^ I get what you mean - but that's the thing, even "time in." There are a lot of folks who engage in violent FPS games. I know many, from teens to middle-age adults, for whom this is actually their primary hobby/leisure activity. [ Full disclosure: I haven't engaged in any serious time (and by this, I include any time I even pop in a quarter on an arcade game) on FPS or fighting games since probably 2002, and my daughter as well as my two like-aged nephews, while all very active electronically, have never expressed any interest in FPS games or even fighting games. I've really got no dogs in this fight.
The gaming industry is huge, and it's not because they're not making any money....and the reason why they keep re-upping these titles isn't because they're not doing well.
That we've been studying video-gaming and its relationship to real-life violence for the past two decades and are still failing to be able to find conclusive causation is, I think, itself tremendously telling. I think we're losing the forest for the trees, that perhaps it isn't just violent video games, but violent media in general, and that perhaps it's the generational gap that's causing us to focus much more on gaming as that flag.
After all, what kinds of books have many of these violent actors read?
I've asked this before, and I'll ask it again: If violent video games and media are instigating these problems, why do we not see the same trend towards violence (obviously not "gun violence," as firearms are much more tightly restricted) in the children and young adults of, especially, Asian countries? Swords and knives are featured - and let's not forget that various vehicles and the mayhem that they can cause is greatly glorified in particularly the earliest versions of the Grand Theft Auto
series...and all of these are just as easily accessed by our teens as they are those of other cultures around the world.
Anyone here watch Japanese Animation - aka "Anime?" How messed-up is the violence and sexual deviance depicted?
Is Japan like that in real-life, though?
Some of Adam Lanza's favorite video games included Super Mario Bros
and Dance Dance Revolution
(https://www.zmescience.com/research/tec ... sion-0534/
In terms of video simulation, certainly, that does cause desensitization and has also proven to be helpful in many different types of training (as noted in the previous thread from which I've taken my questions/commentary above - it's not just infantry or LE, but also even more complex tasks such as piloting aircraft, driving a race-car, or even surgery), but killing has a much more visceral component as well: who among us would suggest that video-based training is all that is necessary for success versus a violent criminal encounter in place of activities such as live-fire training, force-on-force, and integrated combatives sparring (all of which the military and other martial institutes also enact)? Logically, we cannot argue for both, can we?
Does watching porn turn us all into rapists or sexual deviants?
Are all butchers that one step closer to being murderers?
Does being obsessed with guns and knives also mean that the individual is just a time-bomb waiting to blow?
To me, blaming video games is just like the generations before us blaming the "decline of society" on something like music or TV, and is also little different from the antis blaming "guns and gun violence" for what is simply violence.
There is an actual underlying problem that these contributing factors - factors which a normal, well-adjusted person simply will not find issues with - are all feeding into, and I think we need to look more holistically at the problem, rather than blaming what is easy (and has been proven to be not causative).
Did rock music turn us into sadists?
Or maybe it's hard-core rap that's the problem.
Or maybe it's metal?
Or maybe it's Juggalo?
Maybe it's dancehall/"badmanism?"
Or maybe it's more violent sports that's the problem? After all, participants in contact sports are often referred to as "gladiators," aren't they? Are we glorifying violence there, then? Are paintball and airsoft gaming problematic then, too? If so, how far do we extrapolate that?
The truth of the matter is that the older generation will always regard the recreational activities of the younger generation as a source of any perceived problem.
The reality is that the risk factors are just that, risk factors - we've got to stop trying to place the blame on a THING (like how some love to blame guns, right?
), and start looking at what the underlying issues really are.