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The Problems (and Myths) Surrounding Violent Video Games (Introduction) 

Malmrose Projects
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This is a 4 part series where I examine two opposing narratives about video game violence. The first is the claim that video games are "training people to become mass shooters" and the second is the claim that video game violence has no effect on players because they are fantasy and anyone enjoying a game can meaningfully separate fantasy from reality.
Both of these claims are, in my opinion, not accurately representing video game violence, but instead are narratives built to deflect attention away from the more serious issues at hand, namely the easy access to firearms in the US and gaming culture's historically uncomfortable relationship with real world politics which has resulted in the culture becoming a convenient space for radicalization into the far right, particularly in the early to mid-2010s.
This series covers a number of related subtopics, and each video will cover the following topics:
in the Introduction, I lay out the basic arguments I'm making, discuss what cultural narratives are and why it's important to promote healthy skepticism of cultural narratives, and also tie the history of violent game controversies to my own experience as a child who was a social outcast who got invested in violent games as part of my alienation from peers, becoming the stereotype of the "columbine shooter" and dealing with the repercussions of being viewed that way as a child.
In Part 1, I will discuss the history of violent game controversies, starting with Mortal Kombat and ending with the Grand Theft Auto series, trying to showcase in detail how the stigma against violent games manifested in mainstream media and in US politics, in an effort to refute the narratives being promoted about how "games make people violent."
In Part 2, I will discuss more plausible causes behind why mass shootings occur, looking at the role that access to firearms, political ideology, personal and interpersonal issues in the lives of shooters, and other sociological factors play in the increase in prevalence of mass shootings since the turn of the 21st century and especially into the 2010's and onward.
In Part 3, I'll discuss the political meanings of violence in video games and how when we assess video games as a text we can identify the ways in which games use violence to appeal to the political sympathies of their core audience. Through this, I'll examine some examples of popular video games that showcase how the political sympathies of violent games gradually shifted towards more and more right wing political perspectives, thus culturally setting the stage for gaming as a space to become a pipeline for radicalization.
In Part 4, I'll address the effects that violent content in games might be having on gaming as a culture and on players, such that games could help lead to events such as the rise of gamergate and the alt-right movements. I'll argue that mass shooters, although not motivated by video games, reflect the ideological sympathies of the historical cultural space of gaming and also fit the key demographics of those the games are marketed to. In other words, I'll argue that gaming as an industry has profited off of emboldening the personal and political beliefs that give rise to mass shooters and the cultural spaces they occupy prior to the act of massacre.
Time-stamps for this video:
0:00 - Disclaimer
2:30 - Introduction
13:26 - Pre-amble: People used to think I was going to become a school shooter
21:38 - Narratives
26:10 - Thesis and Outline
Patreon link: / malmroseprojects

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27 июл 2024

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Комментарии : 23   
@reptilianstudios8994
@reptilianstudios8994 2 года назад
You know it's gonna be good when the introduction is half an hour
@beauoddball1435
@beauoddball1435 2 года назад
I’m very excited for this series. Thanks for the videos over the years.
@QwertyCaesar
@QwertyCaesar 2 года назад
It's depressing how correct your opening was.
@elliswrong
@elliswrong 2 года назад
glad to see you back!
@LatinaCreamQueen
@LatinaCreamQueen 2 года назад
LETS GOOO! I had just watched your XRA video a while back and am looking forward to watching this during work. B)
@templofzoom9635
@templofzoom9635 Год назад
Was culling my subs and missed that you had new content. Looking forward to the new series
@Usbe27
@Usbe27 2 года назад
This is fucking excellent, im always so excited to see you upload and this is such a beautiful handling of a delicate, rarely well-approached topic
@jordddn
@jordddn 2 года назад
So excited for this series. Love your content
@csurname
@csurname 2 года назад
great to see you back, thanks
@jsc315
@jsc315 2 года назад
What's rather depressing there has been something like 4 mass shootings since Uvlade....
@nikotina899
@nikotina899 2 года назад
great video, love your perspective
@nicholaszacharewicz693
@nicholaszacharewicz693 2 года назад
This looks like it's going to be a great series!
@jimjim6095
@jimjim6095 Год назад
Love you're videos!
@ahouyearno
@ahouyearno 2 года назад
“No previous record of violence” a lot of these boy murderers had intimidated or threatened their female classmates or had been domestic abusers. A lot of them could have been prevented
@MalmroseProjects
@MalmroseProjects 2 года назад
im not saying the mass shooters in recent years have no history of abusive or misogynistic behaviors. im aware that they do. im referring to the *narrative* of violence relating to video games. as in, when people say "video games make people violent" they aren't referring to violence such as joining the military or a gang, nor fistfights or anything of that sort. it's specifically being attached to young men who are viewed as inexplicably picking up guns and shooting other people. whether there actually is precedent is a different discussion from what narrative is being promoted by the media
@ahouyearno
@ahouyearno 2 года назад
@@MalmroseProjects Yeah I know. I wasn't clear but this wasn't a direct response to you. More to the societal response of "how could we have known". Maybe if we listened to women, we could have known. But that's more difficult than blaming videogames. Your wording is spot on. Young men who are "viewed" as inexplicably picking up a gun. That's how some choose to view it but for others, they saw it coming. It was very explicable. I'm really looking forwards to this series. I love videogames so this is right up my alley.
@RhizometricReality
@RhizometricReality 2 года назад
Violence is the medium through which power relations are enacted.
@kainedamo
@kainedamo 2 года назад
In some ways claiming the effects of video games towards attitudes and behaviours is subtle is even messier than claiming a more direct and obvious effect. How do these attitudes and behaviours manifest and what's the link with video games? And if there isn't any negative manifesting attitude and belief to point to as a direct result of video games, there is no real issue here. Such claims require data, and to me claiming the effect is 'subtle' is like an attempt to dodge the burden of proof. The burden of proof is still there. Until it's met, claiming certain games are 'problematic' is more of a subjective opinion than an objective statement. There are numerous studies over the years that have examined these types of claims, and the data to support the claim is very much lacking. The latest study is titled Does sexualization in video games cause harm in players? A meta-analytic examination, there's an article about that study titled Sexualized video games are not causing harm to male or female players, according to new research. Other studies include Sexist Games=Sexist Gamers? A Longitudinal Study on the Relationship Between Video Game Use and Sexist Attitudes, and The good, the bad and the ugly: A meta-analytic review of positive and negative effects of violent video games. A name that pops up in a couple of these studies, Christopher Ferguson, he also wrote an article for PsychologyToday titled Examining Media Myths. I'm pretty sure in a separate article somewhere Ferguson wrote an examination of data in which they thought they found something, but the data had no real predictive power, as in you could assume the attitudes/beliefs of a person based on the video games they've played, and you'd be wrong far more often than you were right statistically. Can't find that specific one right now. So; when you claim "if there was no connection" Anita wouldn't have received threats, this is an incorrect assumption. I hope this analogy makes my point easier - back in the 80's there was a moral panic against the tabletop game Dungeons and Dragons in which it was presumed the game had negative influences over those who played it, including influencing satanism, and suicide. A person at that point in time could have, and this did in fact happen - you can see old tv interviews and reports if you look - point to the suicide of a young person, point to them having played D&D, and say "Aha! See? There's the connection!" But that's not how it works. There are so many other more likely variables at play for why a young person would want to kill themselves. The idea that it's Dungeons and Dragons is an idea that is long recognized as nonsense today. I've read the FBI report that included those threats sent to Anita. Without the identity of the person who sent those e-mails it's pretty hard to say anything definitive about the motivations. If you have a large enough amount of people, sooner or later you'll find a person or persons that acts out in a negative way, and there could be any number of reasons why that person did so. It could have been someone who was 14 at the time and thought they were being funny. It could have been an individual that lacks the emotional maturity to handle disagreement. It could be any number of things. It's not "the community", or "the culture", which is just a step away from blaming the games themselves again and again it carries assumptions that requires data. It's individuals. Anita is a public figure that's been exposed to countless people. Contentious public figures deal with this, it's not unique whatsoever to video games. Since the introduction of video games violence has only went down. Threats shouldn't happen, but they do, and blaming video games or the community just muddies the waters and in my opinion is a recipe for discontent between those who wag their finger, and those who resent the finger wagger, as the proponents of the D&D panic were also resented because the panic they pushed was false. It's not helpful. Then you take a position that I would say is firmly liberal principle; freedom of expression, let people do as they want with their art, and then you slap the label of conservative onto it. I think this kind of... tribalism, is more recipe for discontent and unnecessary arguments between people. If YOU believe video games have a negative effect, even subtle, I think what you should do is go into psychology and either prove or disprove it with hard data. That's the only way to make any real progress with your train of thought. Here we're starting to segway into other topics, I think I'll post a separate comment to address anything further.
@kainedamo
@kainedamo 2 года назад
Yourself and Anita aren't entirely wrong. Whenever I watch an E3, or a Game Awards show, and one trailer after another is generic first-person-shooter or other generic action (or generic racer lol), it gets boring, my eyes glaze over. Sometimes those action oriented trailers blend together and that IS boring. Subjectively. Where yourself and Anita get it wrong is making it into a moral issue. A truly diverse gaming landscape includes the Gone Homes, and the Dooms, and the ultra sexualized characters, and the more toned down characters, and everything else. There's room for everything. I've listened to Anita Sarkeesian a lot, because I try to understand where my "opponents" are coming from, and she really does believe certain games carry a danger, if she had her way certain games just wouldn't exist. That's not tenable for other people. So as long as there's people pushing that point of view, there's going to be people who push back. There's a lot of different complex areas your video touches on. People argue over just about anything. Back before Sam Raimi's first Spider-Man movie, for years there was a thread that went on for thousands of pages in which people argued about "organic webbing", passion filled comments, bitter arguments. Star Trek fans argue about which Star Trek shows are best and which are garbage, same with Star Wars fans, same with just about any hobbyist fan community. The difference today is that when people argue and say a video game looks like garbage, someone else may argue that "you only think it looks like garbage because it's progressive". And most of the time, not every time, but most of the time it's inaccurate or at the very least more complex. I think this moral superiority, 'you are a morally lesser person for not enjoying the same entertainment I enjoy' attitude, it's not helpful, it isn't fair, it isn't accurate. I'm 38 years old, diversity in media has been huge in many things I enjoy going back decades. It isn't new. I, personally, am annoyed by the idea that diversity in media is new, sometimes I think you can practically see the strings of an agenda at play in some newer media, it comes across shallow, it hurts the thing whatever it is. Look up reactions to season 1 of the Batwoman tv show. Black people, women, all over youtube, laughing their asses off at the cringe-worthy shallowness of it. I don't think these people are bigots who are against women starring in shows. So; I think there's different stuff at play here, it's a little more complex than what I think you're presenting. For example. Zoe Quinn and Depression Quest is a whole other thing. I don't think it's accurate to say Depression Quest was successful. It's more accurate to say that it was being covered a lot by journalists, and that Zoe appeared to benefit a lot from being in the social circle of games journalists and others in the industry. There are many examples of this from her relationship with Nathan Grayson who offered to personally help her and who covered her in gaming outlets, to Robin Arnott who was the chair at Indiecade where Depression Quest was curated, to Leigh Alexander, Ben Kuchera, Patricia Hernandez, and others who have inappropriately helped to boost the career of Quinn without disclosures of ties. These are objective observations, all recorded at deepfreeze.it So; the discontent with Zoe wasn't because she's a woman (such a shallow pov, both to have it and to presume others have it), the discontent with Zoe was because of what was seen as unfair and undue promotion and influence. I've played Depression Quest. It's not a bad idea for a game. It's also exceedingly basic. A person with the most basic understanding of HTML coding could have made Depression Quest 20+ years ago with Notepad, in like a day. It's baby's first game design project, in the first year, in the first month of a community college. Nothing spells out the problems with gaming journalism quite like showing how much influence Quinn has been able to have. Or the vast difference in talent and skill between Zoe Quinn and, say, Tim Soret, and the vast difference between how the press covers those individuals.
@MalmroseProjects
@MalmroseProjects 2 года назад
believe it or not, there is data that i am going to be pulling from. just not in the introduction video of a four part series where part 4 is the part where i lay out those arguments... which is what i say on this video. im not even gonna bother reading most of your comment because you didnt wait to hear out the argument before saying it was wrong lol
@kainedamo
@kainedamo 2 года назад
@@MalmroseProjects I've listened to every minute of both this and the next video, are you not inviting a little nuanced criticism until the whole thing is done? I was painting my Space Marines today and listened to every minute. So far my comments still stand, and you'd might find something that's useful to you, considering how research oriented your videos are so far. If you were a student I'd give top marks. Having said that, my comments still stand. Thank you and good luck with the rest of your videos.
@RoyaltyFreeVideoClips
@RoyaltyFreeVideoClips Год назад
There is no point in being reductive - XRA
@theraymunator
@theraymunator Год назад
Good to see you back. I can tell this series is gonna borrow a lot from the "How gaming culture maintains male dominance" series since as you mentioned a lot of the gun related violence in at least the US is very closely tied to toxic masculinity and misoginy. Also, I think it might be a bit too early to make this remark before you actually upload the docu-series in full, but, incel culture in many was is not something that developed parallel to gaming culture which then began to take people from the latter group by the time GamerGate happened, it's more that incel culture itself sorta has it's roots in the more toxic parts of the gaming community or at least has always had some overlap between the two. Obviously that's not to say that all gamers are incels, if that was the case then games like Celeste or even Undertale would just not exist at all, but there is a reason why the term "gamer" itself is used as a synonym for believers of far right and discriminatory ideologies as a joke in most modern online circles. You have to remember incels originally came about on 4chan, which in many ways is where "nerds" and "geeks" began relations with right wing and hateful groups to create the absolute monstrosity that is the current younger part of the alt-right.
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