin at a shooting range. The mannequin was placed close enough, the writers note, that the subjects would most probably hit whichever part of the body they chose to aim for.

Most significantly, the subjects who played one of the shooting games were split into two further groups. These sub groups played the game in question with two different types of controllers. One group played with traditional controllers with joysticks and buttons, while the other played with a light-gun controller. That is, a controller shaped like a gun that the player must accurately aim at the targets on the television in order to shoot them.

The findings are hardly surprising. Players that used a “real” gun controller to shoot humanoid enemies in Resident Evil 4 were more accurate at the shooting range than those using a standard controller. Likewise, those that played Wii Play with the “real” gun controller were also more accurate than those that played with a standard controller.

What is more interesting, though, is that those subjects that played Resident Evil 4 were more likely to aim for the head than those that played any other game, regardless of controller type.

 

 

Let’s deal first with the controllers. Videogames that use light gun controllers have existed for decades, and have been popular in arcades with series such as Time Crisis, Virtua Cop, and House of the Dead. Such games continue a much older carnival tradition of shooting galleries.

Sometimes the targets are simple targets, but often the player takes the first-person role of a good guy running through corridors, gunning down bad guys. In such games the player’s character is normally pushed along a linear path with no control over movement (giving them the nickname “on-rails shooters”) and the player’s only task is shooting accurately and quickly.

Light-gun games have also appeared on home consoles, but to a far-lesser extent due to the need of specialist controllers and spacious living rooms. The Nintendo Wii, however, has been particularly well-suited for bringing the genre back as the native Wii-mote controllers already shoot infra-red lasers at the TV and only require a cheap gun-shaped plastic holder for the controller to be placed into.

These light-gun games are a perfect example of what I’ve previously labelled synecdochic controllers: the action the player performs in the actual world closely mirrors the action of the character in the fictional world – in this case, aiming and shooting a gun.

That synecdochic controllers such as light guns could train users in the use of firearms is hardly a surprise. You hold the gun the same way as a real gun. You aim and pull the trigger like a real gun. I know of no light guns that give players a realistic lesson in recoil, reloading, bullet-drop, flicking the safety switch, or other essential elements of effective firearm use, but it certainly wouldn’t be hard to design a light gun and a simulation that did teach these things.

Regardless, the current model light guns unarguably train users how to aim a firearm-shaped tool. It’s a replication and a simulation. Driving and flying schools have been doing this for decades. Attach a video simulation to the mechanical hardware you want the student to master, and you have a safe environment for them to practise.

 


justindoub

 

The claim that light gun games can train players to better use firearms is hardly contentious. But I have a problem with the misleading conflation of “light-gun games” and “violent videogames”. This is a gross inaccuracy when you consider what a minor percentage of videogames actually use light guns.

In contrast to the synecdochic light gun, the vast majority of shooting games use metonymic controllers that are more metaphorical in their translation of actual-world action into the fictional world.

Guns are aimed with joysticks and buttons, or with keyboards and mice. You move the camera around until the crosshair overlaps with the targets, and then you press a button to fire. In most videogames that include shooting, the actual-world action of the player has little if any similarities with the functional use of a firearm (though this is complicated when the US Army starts designing drones with controls meant to replicate videogame controllers).

Perhaps replicated firearm usage can train more proficient firearm users, but that is hardly proof that “violent videogames” are turning players into “deadly shooters”.

Unarguably, shooting videogames that use metonymic controls can teach players theoretical things about combat and firearm usage – I wouldn’t even know what “bullet-drop” was were it not for videogames! (In case you were wondering, bullet-drop is essentially the effect of gravity on the fired bullet).

The US army uses its own custom-built game, America’s Army, to teach players how to work as a squad, how different pieces of equipment (from firearms to vehicles) actually work, and (most importantly) how to sign up and join the real army.

 

 

But beyond the theoretical or ideological, to teach a practical, physical, applicable skill with a videogame you would need a practical, applicable, synecdochic controller – a mechanical device which acts functionally similar to the real-world counterpart.

Considering that so few violent videogames use light guns (never mind the fact that not all “violent” videogames even depict shooting), it’s quite a stretch to say Whitaker and Bushman’s study proves any connection with violent videogames in general and firearm efficiency.

At worst, the accompanying press release – unlikely to have been written by the study’s authors – was a malicious attempt to grab some easy attention by hinting at a fraudulent but popular connection between violent videogames and gun crimes. At best, the study comes across as a lazy simplification of what videogames do, with little interrogation of how they actually function.

I personally suspect the latter and members of the videogames industry are deserving of at least some of the blame for such a persistently inaccurate depiction. After all, with the way videogames are depicted on television and in films, someone who does not engage with the culture could easily be forgiven for thinking that the vast majority of violent videogames put “real” guns into players hands.

Take this particularly absurd example (see video below) from the fourth season of AMC’s Breaking Bad. Id’s software’s game Rage for the Microsoft Xbox 360 is depicted multiple times throughout the season in what is almost certainly an intentional product placement campaign.

At one point, the character Jesse is shown playing the game, standing in his lounge room with a light gun, blasting mutants and having flashbacks from a real-life gun crime he committed, unable to differentiate the two.

The thing is, Rage doesn’t use a light gun. At all. There is no version of the game that does. At some point, Microsoft, Id Software, or the game’s publisher, Bethesda, must have OK-ed this scene, knowing Rage would be depicted as using a light gun even though it only ever uses a typical controller. Worse is the fact the scene would claim the player, Jesse, couldn’t differentiate between shooting mutants and actual people.

It’s obvious why the show wanted a light-gun version of Rage – Jesse sitting on his couch with a controller would be far less involving, far less emotive. The viewers want to see Jesse actually doing what he is doing in the game.

But still, when a videogame company apparently agrees to have its game misrepresented as something done with real guns by meth addicts who can’t differentiate gameplay from gun crime, who can blame the mass media or the psychological studies? The videogame industry and culture shoots itself in the foot. Or, perhaps more appropriately, the head.

 

 

Which brings us back to the one interesting (and perhaps chilling) finding the study in Communication Research does make. Not only were those subjects that used a light gun more accurate than those that used a traditional controller, those that played Resident Evil 4 (either with a light gun or with a traditional controller) were more likely to shoot at a mannequin’s head than anywhere else on the body. This seems to suggest that the game’s temperament of rewarding headshots influenced which part of the mannequin subjects subsequently aimed at.

It’s true, as the study notes, that many shooting games do reward the player for aiming at the head. Sometimes this reward is intrinsic: maybe enemies die quicker from headshots (thus allowing a player to conserve ammunition) or maybe their heads explode in a visually satisfying way.

But headshots also often result in extra in-game points or medals. The 2010 entry in the Medal of Honor series, for instance, while attempting to treat (western) soldiers with respect and sobriety (the movie opens with the sombre “They shall grow not old, as we that are left grow old” verse from Laurence Binyon’s “For the Fallen”), it rewards players with a medal every time they shoot an enemy in the head.

It’s a weird, jarring design choice which only seems to be there because videogames need to acknowledge headshots.

Perhaps the proliferation and glorification of headshots in videogames can be situated in a much broader media context, where films, television series, and novels have all romanticised and glorified firearm accuracy generally and headshots specifically.

Many action films, such as Bad Boys II (warning: graphic video), end with the good guys dramatically and stylishly ending the bad guy with a headshot, while the depiction of Legolas’s accuracy with his bow in Lord of the Rings is treated as nothing less than poetry. It speaks to both the majestic, superhuman aim of the shooter and the utterly conclusive death of the victim.

Whitaker and Bushman’s study certainly seems to show that players took their motivation to aim for the head from the videogame to the shooting range. Still, I am not convinced this proves what part of the body these subjects would aim at if confronted with a situation where they had to shoot at a real human. Perhaps they saw the shooting range as just another (non-digital) game with humanoid targets.

After all, if a shooting range has human-shaped targets, it’s not uncommon for those targets to have bullseyes on the forehead. It’s unfortunate the study’s authors didn’t also get subjects to practise at the shooting gallery for 20 minutes, too, to compare this with the subjects’ skill transferal from playing videogames.

 

 

My issue with the article (and even more so its accompanying press release) is its unethical presentation, its seeming eagerness to hide its actual findings beneath a rhetorical perspective that reaffirms and strengthens the inaccurate and simplistic view the mass media loves to perpetuate that videogames are evil murder simulators.

As the writers themselves admit, hidden right down the bottom of their conclusion like a murmured confession, the findings of the study do not in any way show any connection between the playing of violent videogames and a likelihood of committing gun crimes or any other violent act:

“Playing the violent shooting game facilitated the learning of shooting behavior but does not necessarily make it more likely that the player would actually fire a real gun.”

They merely show practising with a replicated gun might improve a subject’s accuracy if the situation arose where they had to fire a real gun. But this is a conclusion far removed from the flamboyant press release’s call to “deadly shooters” or the fictional gamer’s cry of “Boom, headshot!” that crowns the article’s title.

Understanding how players engage with videogames and violence that is simultaneously depicted and enacted is a crucial avenue of enquiry. But videogames are complicated things. No less than films. No less than novels. No less than any other form of media people engage with.

It’s about time researchers acknowledged this instead of seeking easy, linear and lazy cause-and-effect models that insult the multitudes of people that play videogames.

Brendan Keogh does not work for, consult to, own shares in or receive funding from any company or organisation that would benefit from this article, and has no relevant affiliations.

The Conversation

This article was originally published at The Conversation.
Read the original article.

 Posted by at 5:32 pm
Jun 082012
 

The NSW State Government has announced that it is putting up speeding fines in an effort to raise revenue. There’s something deeply wrong here.

I was under the impression that speeding was considered a bad thing. So the Government provides a penalty which is supposed to discourage people from doing this bad thing.

Now it turns out that the penalty is in fact a price. How do I know this? Because logically if the penalty worked to decrease the incidence of speeding, then it not would work to raise revenue. It only works for revenue raising if it is a price people are willing to pay. Judging just where to set that price-point must be a fascinating conversation to participate in.

There’s an interesting study from the NSW Bureau of Crime Research and Statistics which concludes that even substantial increases in fines have limited potential in deterring recidivist offenders. Similar conclusions have been arrived at from other studies around the world.

There’s nothing really new in this, but it’s interesting to see it increasingly recognised. The Premier did deny that this was simply about revenue – but even in denying it his use of language was interesting, with the Daily Telegraph quoting him as saying:

It’s an area of taxation that can be avoided if people stick to the speed laws

Taxation: says it all. If the Government really wanted to reduce speeding there are measures it could take to do so; but doing that would reduce a revenue cash-cow.

The most effective method of reducing speeding may also provide some further insight into why speeding fines are considered a generally ineffective deterrent. Speed cameras are extremely effective as a means of bringing down speed. This is likely to be because speed cameras mean you will get caught. Generally a speeding ticket could be regarded like a negative lottery: The chances of you actually getting fined are generally quite low.  Unless you pass a speed camera where they jump up to 100 per cent. Thus deterrence is less about the size of the fine than about the chances of getting the fine.

So a Government with a great deal of internal fortitude could simply install a huge number of the deeply unpopular speed cameras, gain a short-term boost in revenue as fines shoot up and then watch speed and fines decrease over time. Now there’s a thought.

 

Images: Greed Camera –  http://www.telegraph.co.uk. Fines per camera – NSW Auditor General’s Report Improving Road Safety: Speed Cameras.

 Posted by at 9:20 am
Jun 042012
 

The question we must always ask ourselves is about the difference between tolerating someone’s views, respecting their views, or respecting their right to hold the views expressed. Occasionally it becomes very difficult to go even that far.

And just in case you can’t face finding out what the heart of the argument is: apparently gay people are only born to gay parents so if you remove gays from society there will be no more homosexuals born. Go try and work that one out.

 Posted by at 4:48 pm
May 312012
 

The United Nations has appointed Robert Mugabe as a new international envoy for tourism. It’s risible.

Really the UN does nothing for its own credibility when a despotic leader whose actions have been almost universally condemned and who still sits under personal sanctions from Europe and the US is named to a position of prominence. And tourism no less! For a man who has decimated the once blooming tourist industry in his county.

A spokesman for the Movement for Democratic Change was quoted in The Guardian as saying: “I can’t see any justification for the man being an ‘ambassador’. An ambassador for what? The man has blood on his hands. Do they want tourists to see those bloody hands.”

Apparently so.

 Posted by at 7:55 am
May 302012
 

There is little edifying in watching our Parliament’s question time. From the boring staged questions through to the childish antics, nothing would reassure any watcher about the maturity or competence of their Government. Right now the most entertainment is generally in watching Deputy Speaker Anna Burke in action. She’s doing a fine job of running the place and keeping some semblance of propriety in place.

But there are some gems: And watching the opposition front bench sprint for the door is one.

 Posted by at 3:13 pm
May 292012
 

By Deborah Lupton, University of Sydney

Saturday's Sydney Morning Herald front page.

The front page of Saturday’s edition of the Sydney Morning Herald on the weekend was dominated by a story about the actor Rachel Griffiths and her husband, artist Andrew Taylor “playing swapsies” with their family roles.

It was noted in the article that Griffiths, well known internationally for her roles in such American television series as Six Feet Under and Brothers & Sisters, had moved with her family back to Australia. She was now supporting her husband’s work after he had been a stay-at-home dad caring for their three young children over the past ten years. Griffiths was spending more time at home while Taylor prepared for two exhibitions of his paintings.

According to the article, before the move back to Australia, Taylor had made dinner each night for the family and had taken time off from his painting during school holidays to look after their children. In the meantime, Griffiths had been kept busy working long hours on her acting jobs.

Why is this couple’s role-swap headline news? Why it is so intriguing that Taylor had regularly made dinner and cared for his children while Griffiths was elsewhere, earning a presumably handsome salary as a televison actor?

As long as 40 years ago, the second-wave feminist movement called for women to be released from carrying the major responsibility for housework and childcare. Yet the idea that a mother would pursue her career and be the main breadwinner while her partner puts his career second to family duties still makes the front page of a major broadsheet.

Griffiths’ fame as one of Australia’s most successful actors in Hollywood and her return to Australia after a decade away is surely part of the newsworthy aspect of the story. But Griffiths and Taylor’s role swap is used to illustrate the rarity of their domestic arrangement.

Later in the Herald’s article, statistics are quoted from recent research by the Australian Institute of Family Studies. These show that in Australia stay-at-home fathers not employed in paid work account for less than 5% of families with children younger than nine. In less than 1.5% of families the mother the full-time breadwinner while the father works part-time in paid employment.

There is very little in-depth research available on the Australian situation to account for men’s reluctance to take on the primary caring role for their families. The fact that men still earn more on average than women in Australia is an obvious reason why fathers are far more likely to be the primary breadwinner. Sociological research into this topic in countries such as Belgium and Canada and the US has discovered that economic reasons are central to a couple’s decision for the woman to work full-time while the man stayed at home.

This research has also shown that men who stay at home often find they must deal with social stigma. Negative reactions may come from the mothers with whom they are interacting daily as part of their childcare activities and who may be reluctant to accept them into their social groups. Men may feel isolated from other men and be the target of critical comments from their male friends and relatives.

Stay-at-home dads may struggle with their masculine identity and sense of self-worth because of the strong relationship between family care work and femininity. Some men deal with this by continuing to engage in male-dominated leisure activities or part-time paid employment.

Women, for their part, may feel ambivalent about relinquishing the care work to their partners while they take on the primary breadwinner role. This is again because of the strong association of femininity with caring work. The concept of the “good mother” is also influential in women’s feelings about going out to work. This concept suggests that mothers should put their family’s needs above their own and that the working mother is less capable of this than the stay-at-home mother.

Even the highly successful Griffiths commented in the Herald story that she was “loving” spending more time with her children while they were “still young” and that she did not have “a huge interest in doing the 80-hour weeks”. These comments suggest that her past choices about work may have caused her some disquiet.

Despite these negative aspects of couples swapping roles, sociological research has also shown that there are many positive aspects to fathers staying at home.

When men do take on the primary carer role it often results in greater gender equality in the division of labour and in men’s support for women in the workplace. Men who stay at home comment that they realise how demanding childcare and housework can be and also how valuable it is for the family’s well being.

Role swapping has the potential to gradually change assumptions about how “good mothers” and “good fathers” should behave.

Media attention given to celebrities such as Griffiths can be useful in the beginning to challenge these assumptions, even while highlighting the still unusual nature of such a domestic arrangement.

Deborah Lupton receives funding from the Australian Research Council.

The Conversation

This article was originally published at The Conversation. Read the original article.

 Posted by at 2:31 pm
May 282012
 

There is a wonderful online debate between Sam Harris and Bruce Schneier. They go several rounds on the subject of racial-profiling at airports. Harris is pro-profiling, Schneier thinks it wrong and ineffectual. If you can stick through the many thousands of words there are some gems. My favourite is from Schneier when he says:

There are other security concerns when you look at the geopolitical context, though.  Profiling Muslims fosters an “us vs. them” thinking that simply isn’t accurate when talking about terrorism.  I have always thought that the “war on terror” metaphor was actively harmful to security because it raised the terrorists to the level of equal combatant.  In a war, there are sides, and there is winning.  I much prefer the crime metaphor.  There are no opposing sides in crime; there are the few criminals and the rest of us.  There criminals don’t “win.”  Maybe they get away with it for a while, but eventually they’re caught.

“Us vs. them” thinking has two basic costs.  One, it establishes that worldview in the minds of “us”: the non-profiled.  We saw this after 9/11, in the assaults and discriminations against innocent Americans who happened to be Muslim.  And two, it establishes the same worldview in the minds of “them”: Muslims.  This increases anti-American sentiment among Muslims.  This reduces our security, less because it creates terrorists—although I’m sure it is one of the things that pushes a marginal terrorist over the line—and more that a higher anti-American sentiment in the Muslim community is a more fertile ground for terrorist groups to recruit and operate.  Making sure the vast majority of Muslims who are not terrorists are part of the “us” fighting terror, just as the vast majority of honest citizens work together in fighting crime, is a security benefit.