Debunking Video Game Myths: Games Cause School Shootings

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Saturday, April 03, 2010

Editor's Note: I know Brian Shirk is more known for the staggering volume of reviews he puts out and his analysis of RPG titles, but I'm really digging his debunking of game myths. We could use a few more calm and intelligent responses to these hot-button issues, and I sincerely hope that he continues this series. - Jay


PAXLast year, I was surrounded by 60,000 adults and teenagers at a public video-game convention called PAX. Many of these young adults were playing games that involved shooting zombies or decapitating mythological creatures. Some attendees were introverts and others were extroverts, but both were ecstatic to be around so many people that shared their passion for video games.

With dozens of M-rated games on the show floor, I remained alert, patiently awaiting a violent outburst. Anti-video-game crusader Jack Thompson previously informed me, via the ever-respectable Fox News, that video games are a menace to society -- potentially leading to mass murder. But, to my surprise, I saw no guns, no sticky grenades, and not even a single teabagging.

 

Obviously, zero murders at a video-game convention doesn't mean all gamers wouldn't commit an atrocity, but it doesn't exactly forward the cause of anti-video-game pundits, either. Perhaps then it's worth examining government documents to determine whether or not video games are the culprit behind school shootings.

A number of multidisciplinary studies performed during the past two decades identified potential traits of school shooters and possible reasons behind their actions. Still, much is unknown, and it's impossible to build a single psychological profile that will predict future murderers.

Society has many misperceptions about school shooters and the reasoning behind their actions, as news outlets often report incomplete or inaccurate data. An FBI document identifies this failure:

Though school shootings are extensively covered in the news media, the information available in news reports is not necessarily complete, accurate, or balanced. News coverage is inherently hasty and often relies on sources who themselves have incomplete or inaccurate information (FBI, 3).

This hasty approach leads to popular misconceptions about school shooters such as "they're all loners" or "they have unusual interests" (FBI, 4). In reality, single traits do not define school shooters. Instead, several identified behaviors, circumstances, and personality traits may aid in determining if a person who's made a threat will commit a violent act (FBI, 15).

Of these 46 potential traits, only one involves video games. According to the FBI, this trait isn't merely an interest in video games -- it's a fascination with violence and hatred that pervades the student's life.

The student demonstrates an unusual fascination with movies, TV shows, computer games, music videos or printed material that focus intensively on themes of violence, hatred, control, power, death, and destruction. He may incessantly watch one movie or reread one book with violent content, perhaps involving school violence. Themes of hatred, violence, weapons, and mass destruction recur in virtually all his activities, hobbies, and pastimes (FBI, 20).

Assuming this is accurate, a student could potentially gravitate towards a first-person shooter such as Counter-Strike to satisfy his craving for violence, but his urges would also likely be fulfilled elsewhere.

A study by the United States Department of Education and the United States Secret Service also indicates that the majority of school shooters aren't any more attracted to violent video games than macabre content of other entertainment mediums. In fact, only one-eighth of attackers found violent video games appealing. The majority of students revealed an interest in violence through their writings (UDE, 22).

Motivations behind school shootings are as complicated as they are controversial, but they're worth exploring to prevent future tragedies. When identifying causes, we must address inaccurate or biased studies, so energy can be directed towards research that can save lives.

Both multidisciplinary governmental studies identify the fallacy of blaming a single behavioral trait or entertainment medium, so news organizations should begin revealing the various potential causes of school shootings instead of using video games as a scapegoat. Perhaps a greater awareness of the motivations behind such horrible events will lead to fewer tragedies in the future.

 
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Comments (7)
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April 02, 2010

I've always thought that it isn't video games that cause violent acts like this. This is because video games are just as violent as some books, movies, and TV shows. I can easily imagine a potential school shooter playing a shooting game, but I can also imagine that same person watching Sons of Anarchy or Ninja Assassins.

I doubt it is the presence of violent video games that 'train' and 'program' school shooters; however, it seems much more likely that it is the acceptance of extreme violence in our culture that influences such violent and destructive acts.

Alexemmy
April 03, 2010

AMEN! PREACH IT, SISTER!

Although, I've heard that people who listen to Marilyn Manson are all school shooters. Now THAT I do believe.

Franksmall
April 03, 2010

Great post, Brain! I am working on something with similar themes and what I have seen is that games can be just another tool for people with unhealthy habits or obsessions.

It is not the games people should blame, and in many cases blaming is not what should be done. Examining the circumstances that lead people to horrible actions is always hard to impossible to do since in many cases they are not still around for their mental state to be fully examined. Sure, looking in a shooters room and seeing violent games, book, movies and music may make it look like they influenced their owners but really it was the owners violent tendencies that made them gravitate to this type of product.

"The majority of students revealed an interest in violence through their writings" Uh-oh! better not say that aloud, or your policemakers could begin a crusade against that public education, responsible of such violent acts as the French Revolution!

  

April 10, 2010

I wrote a similar paper on the effects of violent movies on youth just after 9/11.  I wasn't allowed to do it on video games. You are dead on. I worked in TV and radio news. Local TV can't get much more bias than who I worked for. It is just sensational crap all the time.

I think TV News is more harmful than games, movies, books and music combined.

April 10, 2010

I second you Nick Berger! Although I've never worked in TV I think that, at least as far as inspiration goes, the 'news' probably provides many more ideas for violence than video games. I really do wish networks would go back to just one or two hours of news stories a day. Heck, maybe then they'd be able to come up with at least one story worth telling! (And they would probably be much better researched too.) 

I realize this is only tangentially related to the article (there's violence and video games in it!) but I would propose that novel acts of violence are inspired in youth through television far more often than games. Sure in video games you're 'doing' the act yourself but unless you're playing Manhunt, it's generally limited to shooting someone with a gun or kicking/hitting them. The 'news' and other TV shows re-enact strangulation, rape, and other heinous crimes on a daily basis.

Brian, I'm glad you took on the specific case of school shootings instead of increased aggression and violence in general. I do think Catharsis Theory may prove at least a little more relevant to video games than TV in reducing real life violent behavior, though. I'd love to see or do a study comparing those two media. 

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April 10, 2010

@Nick & @Jordan: It's nice to see that other people recognize that TV news is an even greater problem -- especially from firsthand experience. And Jordan, I would think that's the case with television as well and perhaps behaviors learned from parents and peers.

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