Personal anecdote only, so I accept that it has limited value, but I've never seen anyone react to even the most splatter-filled video game with nearly the same aversion as some, even a majority, treat firearms. And I come from a fairly redneck, gun-loving culture by worldwide standards. The fear is palpable.
I think that makes sense if it's a cultural thing, as culturally guns are perceived (correctly) as weapons designed to kill. A game - be it paintball or Grand Theft Auto or tiddlywinks - is ultimately designed to entertain, regardless of how distasteful the content might be.
This is a situation that is well removed from ordinary experiences, and beyond my own. My question is whether it's too far removed for us to draw any conclusions.
I think it has value simply because there is actually an enormous body of research and knowledge on this specific topic in military circles. I have to admit when I read about Marshall's research, and other follow up research, I was quite surprised. To my mind, this sort of research is deserving of front page news coverage as the Milgram Experiments. I couldn't understand that I'd never heard of it. When I've talked to people about it, what surprised me wasn't necessarily that they disputed the theory, but that they'd never even heard of the idea, or the research before. And these were often civilians with extensive knowledge of military matters.
Yet Grossman claims that the soldiers he has interacted with have affirmed the same information - that prior to post WW2 conditioning, soldiers consistently refused to fire in combat.
Now, soldiers are still human beings. For all their training and "indoctrination" they do not have a personality transplant, and no computer parts are inserted into their heads.
If a feature is present in soldiers, and if, despite concerted efforts by the military, that feature remains fully intact, it's sensible to assume
all people have that feature.
If one narrow specific series of exercises disables that feature, it is also sensible to at least consider that any other activities that also consist of those exercises will also disable the feature.
Agreed. However, the better the simulation, the less obvious it should be for the participant.
To a degree I agree with you. However were the simulation to become too real, it would cause the soldier psychological trauma. The objective is to make the simulation as close as possible to reality without triggering the safeguard. For this reason, I would expect the increasing "realism" in FPS computer games is of significance.
I would have speculated that desensitization to violence was at the heart of the military training you're talking about -- and I would have guessed that it was a predisposition to cruelty, not participation in these simulations of varying fidelity, that led to homicidal tendencies later.
That's probably what would be expected, but it doesn't appear to be true. Armed forces do, and have in the past employed violence in warfare, true. The US Army Rangers, for example, formally train in a doctrine that all actions on the battlefield must be carried out violently.
But the main affect of encouraging "violent action" is on your enemy, not your own forces. Grossman terms it the "Wind of Hate" and it is a powerful psychological tool that soldiers have employed for centuries.
The basic idea is, faced with the undeniable full force of hatred and violence from another human, an average person is struck senseless, unable to respond, and has no idea what to do. Panic and terror render the person totally vulnerable.
We see it in the Goths who fought against the Roman Legions, and were utterly terrified of the dogs that they would employ. The Romans broke entire formations of Gothic warriors simply by unleashing a handful of angry snarling dogs.
And we see it today in the victims of mass murder and serial killers. To quote Jeff Cooper:
Any study of the atrocity list of recent years - Starkweather,Speck, Manson, Richard Hickok and Cary Smith, et al - shows immediately that the victims, by their appalling ineptitude and timidity, virtually assisted in their own murders.
That's pretty harsh, obviously, but there's a valid point there. The overwhelming common factor in people who survive such attacks is that they
do something.
The purpose of desensitisation to violence, then, appears to be not to enable soldiers to kill, but to protect them from the enemy's "wind of hate" and to amplify the affect of their own "wind of hate" on the enemy.
There's a subtle distinction here that you may have already figured out, and I may have missed... let me articulate:
- I might believe playing FPS games (and paintball) leads one to become a better soldier, in training one to overcome indecision on the trigger.
- I do not believe either of these things increases one's tendency for murder.
- This should be obvious, since a professional soldier and a serial killer have almost nothing in common, and should not be treated similarly.
- But: How do we test for "being a better soldier?" We can't use crime statistics to back our argument, if this is the case.
I agree, but again. We're not talking about tendency to commit murder. One cannot commit a crime unless one decides to do so. I've seen no indication that being conditioned to kill makes one have a greater
desire to kill, merely that one is more
able to.
I've played for 18 years, captain
one team and appear on another
professional team, and last month's
Splat! Magazine ranked me #6 among the "Dream Team" of active scenario players. Now that the appeal to authority is out of the way, let me explain the problems with it as a training vehicle:
*SNIP*
Anyway, I didn't mean to preach a sermon on paintball, but suffice to say that the best paintballers use absolutely no military tactics. For that reason I find that it is a bad choice of a training aid. There are contrived scenarios that could be force-fit to paintball, but large maneuvers and long duration exercises cannot.
I understand the SAS uses live fire in the jungle for its training. Risky, but superior... that's why they're the best, I imagine.
I can't really disagree with you, even excluding your expertise in the topic. When I say "the SAS play paintball for training" I'm not really being that honest. They don't really play paintball. They use paintball markers in some very specific exercises. These exercises would not doubt be tailor made to the objectives of the exercise, and probably bear little resemblance to a game of paintball.
Yeah, I thought you might have caught on to that subtlety before me. I conditionally agree here.
It's a tricky thing. Most people coming into this sort of discussion naturally assume the argument is that computer gamers do, or are going to, kill lots of people. Grossman himself appears to head in that vague direction with his other work and his quite strong public stance against FPS computer games.
It can perhaps best be explained through an analogy.
When I'm driving along in my car on the road, I could quite easily veer onto the wrong side, hit and oncoming car, and kill that person. It's as easy as turning my steering wheel a little.
But just because I
can doesn't mean I
will. There's quite a strong incentive for me not doing so - firstly there's a good chance I'll die too. Secondly, my car will be written off. Lastly, I'm highly likely to get in a LOT of trouble with the police.
Of course, if there is a barrier, it's a lot harder for me to cross the centerline. Not impossible - if I really wanted to I could smash though it. But it's going to significantly reduce the liklihood of it happening. The scope of this talk is "Is there a barrier?" and "What can remove the barrier?", not "Are people driving on a road without a barrier more likely to choose to cross the centerline?"
You play differently than me, apparently. I once shot out 50 players in under two minutes. In an average weekend scenario game, I am likely to get 25 to 100 eliminations, and I'll probably get shot out myself 25 times or more. The repetition factor can be extremely high.
I appreciate that. But when we talking about the shooting range or a computer game, we're talking about at least a magnitude more than that. Also, how often do you play?
I think the sort of players Grossman is concerned about are people like my brother, who literally spend hours upon hours playing these games, "killing" literally thousands upon thousands of people.
Hunting, however, I see as a useful conditioner. Another anecdote, I have a friend, currently deployed in the USMC, who is a sniper. He hunts. (I don't.) He told me that they favor hunters, i.e. people who have actually killed large animals, for sniper training. Here you may not be shooting a person, but you are taking a shot that has irrevocable consequences. Not so for paintball or for video games.
Well snipers are a different breed all together. Part of the anatomy of killing is distance. A sniper is quite detached from their victim, even though they can see them clearly, because of the scope they're looking through.
This, in fact, is the key element that would keep me slightly skeptical of Grossman's computer game conclusion. It seems possible, at least, that the interface a game player uses - a controller or mouse and keyboard or whatever - and the format of the game - on a computer monitor, health bar along the bottom with statistics, etc - would place distance between the killer and the target in the same way that a rifle scope would, unlike a shooter on a range who is physically holding the gun.
Another thing regarding snipers specifically is they, like Special Forces soldiers, are specifically chosen. It's proposed in the book that the 2% of people without this biological safeguard are congregated in special forces type units and amongst snipers.
I would certainly agree with your hunter notion, and there appears to be good collaboration through history - indeed the earliest warriors were all hunters who defended their tribal group from outsiders. The effectiveness of hunting, is somewhat diminished however because rates of repetition aren't necessarily as high - most hunters won't go out for a weekend and kill thousands upon thousands of animals. And because they're not shooting human targets - they're shooting animals.
It probably sounds like I'm claiming this whole thing is black and white. It's certainly not. The effectiveness of this resistance varies based on distance, proximity of authority, emotional state, and so forth.
We don't do the "play dead" thing, because it cuts into the playing time that you've paid for -- but there is generally that sense of "instant reward," even if nobody else saw it.
I think you certainly get a degree of instant gratification in terms of your own pleasure at achieving a hit. I'd agree on that. But the question is how closely does it simulate the gratification from an actual kill.
But on the field, you're dehumanized. You put a mask on. This has an enormous impact. It's rare for players to recognize individuals, even on their own teams. I play in some of the brightest and most recognizable costumes imaginable, and even then some people simply won't notice. It's just another target, one that looks only vaguely human, and on top of that it's shooting back.
That's a very good point, well made. This would certainly be a very valid point to raise in terms of supporting the notion that paintball would also condition.
Sorry for the paintball derail.
Not at all. It relates directly to the topic at hand. I think it's a very valid process to go through. If, as Grossman claims, FPS computer games do mimic conditioning techniques, and do disable the resistence to killing, it's absolutely valid to then ask "what other activities also mimic these techniques?" Because surely if the premise is right, they would condition as well.
-Gumboot