Gumboot. I appreciate your posts. It is an interesting concept to consider. Personally I suspect there is a major flaw in Grossman's ideas. He has proposed a mechanism but has found no correlation. Many elements of both military training and vidoe game playing may in fact be similar. My military experiences are completely vicarious through friends as I have no interest in joining. My experience in video games I feel is adequate, though not immune to confirmation bias.
I think the big problem with Grossman's hypothesis is that it can't actually be tested, at least not ethically. Basically his argument can be broken down as follows. I'll identify where he provides a case, and where it starts to fall apart for him.
1. Humans have a natural resistance to killing - I think he makes a solid case for this
2. The resistance is incredibly strong and difficult to overcome - again, he makes an excellent case for this
3. This resistance proves a problem for the military - this is simple logic
4. The military investigated how to address this problem - again, a well made case
5. The military developed a system for disabling the resistance - again, well made case
6. The system proved highly effective - again, clearly demonstrated
7. Certain computer games mimic the same system - I aren't sure I explained myself sufficiently, but I think he makes a good case for this too in his work
8. Therefore these games also disable the resistance in gamers
The last is a logical conclusion based on accepting 1-7, but there's no actual independent evidence to support it that I'm aware of. Basically the only way you could really test it is to get gamers and non-gamers to kill people. Obviously not particularly ethical!
It becomes a problematic issue, because if he's right it's a serious issue that needs addressing, but obviously if he's not right there's no need to do anything. Once we realise it's impossible to actually prove it, then what?
However, there's also room for some of 1-7 to be wrong, which would automatically undermine 8. For me, the obvious point is 6 and 7. It could be there's other aspects of the military training that Grossman has missed, which are missing in computer games. It could be computer games feature aspects that neutralise the features found in 6. It could be the particulars of why the system works in 6 are actually minute little details that no one understands. Maybe the configuration has to be
just right.
They're all possibilities. Like I say, I am not 100% behind his point of view at all.
When playing video games I think there is one major factor that is lacking that exists within a military training regime. An intentional connection to future activities. When one joins the military they do so with, usually, full understanding one may find themself in life or death live fire situations. This understanding may not be at the forefront of the thought process during the training, but it is there. One knows that these practices are for the future possibility of killing someone. The same does not generally exist for video games. When I play an FPS I do not suspect my mind is processing it in a way that would be applicable to a situation where I am acting violent towards another person. Video games produced by military departments usually come in two flavors. Training and recruitment. They have different mentalities when played. Though I could imagine a prospective recruit who decides to join the military to begin treating the recruitment enterprises as training enterprises. At this point the intention could add that factor I suspect is missing.
This is a valid point, and it's what I'm referring to above. As you describe could be one of those unaccounted features that's present in the military training system that isn't present in games. It could be the (or a) crucial factor that makes all the difference.
Obviously Grossman doesn't think it does, and I can see his point; soldiers have always known their training was intended to one day be used in warfare to take lives, but this didn't stop them from refraining from firing when the time came.
It could be that knowledge needs to be used
in conjunction with the training system. Or it could be that knowledge has no bearing and it's the training system alone that makes the difference.
Additionally and possibly more powerful is the reflexes trained in video are quite different from those of the similarly designed training regimes. After playing a violent video game for two days straight my reaction would be to pull the right shoulder button, not squeeze the trigger.
Well this is another aspect up for discussion, but I do want to point out that Grossman does address this. That's why he specifically identifies light-gun FPS games as his biggest concern. He clearly things the interface is a component in the entire process.
Mechanically speaking, I can see how pulling a trigger and pushing a controller button are quite different, and on that point, I think Grossman would agree that the process isn't quite the same. But on a psychological level the difference between pulling a trigger and pushing a button is pretty insignificant.
Lastly, as said above video game violence has desensitized me to video game violence. Or more accurately, fictional violence.Which is tied to my first point. I am unaware of any credible studies that have managed to link video game violance to actual acts of violence. If video game violence could be more accurately tied to actual violence we might see correllation. No one knows since there are very clear reminders of the fantasy situation of video games. Reminders that are unlikely to disappear in the near future.
Just holding you up for a moment. It's really crucial here that we maintain the distinction between the different aspects of what's being debated here. Conditioning (removing the safe guard) is not desensitisation is not violent action.
They're separate issues.
You can be conditioned to kill without being desensitised to violence, and you can be desensitised to violence without being conditioned to kill. You can also actually be violent without being desensitised
or being conditioned, and you can be conditioned and be desensitised without being violent.
They collectively (at least in theory), contribute to violence, but you can't jump on one and use it to reject the others. For example you say:
If video game violence could be more accurately tied to actual violence we might see correllation.
But you're jumping the gun here. You've missed the vital step which is desensitisation. There are plenty of studies that have made it clear that exposure to violence in media and computer games causes real-world desensitisation to violence.
There's also plenty of studies that make it clear that desensitisation to real-world violence is linked to increased violent behaviour. But that's just one factor.
To break it down as a logical fomula...
I'm saying:
If X
and If Y
then Z
You're asking for
If A, then Z
Grossman's conjecture is not necessarily dismissable as being implausible, but without data supporting that it is happening we need a stronger support for his proposed mechanisms applying equally to video games as it does to training regiments where the soldiers are explicitly there to train to kill.
I'd agree with this. I guess my main thing is that Grossman's entire idea of this resistance to killing and conditioning to remove the resistance is pretty new - as far as I know his book is the first to actually present that notion as a cohesive theory. If the theory has merit, and I think it does, it has quite significant implications for our society, and the sort of studies that will shed more light on the issue should be given priority.
If you like, I see Grossman's work as serving to say "hey guys, this could be serious, we need to look into this". I don't think it's the final word by any measure.
But because it offers a distinctly separate way of approaching killing (and something I really want to underscore here is that Grossman's work is
specifically about killing, not violence in general, and he has identified killing behaviour as distinctly different to general violence), it means that in order to investigate this idea we have to develop distinctly different ways of approaching the issue.