4: IT' S IMPORTANT TO FEEL SOMETHING WHEN YOU KILL"
LIKE MOST TECHNOLOGIES, video game technology has changed drastically in the last few years. Arcades may look much the same on the surface as they did a decade or two ago, but the games have become far more violent, sophisticated, and addictive. Pac-Man they are not. In case you haven't made a trip to a video arcade lately, or peered over your child's shoulder while he's standing in front of the television pointing and shooting something that looks suspiciously like a real weapon, then you should. If Pong -- or, for that matter, Pac-Man and Super Mario Brothers -- is your point of reference, think again. We must assume that what we know of the more benign, outdated games of the 1970s and 1980s, even of the early 1990s, and the research regarding them, cannot be considered valid for the games that have been put on the market in the last five years. It's a whole new world, and it's evolving at a rate that is hard for parents to keep pace with.
How fast a rate? Consider this: During the last two decades interactive video games have emerged as one of the most popular forms of entertainment, particularly among teens. According to the nonprofit organization Mediascope, "Globally, annual video game revenues now exceed $18 billion. In the United States alone, video game revenues exceed $10 billion annually, nearly double the amount Americans spend going to the movies. On average, American children who have home video game systems play with them about ninety minutes a day."
The kids are changing with the technology -- how could they not be? They are riding the technology curve in a way we are not and never can. On many levels it's wonderful to have them exposed to this brave new cyberworld; the opportunities for them to learn, the resources at their fingertips, are tremendous and hard to fathom. The World Wide Web is like a vast, almost limitless encyclopedia, and unlike Encyclopaedia Britannica, kids can talk to it and it talks back. So it's especially disconcerting to see armies of these very kids wandering through cyberspace mutilating and killing everything in their path -- and having a great time doing it. It's the dark side of heightened technology, but one to which we ought to be paying much closer attention.
More than any other aspect of these new video games, it's the accuracy of the simulations -- the carnage, the blood, the guts -- that is so advanced. Realism is the Holy Grail of the video game industry. And the latest technology leaves little to the imagination -- the simulations seem less fake, and therefore more effective. Compare it, if you will, to a well-made horror movie with a very believable plot, set in a town not unlike your own, with characters that could be right out of your neighborhood. The reality of it will undoubtedly affect you, more so certainly than watching a low-budget picture like Godzilla.
So, immersed as we are in technology in all facets of our lives, it's not hard to understand why children's games are more advanced and sophisticated -- they're like everything else these days. But the fact that, in the last few years, video game manufacturers have chosen to amplify gruesome violence (note that 49 percent of young teens indicate a preference for violent games, while only 2 percent prefer educational ones), to make it a mainstay in their products, seems a direct result of where the television and movie industry have taken their content.
The relationship between viewing violent television and films and being attracted to these elevated forms of interactive violent video games is well documented. We've talked a lot about the desensitizing effect on-screen violence has on kids, and how it fosters a need for more graphic, real-life displays of carnage and mayhem to keep kids interested. The entertainment industry knows this better than anyone, and the makers of these games are way past the curve. Graphically violent video games like Doom, Postal, Duke Nukem, and Mortal Kombat serve up just what the doctor did not order.
And you can see why. The real selling point with these games is that you get to pull the trigger, you inflict the damage, rather than just watching someone else do it. As graphic as the violence is on TV and in movies, it can't quite compete with a medium where you, not an actor, can control the action. It's a whole new level of involvement -- and it's terrifying.
Any teacher or coach of young people will tell you that hands-on experience is what teaches best. Repetition of movements and the hand-eye connection are invaluable for learning most skills. And, especially with children, hands-on learning is usually a lot more fun and interesting than the alternatives. It's precisely this that makes interactive video games so potent a learning tool. As researcher Patricia Greenfield points out, "Video games are the first medium to combine visual dynamism with an active participatory role for the child." Television, film, and video game violence may all be imaginary, but the latter lets you put your hands on it, aim, and fire. We don't think we have to tell you how deadly the combination can be of viewing ultraviolent images with the amusement park fun of shooting at things until they drop.
So it's no surprise that violent video games are very habit-forming. Parents we have spoken to are alarmed at not just the violent images in the games but the amount of time their children spend playing them. If nothing else, it proves how effective these things are. More than 60 percent of children report that they play video games longer than they intend to play. The interactive quality, the intensity of the violence, the physiological reactions, all serve to connect the player's feelings of exhilaration and accomplishment directly to the violent images. And "good" feelings keep the player wanting to play. Countless parents try desperately to keep video game play within certain time limits, but it's a huge challenge ... a parental battle we often lose. Once kids get hooked, it's difficult to unhook them. Both home and arcade games make extensive use of reinforcement schedules for both the acquisition and maintenance of the habit. According to Jane Healey, in her classic book Endangered Minds, here are the basic elements that make video games addictive:
1. The player experiences feelings of mastery and control. The less sense of power the child or teen feels in his or her life, the more this element may become important as an addictive factor. (In fact, studies show that generally boys' preferences for violent video games are associated with low self-competence -- in school, in personal relationships, and in general behavior. For girls, more time playing video or computer games is associated with lower self-esteem.)
2. The level of play is exactly calibrated to the player's ability level. Rather than coping with the challenging problems in the real world, young people are easily drawn into following the more made-to-order sequence in video games.
3. The player receives immediate and continual reinforcement, which make the games particularly addictive.
4. The player can escape life and be immersed in a constructed reality that seems to be totally in his/her control. (We all know that one of the anxieties of being young is a lack of control. Parents, teachers, clergy, and caregivers tell you what to do, and it's not always very much fun. It's one reason why children have active imaginations and like to construct their own worlds. And it's usually healthy for them to do so -- if they are exercising their own imagination. Video game manufacturers understand this desire -- and they give kids all the things they want, and for as long as they're willing to stick with it.)
As children and youth are playing these games for ten or more hours a week, they are not solving and negotiating conflicts with their peers, and they are missing priceless opportunities to gain needed cooperative learning and social skills. Instead, the world constructed for them by video game manufacturers comes to determine their ability levels for successful negotiation with people in the real world. The more they become inept at dealing effectively with real-world people and situations, the more likely it is that they will lose themselves in the video games, particularly violent ones that ensure feelings of control, mastery, and exhilaration. And as the real world of slowness and struggle, decisions and demands becomes less appealing, children's psychological and physiological systems become more affected by violent video games.
In a study on arcade use among adolescents, "regular" arcade visitors varied from the more "casual" visitors (those who visited less often) in their orientation to, and experience in, arcades. Regular visitors were more likely to score positively on indices screening for addiction. This study raised important questions about children's vulnerabilities to potentially addictive technologies and their access to violent video games at arcades.
But children do not have to go to arcades to become addicted to video games. Home video games can have the same effect. "A definite drug response" is how Dr. Donald Shifrin, a pediatrician and the American Academy of Pediatrics representative on the National Television Violence Study, describes what he sees when children and teens play video games at home. "When youngsters get into video games the object is excitement. The child then builds a tolerance for that level of excitement. Now the child mimics drug-seeking behavior ... initially there's experimentation, behavior to seek the drug FOR INCREASING LEVELS OF EXCITEMENT, and then there is habituation, when more and more of the drug is ACTUALLY NECESSARY for these feelings of excitement. There is no need to have a video game system in the house, especially for young children. There is no middle ground for me on this. I view it as a black-and-white issue like helmets for bike safety. If parents want, rent a video game for a day and then return it. Everyone goes to Disneyland for a day. No one goes there DAILY."
Are children and teens who regularly play violent video games in a permanent state of arousal? We know that merely watching violent imagery physiologically arouses both children and adults. Early experiments using physiological measures of arousal such as galvanic skin response, heart rate, and respiratory changes found that children are emotionally responsive to even animated television violence. If being a spectator to the sensational arouses our children, what happens when they get to engage in the simulated slaughter?
The effects of violent video games on young adults' arousal levels, hostile feelings, and aggressive thoughts have been measured. Results indicated that college students who had played a violent virtual reality game had a higher heart rate, reported more dizziness and nausea, and exhibited more aggressive thoughts in a post-test than those who had played a nonviolent game.
Another study examined differences in cardiovascular reactions and hostility following nonviolent play and violent video game play. The subjects were thirty male college undergraduate students. Only male subjects were used because most video games are male oriented, males frequent video game arcades more often than do females, and the gender gap in video game play widens with age until the undergraduate years. Hostility and cardiovascular reactivity were examined after subjects played either a nonviolent game of billiards or a violent video game. The video game, Mortal Kombat, was presented in either a less violent (MK1) or a more violent (MK2) version. Results indicated that subjects who played the video game had higher heart rate reactivity than those who played billiards. Subjects who played the MK2 version showed greater systolic blood pressure reactivity than those who played the MKl version or billiards. Subjects who played MK2 scored higher on the hostility measures than those who played MK1, who in turn scored higher than those who played billiards.
These two studies indicate that adults, with fully developed brains and central nervous systems, can be impacted negatively by violent video games. What about children and teens whose brains and response mechanisms are in the process of development? They are much more vulnerable to physiological arousal and conditioning effects.
A real -- and the newest -- concern we have with our children's exposure to violent video games is what the devices teach them physically. The mechanical, interactive quality of a "First Person Shooter" game like Doom or 007 Golden Eye makes it so much more dangerous to society than images on a television screen, however violent. "Why?" we are constantly asked. "It's a game. It may be violent and it's probably better our children weren't exposed to it, but ... " Well, it's a lot more than that. Certain types of these "games" are actually killing simulators, and they teach our kids to kill, much the same way the astronauts on Apollo 11 learned how to fly to the moon without ever leaving the ground. Believe it or not, simulators can be that good. Sounds far-fetched, we know. But consider the following.
The military learned in World War II that there is a vast gulf, a leap, between being an ordinary citizen and being someone who can aim and fire a gun at another human being with intent to kill, even in war. They discovered that firing at bull's-eye targets in training did not properly prepare soldiers for combat. Bull's-eye targets are not humans; they are not even simulated humans. And shooting at a bull's-eye target may teach someone the mechanics of aiming a gun, pulling the trigger, and dealing with the recoil, but it doesn't teach what it takes to look at another human being in the eyes, lift up a weapon, and knowingly try to take their life. Soldiers in that war spent a lot of time firing their guns into the air or not at all. In fact, the firing rate was a mere 15 percent among riflemen, which, from a military perspective, is like a 15 percent literacy rate among librarians.
The army's first simulators used "simulated people" or silhouettes as targets, and that appears to have been sufficient to increase the firing manyfold. But pop-up targets, firing ranges, and bullets are expensive (bullets for a 9 mm pistol cost over twenty cents each). Improved technology now allows these communities to train on computer simulators -- to learn how to shoot, where to shoot, how to maneuver through possibly deadly combat situations, how to tell enemy from friend, and, most important, how to kill. The entire event of killing in combat can be simulated by a computer.
There are three things you need in order to shoot and kill effectively and efficiently. From a soldier in Vietnam to an eleven-year-old in Jonesboro, anyone who does not have all three will essentially fail in any endeavor to kill. First, you need a gun. Next you need the skill to hit a target with that gun. And finally you need the will to use that gun. The gun, the skill, and the will. Of these three factors, the military knows that the killing simulators take care of two out of three by nurturing both the skill and the will to kill a fellow human being.
Operant conditioning is a very powerful procedure of stimulus-response training, which gives a person the skill to act under stressful conditions. A benign example is the use of flight simulators to train pilots. An airline pilot in training sits in front of a flight simulator for endless, mind-numbing hours; he is taught to react in a certain way when a particular stimulus warning light goes on. When another warning light goes on, a different reaction is necessary. Stimulus-response, stimulus-response, stimulus-response. One day the pilot is actually flying a jumbo jet, the plane is going down, and three hundred people are screaming behind him. He's scared out of his wits, but he does the right thing. Why? Because he's been conditioned to respond in a particular way to this crisis situation. He reacts from a conditioned response rather than making a cerebral decision. Thinking too much in these types of situations may mean that you will be dead before you do something effective.
Today soldiers learn to fire at realistic, man-shaped silhouettes that pop up in their field of vision. This "simulated" human being is the conditioning stimulus. The trainee has only a split second to engage the target. The conditioned response is to shoot the target, and then it drops. Stimulus-response, stimulus-response, stimulus-response -- soldiers and police officers experience hundreds of repetitions of this. Later, when they're out on the battlefield or walking a beat and somebody pops up with a gun, reflexively they will shoot, and shoot to kill.
These devices are used extensively, and the scientific data on their effectiveness is exhaustive. It began with flight simulators and tank crew simulators half a century ago. Their introduction is undeniably responsible for increasing the firing rate from 15 to 20 percent in World War II to 95 percent in Vietnam. In the Falklands war, the Argentine soldiers, trained to fire at bull's-eye targets, had a firing rate of approximately 10 to 15 percent. The British, trained to kill using modern methods, had well over a 90 percent firing rate. Thus we know that, all other factors being equal, 75 percent to 80 percent of the killing on the modern battlefield is a direct result of the simulators.
Now these simulators are in our homes and arcades -- in the form of violent video games! If you don't believe us, you should know that one of the most effective and widely used simulators developed by the United States Army in recent years, MACS (Multipurpose Arcade Combat Simulator), is nothing more than a modified Super Nintendo game (in fact, it closely resembles the popular game Duck Hunt, except with a plastic M16 firing at typical military targets on a TV screen). It is an excellent, ubiquitous military marksmanship-training device. The FATS trainer (Fire Arms Training Simulator), used by most law enforcement agencies in this country, is more or less identical to the ultraviolent video arcade game Time Crisis. Both teach the user (or player) to hit a target, both help rehearse the act of killing, and both come complete with guns that have recoil -- the slide slams back when the trigger is pulled.
In a bold advertising campaign, the brochure for the home version of this game, in particular, asserts: "Time Crisis uses the revolutionary Guncon, the most advanced light gun ever made for any home system. The Guncon connects to the video output of the PlayStation and it actually stores the screen image in the gun button so players can duck and reload .... It's time we got the handguns off the streets and back where they belong -- in the hands of America's youth."
We're not the only ones suggesting that violent video games and military simulators share the same technology. The wording in this ad for the game device WingMan Force puts it as bluntly as is possible: "[WingMan Force is] based on the same exacting technology used for aerospace, medical and military stimulators. It uses high-precision steel cable drives so you can actually feel the detailed environment of your favorite games ... " The ad goes on to remind us, "Psychiatrists say it is important to feel something when you kill."
The military and law enforcement agencies across the country are none too pleased that these devices are in the hands of civilians, especially kids. In a lawsuit against the video game manufacturers that has come out of the killings in Paducah, Kentucky, the heads of several major national and international law enforcement training organizations have offered to testify that these video games are identical to law enforcement firearms training devices, except with the safety catch turned off. That should say a lot. The video game industry boasts about the real quality of their products; the military and police are wondering why on earth such technology is on the street. What more proof do we need that these games are anything but games?
Across America we are reaping the bitter harvest of this "training" as ever more kids shoot their girlfriends or their teachers or other individuals that they have grudges against. A horrific development in this is that rather than just stopping with their intended target, these kids keep firing -- and a simple grudge turns into a mass murder. The point is, these games are indeed affecting our children and we can't hide behind the myriad other excuses when kids "go off." Because when they do, they do so in all the ways these games train them -- to kill every living person in front of them until they run out of bullets or run out of targets. That results in a lot of dead bodies.
Michael Carneal, the fourteen-year-old boy who walked into a Paducah school and opened fire on a prayer group meeting that was breaking up, never moved his feet during his rampage. He never fired far to the right or left, never far up or down. He simply fired once at everything that popped up on his "screen." It is not natural to fire once at each target. The normal, almost universal, response is to fire at a target until it drops and then move on to the next target. This is the defensive reaction that will save our lives, the human instinctual reaction -- eliminate the threat quickly. Not to shoot once and then go on to another target before the first threat has been eliminated. But most video games teach you to fire at each target only once, hitting as many targets as you can as fast as you can in order to rack up a high score. And many video games give bonus effects for head shots. It's awful to note that of Michael Carneal's eight shots he had eight hits, all head and upper torso, three dead and one paralyzed. And this from a kid who, prior to stealing that gun, had never shot a real handgun in his life!
In South Carolina a boy named Wesley Schafer had put hundreds of dollars into point-and-shoot video games. One day he and a buddy of his decided it would be fun to rob the local convenience store. They walked in and Schafer pointed a .38 caliber pistol at the clerk's head. The clerk turned to look at him, and the defendant shot reflexively from a range of about six feet. The bullet hit the clerk right between the eyes and killed him. Afterward, police asked the boy what had happened and why he'd done it. Killing the clerk clearly was not part of their plan -- it was being videotaped from six different directions. Schafer responded, with great anguish and confusion, "I don't know; it was a mistake; it wasn't supposed to happen." Stimulus-response.
In the Jonesboro, Arkansas, shootings, one of the two children (eleven and thirteen) involved had a fair bit of experience shooting real guns, but the other boy, to the best of our knowledge, had none. These two avid video game players fired a combined total of twenty-seven shots from a range of over one hundred yards, and hit fifteen people. They strategically trapped their victims, lined them up, and shot with deadly accuracy. Battle-scarred veterans and military analysts reacted with amazement at the accuracy of their shooting, on one hand, and the military strategy involved in setting up their "kill zone," on the other. Both skills are taught by an array of home and arcade video games.
The incident that really brought the issue to the public's attention, though, was the Columbine High School massacre, in Littleton, Colorado. It was well documented that Dylan Klebold and Eric Harris were literally obsessed with playing the video game Doom and other such games. And they were very good at it. These boys, like the other boys mentioned, practiced for hundreds and hundreds of hours, perfecting their craft. Therefore, it should not be altogether surprising that their killing spree resembled something out of the cyberworld of a typical Doom scenario. (In fact, Eric Harris reprogrammed his edition of Doom so that it looked like his neighborhood, complete with the houses of the people he hated.) They moved from room to room, stalking their prey and killing almost everyone in their path. And, not unlike most kids' response to video game mayhem, Dylan Klebold and Eric Harris laughed the killings off.
The realism of a game like Doom, played on the home computer, can be extreme, especially with the multitude of "add-on" packages available to upgrade systems. For example, in the wake of the Columbine massacre, many in the game industry claimed that Doom, played only with a mouse or keyboard, can't possibly teach a player real combat skills. First, we have to understand that even when Doom is played with a mouse, it is still a good enough combat simulator that the Marine Corps uses a modified version of it (called Marine Doom) to teach recruits how to kill. They use it as a tactical training device, as opposed to teaching motor skills -- although when used with a pistol grip joystick it has some value there, too. Its primary value is in developing the will to kill by repeatedly rehearsing the act until it feels natural.
It's safe to say that such technology is much more dangerous in the hands of kids than among soldiers and cops -- these above examples prove that, as does common sense. There often are no safeguards at home and in arcades, no supervision, nor anyone around to put this technology into perspective for a child. In the military and law enforcement worlds, the right option is often not to shoot, and recruits receive extensive training about this. Often, recruits are reprimanded, punished, or even "failed" and kicked out for making too many mistakes -- that is, for shooting the wrong targets. But when a kid puts his quarter in a video machine, there is always the intention to shoot. There is never an incentive not to shoot. And there's always some stimulus to keep excitement high, heart rate up, thinking functions closed down. This process is extraordinarily powerful and frightening. The result is ever more homemade pseudosociopaths who kill reflexively, even when they don't intend to.
The Duke Nukem series provides a good current example of just how gruesome and explicit the violence of the home video games has recently become. In this popular "shooter" game, the player is behind a weapon of choice, shooting everything in sight to get to the next level in order to shoot everything in sight. The "shooter," Duke, who is controlled by the player and looks somewhat like the Terminator, moves through pornography shops, where he finds posters of scantily clad women he can use for target practice. In advanced levels, bonus points are awarded for the murder of female prostitutes, women who are usually naked. Duke often encounters defenseless, bound women, some of whom are even conveniently tied to columns and plead, "Kill me, kill me."
A game called Postal takes the horror one step further. The user gets to "go postal" and receives points for killing as many innocent victims as possible while they beg for mercy. Likewise Redneck Rampage, where you can do the same with farm animals and farmers. The latest technology permits you to scan pictures of your fellow students and teachers from your high school yearbook and "morph" them onto the faces of the people you kill. Like many "First Person Shooter" games, Quake is often played with a joystick, which is really more like a pistol grip complete with trigger, that lets the child point (and thereby move the gun on the screen) and shoot (by pulling the trigger, which causes the gun on the screen to fire and recoil). Then there is House of the Dead, in which you blow away chunks of the bodies you fire at and get clean kills only for head shots; and CarnEvil, where you fire a pump-action shotgun and learn how to handle that skill. A new game on the market, Kingpin: Life of Crime, is raising a lot of eyebrows due to its heightened realism and level of violence. Experts are saying it makes other current games look like B movies. For example, a player can shoot a character in fifteen different places "and see the damage done -- including exit wounds"; the game comes with a sound track from the popular rap group Cypress Hill; and your "enemies" like to remind you that they'll "kick your ass." One ad for the game's release is drawing a lot of fire from parental watchdog groups. It says: "You're Gonna Die."
It's interesting to note that the makers of games like Kingpin assiduously deny that their game is meant for kids or marketed to that group. Indeed, many such games carry warnings and are labeled for a "mature" audience, and they do have increasingly large adult followings. But deny it or not, these games (the word itself suggests that the core audience is young) easily get into the hands of kids. The makers of the games, distributors, store owners, and parents are not exactly as vigilant about stopping children from buying them as they would be if we were talking about, say, cigarettes or pornography. "Unfortunately, video games are stuck with the kiddie label," said Gary Eng Walk in an article in Entertainment Weekly, "and everyone ... tends to drop their guard when letting the rough stuff find its way to the under-seventeen crowd." He's right, up to a point. It's hard to deny that many video game producers have actively sought out the "kiddie" label for their products. Obviously, we can't lump all games together, but it's impossible not to see the blatant marketing to children that is going on at all levels. The language of the ads, the highly effective packaging, the million-dollar promotion campaigns are all aimed at fairly young audiences. Either that or extremely immature adults. It's worth noting that the aforementioned Duke Nukem 3-D is available at toy stores. In many toy stores the ultraviolent video games are not in a different area, hidden from innocent eyes. In fact, the larger stores arrange their video games alphabetically. Duke Nukem, rated M for mature audiences, seventeen and older, is shelved next to Eggs of Steel, a kiddie game about an animated egg. Duke action figures, which are becoming popular with boys eight years old and younger, can be ordered on-line.
The gaming industry can talk all they want about the age groups they're aiming their products at, but the truth is that if ratings were strictly enforced, they would lose countless young consumers. It's no mystery that most people don't even know a rating system exists -- it's hard to tell. Even Doug Lowenstein, of the Interactive Digital Association, admits there is a problem. "[The ratings system] simply doesn't have the visibility and the awareness it should have," he says. "When you talk to everyone from reporters to politicians, and these people think there isn't a system, then it tells you that you have work to do." Indeed.
Leafing through any game magazine can be an eye-opener. "Fatalities can be the best part of Mortal Kombat." (Mortal Kombat action toys are labeled "For children four and up.") A new game for your child's enjoyment is "as easy as killing babies with axes." Another one is "more fun than shooting your neighbor's cat." Capcom's latest Street Fighter proclaims, "The killer in me is just beginning." Robert Lindsey, head of sales and marketing for the U.S. unit of Japan's Capcom, acknowledges that teenagers are an important audience: "I refer [to] them as my early adapters -- if I get them on board, I know I'll get everyone else."
The on-line availability of violent video games is a big part of the problem. Label first-person shooter sites with any warning you want, there's still really nothing to stop a kid with access to a computer from seeing what's there, communicating with other players, and ordering an array of products. In fact, warnings can serve the opposite purpose; most kids we know see them not as a caution but as an advertisement. They want the game to be more violent, more adult. It gives the product validity. Kids have to get past the manned ticket counter to see restricted films; they have to provide proper identification that they are old enough to buy cigarettes and alcohol; but there are no such obstacles in their way if they want to learn all there is to know about Kingpin and other "mature" video games.
So with all the evidence to suggest that these games are dangerous -- that they're modeled after military killing simulators, that they are superviolent and graphic, that the user is rewarded for killing, and that kids are playing with these games way too often and for too long -- it is particularly egregious that they are being marketed to kids, and marketed in ways that highlight all that is bad for them. What kind of message does this send? Well, yet another on-line ad for Kingpin gives us a pretty good indication: "The Creators of Redneck Rampage are about to bring you a new, urban drama that finally proves that crime pays." As we ourselves tolerate these games and even label them fun, we are also telling our children that slower-paced, less emotionally arousing screen fare is boring. Arouse instead of awaken; excite instead of examine; splatter instead of study -- this is what we're telling them. And they're listening.