The ideology embedded in murder-sim-style video games is the same ideology that informs those various assaults on humanity--descending into a noncognitive fantasy realm as a precursor to unjust killing and enslavement.
Is the Devil in Your Laptop?
Ha! I always
knew that serial killers, Wikipedia, socialism, communism, the British in general, H.G. Wells in particular, and video games were linked up
somehow!
Do you have some slightly more objective studies into actual links between video games and an increased propensity for violent actions of the sort you mention?
But how can one argue with such
turgid prose as this:
One day, you just may wake up from the haze to find the Coliseum cheering and blood on your hands. Snap out of it! Don’t be duped by these "Dungeons and Dragons" gamers. Imagine Karl "turd blossom" Rove, like a roly-poly little grub, sitting in his mother’s basement next to the nerdy Bill Gates, decked out in gladiator gear, thinking of ways to engineer society’s discussion and destruction.
Steamy!
Why do you find simulating murdering human beings fun? Why not bulls'-eye targets or floating polygons?
What is it about simulating murdering humans that makes it more pleasurable than shooting abstract targets, for you?
This is avoiding the actual discussion in favor of making appeals to emotion (something I notice your linked LaRouche paper was chock full of). Do you have evidence that the playing of video games even has a positive correlation with violent behavior, let alone a causal relationship?
Video games as a medium have been around for around thirty years. Video games that might be classed as "violent" in any kind of graphic way for about twenty/twenty-five. Movies that could be classed as graphically violent have been around for, what, fourty years now?
Even the much-touted "murder simulators" you refer to have been around for over fifteen years (if you want to pick the well-worn ground of blaming "Doom", for example, that particular game is almost 15 years old).
Books that could be described as graphically, descriptively violent have been around for several thousand years.
That's plenty of time to show a causal relationship in many different areas, if there truly is one.
One thing I take particular issue with (especially as it is described in the LaRouche paper) is the conflating of the decrease in psychological resistance implied by the increased firing rate during the Vietnam War with the assumption that the use of realistic simulations of killing somehow predispose someone to kill.
Bear in mind that the issue with military training is to overcome a kind of final psychological barrier that would otherwise make it difficult for someone to fire at an enemy combatant in the context of battlefield combat. Nothing in these studies says anything about civilian behavior at all, let alone propensity for violence as it connects to realistic simulations involving killing, shooting, etc.
You continue to make statements about game players having "murderous rage" inside them, among other things, but these statements are not borne out even by the underlying data of the paper
you linked to.
If you wish to make a broad statement about game players as a whole and be taken seriously, you will need to find much more convincing data addressing the impact of video games on society.
We are no longer at a point where you can say "well, those video games are sure new-fangled and I'm sure that their real impact is
right around the corner." No, that ship sailed years ago. Video games have become a very large part of modern culture, and we are certainly at a point where their impact would be felt, if what you say were true.
So, where is this link between the rise of the video game as a means of entertainment and an increase in violence, atrocities, murders, etc?