To understand
some of the effects of video games, we need to go back to debriefings conducted
by the U.S. Army after WWII. Interviewing
soldiers returning from battle, researchers discovered a disturbing fact. A
significant number of soldiers had been face to face with an enemy soldier,
rifle in hand, enemy in their sights, gun not jammed, and had not fired. Something
deep in their being, some sort of innate humanity, or values instilled early
on, had prevented them from actually pulling the trigger.
This was very
disturbing to the military. They began a research effort to figure out what to
do about this problem. They discovered that in the heat of battle, under the
incredible physical and psychological stress of being faced with another human
being you were supposed to kill, the higher mental functions were largely
absent. Under such conditions, the mind reverts to much simpler modes of
operation, to deeply wired, almost instinctive behaviors. In other words, no
amount of target practice and classroom lectures about how you're supposed to
kill the enemy had much effect when it counted.
Over the
following decades and wars, the Army learned that the way to get soldiers to
reliably pull the trigger was to use very basic, repetitive, operant
conditioning, along the lines of standard behaviorist theory. Behaviorism
provides a poor model for how humans act in everyday life, but it turns out to
be a fairly good model for how humans act when they are under stress and have
to act quickly, and are responding primarily to fear. Under stress, fearful
people do what they have been conditioned to do. That is one reason we
have repetitive fire drills, so that we know how to react in an urgent
situation. It's the same with evacuation drills without the fire component.
The Army's
solution was to replace dry target practice with realistic training grounds,
complete with pop-up targets, loud noises, smoke, stress, the works. The goal was
to condition the soldiers: if it moves, shoot it now, don't think about it.
Repetition, repetition, repetition: Target pops up, you shoot. Target pops up,
you shoot. Do that often enough, and, research shows, next time you see
something pop up, you are more likely to shoot it, even if it's a real human in
a real battle. Sometimes it’s called “friendly fire” when it is a
mistake. This is not just a theory, it is documented by exit interviews
from soldiers in later wars: The Army got what it wanted.
What does this
have to do with video games? The answer should be obvious. The whole point is,
if it moves, shoot it. Again and again and again. The military uses all
kinds of expensive simulators, basically high powered video games, similar to
what kids use every day, to train its recruits and to overcome the aversion to
killing. And there is evidence to suggest that those who are expert
at gaming are some of the best and most effective fighter pilots and
soldiers. In the end, if you believe in war, maybe video gaming is a good
thing for survival! The downside is that, in most cases, the enemy is
also trained in shoot to kill. Is it that he who presses the right
buttons faster wins?
The cost for
soldiers who survive, as witnessed by the increase in post-traumatic stress, is
devastating. As many as one-third of the homeless men in the U.S.
are Viet Nam veterans, most of them suffering from PTSD and we are only
beginning to count the cost from the years of human destruction in Iraq, Afghanistan
and elsewhere.
What can we
learn from this? Whether or not violent video games contributes to aggressive
behavior may not be the real issue. Perhaps the real question that needs
to be explored is whether violent video games might contribute to an acceptance
of the need to destroy the “enemy” without any need to feel anger or anything
that can be consciously identified as aggressive behavior. After
all, it’s just a game.
Here is a sample:
“Hunched with
his troops in a dusty, wind-swept courtyard, the squad leader signals the
soldiers to line up against a wall. Clasping automatic weapons, they inch
single-file toward a sandy road lined with swaying palm trees.
The squad leader
orders a point man to peer around the corner, his quick glance revealing
several foes lying in wait behind a smoldering car. A few hand signals, a quick
flash of gunfire, and it's over. The enemy is defeated, but no blood is
spilled, no bullet casings spent: All the action is in an Xbox-based training
simulator for the military, called Full Spectrum Warrior.”
(Associated Press 10/03)
Not every child playing violent
video games will develop aggressive behaviors and only a small percentage will
become soldiers who are trained to do what soldiers have to do. The point
is that both children and adults can be easily influenced by the media and high
powered, well- conceived video games. What the short and long term
results are will continue to be debated but there is compelling evidence to
suggest we better take a hard look at what is happening as a result of violent
video games. Research suggests
that these video games may be more harmful than violent television and movies because they
are interactive, very engrossing and require the player to identify with the
aggressor.
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