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Natural Aversion To *Shoot To Kill* VS First Person Shooter Videogames

BranniganSeppBranniganSepp Swiss Burrito EnthusiastPSN: ExMaloBonumRegistered User regular
edited November 2015 in Social Entropy++
Supposedly, historically, a significant percentile of soldiers have been reluctant to deliver kill shots to the enemy. Here's a quote I found googling this...
Originally Posted by Excerpt from "Why We Love Dogs, Eat Pigs, and Wear Cows", Melanie Joy
Unnatural Born Killers
There is a substantial body of evidence demonstrating humans' seemingly natural aversion to killing. Much of the research in this area has been conducted by the military; analysts have found that soldiers tend to intentionally fire over the enemy's head, or not to fire at all.

Studies of combat activity during the Napoleonic and Civil Wars revealed stirking statistics. Given the ability of the men, their proximity to the enemy, and the capacity of their weapons, the number of enemy soldiers hit should have been well over 50 percent, resulting in a killing rate of hundreds per minute. Instead, however, the hit rate was only one to two per minute. And a similar phenomenon occured during World War I: according to british Lieutenant George Roupell, the only way he could get his men to stop firing into the air was by drawing his sword, walking down the trench, "beating [them] on the backside and ... telling them to fire low". World War II fire rates were also remarkably low: historian and US Army Brigadier General S.L.A. Marshall rerported that, during battle, the firing rate was a mere 15 to 20 percent; in other words, out of every hundred men engaged in a firefight, only fifteen to twenty actually used their weapons. And in Vietnam, for every enemy soldiers killed, more than fifty thousand bullets were fired.

What these studies have taught the miltiary is that in order to get soldiers to shoot to kill, to actively participate in violence, the soldiers must be sufficiencly desensitized to the act of killing. In other words, they have to learn not to feel -- and not to feel responsible -- for their actions. They must be taught to override their own conscience. yet these studies also demonstrate that even in the face of immediate danger, in situations of extreme violence, most people are averse to killing. In other words, as Marshall concludes, "the vast majority of combatants throughout history, at the moment of truth when they could and should kill the enemy, have found themselves to be 'conscientious objectors'".

1: Dave Grossman, On Killing: The Psychological Cost of Learning to Kill in war and Society. New York: Back Bay Books, 1996, 12.
2: Grossman, Martha Stout, The Sociopath Next Door. New York: Broadway Books, 2005.
3: Grossman, 15.

...which made me wonder, does the prolific genre of first person online multiplayer shooters like the Call of Duty and Battlefield games desensitize their consumers to this natural *Kill Shot Aversion*, and if yes, is that a bad thing?

BranniganSepp on
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  • BranniganSeppBranniganSepp Swiss Burrito Enthusiast PSN: ExMaloBonumRegistered User regular
    edited November 2015
    I can't help but wonder if the thousands of hours I've spent on online multiplayer first person shooters games set in *authentic* military scenarios have affected my natural aversion to shoot to kill or not. Aiming down sights and shooting to kill is the core gameplay mechanic after all.

    In virtual space, I have aimed down sights at humanoid targets and shot to kill for well over 10,000 hours of my life, and I'd guess that if I was thrown into an actual war as a combatant, I'd not be particularly reluctant to do the same in real life. I guess witnessing the resulting atrocities might quickly change that back again, but I suspect my initial hesitation would be way less than if I'd never had played such games before. I do asscociate the act of doing so with winning, and a positive feedback loop.

    Looking at footage of police shootings, it seems that today's law enforcement agents have a much higher tendency to shoot to kill than they had ever before. That's anecdotal and circumstantial evidence of course. Regardless, I think it's definitely a subject worth looking into. I'd certainly like to know, if videogames affect us in that manner. Am I being conditioned to shoot to kill? Is my natural aversion to delivering a kill shot being lowered? Is the average hesitation to shoot to kill of the general population decreasing?

    BranniganSepp on
  • evilthecatevilthecat Registered User regular
    MRI studies show that the parts of the brain that light up when playing violent video games and watching horrible real life things are different.
    Anecdotally, shooting dudes in games does nothing for me, seeing a fresh, mangled human body wrapped weirdly around the seats oh a car gives me a horrible knot in my stomach.
    Your question kind of links up to do games make people violent and the current body of research says no. Or rather provocatively: the good science says no.

    tip.. tip.. TALLY.. HOOOOOOOOOOOOOOOOO!
  • BranniganSeppBranniganSepp Swiss Burrito Enthusiast PSN: ExMaloBonumRegistered User regular
    edited November 2015
    evilthecat wrote: »
    MRI studies show that the parts of the brain that light up when playing violent video games and watching horrible real life things are different.
    Anecdotally, shooting dudes in games does nothing for me, seeing a fresh, mangled human body wrapped weirdly around the seats oh a car gives me a horrible knot in my stomach.
    Your question kind of links up to do games make people violent and the current body of research says no. Or rather provocatively: the good science says no.

    The atrocities all occur after you shoot. Taking aim, shooting to kill, that's the feat of skill that comes before the horror.

    Historically, soldiers supposedly fumbled the feat of skill of taking aim and shooting to kill on purpose. I propose that the avid playing of authentic online multiplayer shooters, which make the act of aiming down sights and shooting to kill the central gameplay mechanic, and reward it accordingly upon success, might affect avid players of such games in that regard. Making us see it more as a commendable feat of skill in the moments leading up to the shot, rather than thinking about commiting an atrocity, and fumbling the process.

    Aim. Shoot. Kill. The atrocity comes last. When the feat of skill part is long done. Videogames emphasize the feat of skill part, while completely negating the atrocity impact of the action. It's very much conditioning the player to take careful aim, and squeeze the trigger, for victory.

    P.S. I've never shot a real gun in my life, and hopefully never have to. I get that it's a very different thing to doing so with a gamepad. At least for the most parts.

    BranniganSepp on
  • EncEnc A Fool with Compassion Pronouns: He, Him, HisRegistered User regular
    evilthecat wrote: »
    MRI studies show that the parts of the brain that light up when playing violent video games and watching horrible real life things are different.
    Anecdotally, shooting dudes in games does nothing for me, seeing a fresh, mangled human body wrapped weirdly around the seats oh a car gives me a horrible knot in my stomach.
    Your question kind of links up to do games make people violent and the current body of research says no. Or rather provocatively: the good science says no.

    The atrocities all occur after you shoot. Taking aim, shooting to kill, that's the feat of skill that comes before the horror.

    Historically, soldiers supposedly fumbled the feat of skill of taking aim and shooting to kill on purpose. I propose that the avid playing of authentic online multiplayer shooters, which make the act of aiming down sights and shooting to kill the central gameplay mechanic, and reward it accordingly upon success, might affect avid players of such games in that regard. Making us see it more as a commendable feat of skill in the moments leading up to the shot, rather than thinking about commiting an atrocity, and fumbling the process.

    Aim. Shoot. Kill. The atrocity comes last. When the feat of skill part is long done. Videogames emphasize the feat of skill part, while completely negating the atrocity impact of the action. It's very much conditioning the player to take careful aim, and squeeze the trigger, for victory.

    P.S. I've never shot a real gun in my life, and hopefully never have to. I get that it's a very different thing to doing so with a gamepad. At least for the most parts.

    The act of taking resolve to pull that trigger towards another human being is not some divorced thing from [Shoot Gun] and [Kill man]. It's all the same process. The studies you talk about, such as the "hate school" training during WWI and WWII to get allied soldiers willing to shoot and kill Germans, it encompasses the entire will to destroy. Seperating it out is needless and isn't reflected in reality. The entire struggle over being willing to kill is mental. Your finger twitching once is the end of that process, and when you pull a trigger you know damn well you are intending to kill or grievously wound the person you are pointing the gun at. x10 if you are a soldier.

    Playing video games has not, at least in the many studies I have seen over the years, shows any practical or statistical significance in the likelihood of people attacking or shooting other people. If you have some that are peer reviewed and show different outcomes, share them.

  • BranniganSeppBranniganSepp Swiss Burrito Enthusiast PSN: ExMaloBonumRegistered User regular
    edited November 2015
    evilthecat wrote: »
    MRI studies show that the parts of the brain that light up when playing violent video games and watching horrible real life things are different.
    Anecdotally, shooting dudes in games does nothing for me, seeing a fresh, mangled human body wrapped weirdly around the seats oh a car gives me a horrible knot in my stomach.
    Your question kind of links up to do games make people violent and the current body of research says no. Or rather provocatively: the good science says no.

    If we don't think of shooting to kill as an act of violence, but as a feat of skill, because of first person shooter videogames, then that turns the whole angle of *Do Videogames Make Us (More) Violent?* and that line of research moot. That's what I propose here.

    I'm not arguing that videogames make us more violent, just more likely to not fumble a kill shot, when we find ourselves in such a situation.

    BranniganSepp on
  • smofsmof [Growling historic on the fury road] Registered User regular
    You are proposing something. Okay.

    What do you want us to do with that?

  • BranniganSeppBranniganSepp Swiss Burrito Enthusiast PSN: ExMaloBonumRegistered User regular
    Enc wrote: »
    evilthecat wrote: »
    MRI studies show that the parts of the brain that light up when playing violent video games and watching horrible real life things are different.
    Anecdotally, shooting dudes in games does nothing for me, seeing a fresh, mangled human body wrapped weirdly around the seats oh a car gives me a horrible knot in my stomach.
    Your question kind of links up to do games make people violent and the current body of research says no. Or rather provocatively: the good science says no.

    The atrocities all occur after you shoot. Taking aim, shooting to kill, that's the feat of skill that comes before the horror.

    Historically, soldiers supposedly fumbled the feat of skill of taking aim and shooting to kill on purpose. I propose that the avid playing of authentic online multiplayer shooters, which make the act of aiming down sights and shooting to kill the central gameplay mechanic, and reward it accordingly upon success, might affect avid players of such games in that regard. Making us see it more as a commendable feat of skill in the moments leading up to the shot, rather than thinking about commiting an atrocity, and fumbling the process.

    Aim. Shoot. Kill. The atrocity comes last. When the feat of skill part is long done. Videogames emphasize the feat of skill part, while completely negating the atrocity impact of the action. It's very much conditioning the player to take careful aim, and squeeze the trigger, for victory.

    P.S. I've never shot a real gun in my life, and hopefully never have to. I get that it's a very different thing to doing so with a gamepad. At least for the most parts.

    The act of taking resolve to pull that trigger towards another human being is not some divorced thing from [Shoot Gun] and [Kill man]. It's all the same process. The studies you talk about, such as the "hate school" training during WWI and WWII to get allied soldiers willing to shoot and kill Germans, it encompasses the entire will to destroy. Seperating it out is needless and isn't reflected in reality. The entire struggle over being willing to kill is mental. Your finger twitching once is the end of that process, and when you pull a trigger you know damn well you are intending to kill or grievously wound the person you are pointing the gun at. x10 if you are a soldier.

    Playing video games has not, at least in the many studies I have seen over the years, shows any practical or statistical significance in the likelihood of people attacking or shooting other people. If you have some that are peer reviewed and show different outcomes, share them.

    I'm just putting forth a thesis, not trying to prove one thing over another. I do certainly have a gut feeling that authentic military themed FPS games do condition us to aim true and pull the trigger. Tens of thousands of hours of practice most definitely have a conditioning impact on our brains. How far that extends out of the virtual space into the real world? That's the question really.

  • BranniganSeppBranniganSepp Swiss Burrito Enthusiast PSN: ExMaloBonumRegistered User regular
    You are proposing something. Okay.

    What do you want us to do with that?

    Bounce it back? Isn't that forums are for? Or are you uncomfortable with the notion that videogames might affect us one way or another?

  • I needed anime to post.I needed anime to post. boom Registered User regular
    how many castrations are we looking at here

    liEt3nH.png
  • miscellaneousinsanitymiscellaneousinsanity grass grows, birds fly, sun shines, and brother, i hurt peopleRegistered User regular
    d+d is ~thataway~ :arrow:

    uc3ufTB.png
  • PeasPeas Registered User regular
    Is it easier to pull the trigger if you are aiming at the dick instead of someone's head

  • Beef AvengerBeef Avenger Registered User regular
    ...which made me wonder, does the prolific genre of first person online multiplayer shooters like the Call of Duty and Battlefield games desensitize their consumers to this natural *Kill Shot Aversion*

    No

    Next question

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  • evilthecatevilthecat Registered User regular
    evilthecat wrote: »
    MRI studies show that the parts of the brain that light up when playing violent video games and watching horrible real life things are different.
    Anecdotally, shooting dudes in games does nothing for me, seeing a fresh, mangled human body wrapped weirdly around the seats oh a car gives me a horrible knot in my stomach.
    Your question kind of links up to do games make people violent and the current body of research says no. Or rather provocatively: the good science says no.

    If we don't think of shooting to kill as an act of violence, but as a feat of skill, because of first person shooter videogames, then that turns the whole angle of *Do Videogames Make Us (More) Violent?* and that line of research moot. That's what I propose here.

    I'm not arguing that videogames make us more violent, just more likely to not fumble a kill shot, when we find ourselves in such a situation.

    I'm not sure if phrasing it differently has any impact.
    The initial problem of your idea has been addressed by Enc. Using a different example: You're saying that the emotional side of things occurs after the act. Think about relationships. Asking a girl out. Sex. Are all of those things ice cold until afterwards? They aren't for me, why should ending someone else's existence be any different. Sure you might feel more intensely after the act but the build-up towards that isn't negligible.

    So all that remains is: does playing games smooth out the build-up "curve" to such a degree that a shooter will be more likely to shoot?
    I'd have to say no with current tech. Maybe in the future? Currently, nothing you do on screen mimics the real-life version. You aren't holding a gun. Your vision isn't "engaged" the same way (everything but the target blurred). The sounds are off. You can't smell anything. Your blood isn't full of adrenaline. You aren't sweating profusely. etc.

    tip.. tip.. TALLY.. HOOOOOOOOOOOOOOOOO!
  • BranniganSeppBranniganSepp Swiss Burrito Enthusiast PSN: ExMaloBonumRegistered User regular
    edited November 2015
    evilthecat wrote: »
    evilthecat wrote: »
    MRI studies show that the parts of the brain that light up when playing violent video games and watching horrible real life things are different.
    Anecdotally, shooting dudes in games does nothing for me, seeing a fresh, mangled human body wrapped weirdly around the seats oh a car gives me a horrible knot in my stomach.
    Your question kind of links up to do games make people violent and the current body of research says no. Or rather provocatively: the good science says no.

    If we don't think of shooting to kill as an act of violence, but as a feat of skill, because of first person shooter videogames, then that turns the whole angle of *Do Videogames Make Us (More) Violent?* and that line of research moot. That's what I propose here.

    I'm not arguing that videogames make us more violent, just more likely to not fumble a kill shot, when we find ourselves in such a situation.

    I'm not sure if phrasing it differently has any impact.
    The initial problem of your idea has been addressed by Enc. Using a different example: You're saying that the emotional side of things occurs after the act. Think about relationships. Asking a girl out. Sex. Are all of those things ice cold until afterwards? They aren't for me, why should ending someone else's existence be any different. Sure you might feel more intensely after the act but the build-up towards that isn't negligible.

    So all that remains is: does playing games smooth out the build-up "curve" to such a degree that a shooter will be more likely to shoot?
    I'd have to say no with current tech. Maybe in the future? Currently, nothing you do on screen mimics the real-life version. You aren't holding a gun. Your vision isn't "engaged" the same way (everything but the target blurred). The sounds are off. You can't smell anything. Your blood isn't full of adrenaline. You aren't sweating profusely. etc.

    If it's a split second kind of scenario though? I think the mental conditioning of potentially tens of thousands of hours of virtual practice in videogames could, and likely does, make a difference. Visually, and trigger finger-wise, the actions are quite close already. I think an avid first person shooter player would more likely snap into a *I want to do well/win* kind of mindset, rather than reflect more deeply on his/her (re)action, and is thus less likely to miss/fumble the shot.

    The military already uses combat simulators to that end since like a decade, and 2016 will see similar levels of VR tech get more widely distributed too. Many of us will stick Playstation Move controllers into plastic guns and handle physical representations of firearms in virtual space frequently from then on out - the conditioning then is literally as close as gaming can get to actually aiming down sights and pulling the trigger with a real firearm. Surely you must give me that much at least.

    I've played authentic first person military shooters for over 10,000 hours. Doing anything for that long has a conditioning effect. If the mental conditioning of shooting at people on a screen with a gamepad does make a significant difference in real life situations or not certainly is highly questionable, but not completely unreasonable. Certainly, doing so in VR with ergonomically accurate gun-like input devices, that must have a significant influence on our actions in the real world in applicable situations? I think that's already a much easier sell.

    BranniganSepp on
  • Lord_AsmodeusLord_Asmodeus goeticSobriquet: Here is your magical cryptic riddle-tumour: I AM A TIME MACHINERegistered User regular
    Regarding the middle bit of that first quotation, I thought a big part of the reason deaths were so low in the Civil War considering how accurate weapons had become and that tactics were roughly the same as for less accurate shorter range weapons was that after the first volley, the smoke from fired weapons drastically decreased visibility and accuracy which drove down the amount of people killed significantly.

    Capital is only the fruit of labor, and could never have existed if Labor had not first existed. Labor is superior to capital, and deserves much the higher consideration. - Lincoln
  • KakodaimonosKakodaimonos Code fondler Helping the 1% get richerRegistered User regular
    Most of S.L.A Marshall's statistics on rates of fire are made up and basing a thesis on incorrect statistics is one issue with Grossman's first book.
    This calculation assumes, however, that of all the questions Marshall might ask the soldiers of a rifle company during his interviews, he would unfailingly want to know who had fired his weapon and who had not. Such a question, posed interview after interview, would have signalled that Marshall was on a particular line of inquiry, and that regardless of the other information Marshall might discover, he was devoted to investigating this facet of combat performance. John Westover, usually in attendance during Marshall's sessions with the troops, does not recall Marshall's ever asking this question. Nor does Westover recall Marshall ever talking about ratios of weapons usage in their many private conversations. Marshall's own personal correspondence leaves no hint that he was ever collecting statistics. His surviving field notebooks show no signs of statistical compilations that would have been necessary to deduce a ratio as precise as Marshall reported later in Men Against Fire. The "systematic collection of data" that made Marshall's ratio of fire so authoritative appears to have been an invention.

    Source: Roger J. Spiller, "S.L.A. Marshall and the Ratio of Fire", The RUSI Journal, Winter 1988, pages 63-71

  • FencingsaxFencingsax It is difficult to get a man to understand, when his salary depends upon his not understanding GNU Terry PratchettRegistered User regular
    Not any more than playing a bunch of football (or football video games) trains you to kick the shit out of a guy on the street. So no, not really.

  • OmnipotentBagelOmnipotentBagel floof Registered User regular
    I've played hundred upon hundreds of hours of Mario games, and yet when I see a turtle on the street, I feel no urge to stomp on it.

    cdci44qazyo3.gif

  • Donovan PuppyfuckerDonovan Puppyfucker A dagger in the dark is worth a thousand swords in the morningRegistered User regular
    I may be a statistical outlier compared to you guys, but I know that whenever I come across a Cacodemon I definitely unload my shotgun in its face with zero hesitation.

  • DJ EebsDJ Eebs Moderator, Administrator admin
    Pulling the trigger of a gun is, you know, pretty different than pressing a button on a controller. And the vast majority of FPS video games have little to nothing in common with, you know, actual combat situations. And putting a playstation move controller into a lightgun is, you know, absolutely nothing like holding an actual gun and shooting someone for real, like...come on, with this.

    Like, go to a shooting range and actually pick up a rifle and see if pulling the trigger on one of those is in anyway similar to pulling RT on an XBox controller. Or just...I don't know. I don't know how you can go "a lightgun is probably close enough to an actual gun to make people good at firing them," and not just...fuck. I don't even really know what to say to that assertion.

  • smofsmof [Growling historic on the fury road] Registered User regular
    You are proposing something. Okay.

    What do you want us to do with that?

    Bounce it back? Isn't that forums are for? Or are you uncomfortable with the notion that videogames might affect us one way or another?

    I have literally zero emotional investment in anybody's notions about videogames. They're not my baby.

    "I propose that the avid playing of authentic online multiplayer shooters, which make the act of aiming down sights and shooting to kill the central gameplay mechanic, and reward it accordingly upon success, might affect avid players of such games in that regard. " Why do you propose that? What evidence suggests that to you?

    I don't think shooting people in a videogame is anything like shooting people in real life.

  • DJ EebsDJ Eebs Moderator, Administrator admin
    Examining the effects of culture and art on society is a worthwhile endeavor. This particular argument doesn't seem like it's grounded in any sort of reality, and it sure doesn't look like it holds up to any scrutiny, which, I mean the core of the argument here is, "I have a gut feeling," so, I suppose that makes sense.

  • smofsmof [Growling historic on the fury road] Registered User regular
    Like, go to a shooting range and actually pick up a rifle and see if pulling the trigger on one of those is in anyway similar to pulling RT on an XBox controller. Or just...I don't know. I don't know how you can go "a lightgun is probably close enough to an actual gun to make people good at firing them," and not just...fuck. I don't even really know what to say to that assertion.

    Yeah frankly the idea that shooting guns in a game prepares you to fire them for real is hilarious to me. I grew up playing shooters, but the first time I fired a rifle I was so shocked by the sensation that it triggered a panic attack. I mean, that's an extreme reaction, but the point is the two actions are exactly nothing alike.

    And that's just the mechanical act and doesn't take into account the psychological aspect of intentionally wounding or killing a human. Bizarrely, most people who play videogames can actually distinguish between a graphical representation of a human and the real thing.

  • BranniganSeppBranniganSepp Swiss Burrito Enthusiast PSN: ExMaloBonumRegistered User regular
    edited November 2015
    Pulling the trigger of a gun is, you know, pretty different than pressing a button on a controller. And the vast majority of FPS video games have little to nothing in common with, you know, actual combat situations. And putting a playstation move controller into a lightgun is, you know, absolutely nothing like holding an actual gun and shooting someone for real, like...come on, with this.

    Like, go to a shooting range and actually pick up a rifle and see if pulling the trigger on one of those is in anyway similar to pulling RT on an XBox controller. Or just...I don't know. I don't know how you can go "a lightgun is probably close enough to an actual gun to make people good at firing them," and not just...fuck. I don't even really know what to say to that assertion.

    https://www.youtube.com/watch?v=AvUeaUbWppM

    Firearms simulators are a training method defense forces and police all around the world already apply, so these professionals do definitely see value in conditioning their personnel with what essentially is a high tech light gun shooter. Who's to say that conditioning one's brain to aim down virtual sights and shoot to kill virtual humanoids does not affect a person's (re)actions in real life?

    I'm not saying just being a player of authentic first person perspective military shooters makes just anyone a *better* soldier, but if you'd take a platoon of soldiers fresh out of bootcamp, who have each played thousands of hours of online multiplayer games like Battlefield or Call of Duty, and have another platoon of newly minted soldiers who didn't play videogames at all, there might be a significant statistical difference in terms of hits fired at the end of their deployment. I propose that the avid videogame players would be less likely to turn out to be *conscientious objectors*, because the conditioning they've subjected themselves to by playing authentic first person shooters. I think the mental conditioning, and to a lesser degree the endlessly repeated feat of skill of taking aim and shooting to kill in virutal space are likely to override any hesitation.

    That's the question that I'm asking. As a player who has played a significant amount of such games, anecdotally, I totally believe such a study would yield actionable results. I suspect soldiers and police agents who play lots of first person shooters may have a lower aversion to shooting to kill.

    Also, I'll once again post this in regard to XBox Controllers and modern warfare...

    https://www.youtube.com/watch?v=p411Til7VC4

    BranniganSepp on
  • OmnipotentBagelOmnipotentBagel floof Registered User regular
    Comic books didn't desensitize children to violence in the 50's. Violent movies didn't desensitize children to violence in the 80's. These sorts of fears come up every time some new type of media gets popular.

    cdci44qazyo3.gif

  • BranniganSeppBranniganSepp Swiss Burrito Enthusiast PSN: ExMaloBonumRegistered User regular
    edited November 2015
    Comic books didn't desensitize children to violence in the 50's. Violent movies didn't desensitize children to violence in the 80's. These sorts of fears come up every time some new type of media gets popular.

    Comics are not interactive though. That's a huge difference. The muscle memory of flipping pages isn't quite like the hand eye coordination needed to play classic videogames. Virtual reality interactions will be even closer to simulating the real action of firing a gun, for example.

    BranniganSepp on
  • cB557cB557 voOOP Registered User regular
    We have strong psychological and societal barriers against killing. Playing a game that involves an action referred to as killing but which the player understands is something very much not killing isn't near enough to wear those barriers down.

  • tynictynic PICNIC BADASS Registered User, ClubPA regular
    Coincidentally, I have recently become quite desensitised to ill-thought-out manifestos on public forums.

  • OmnipotentBagelOmnipotentBagel floof Registered User regular
    Comic books didn't desensitize children to violence in the 50's. Violent movies didn't desensitize children to violence in the 80's. These sorts of fears come up every time some new type of media gets popular.

    Comics are not interactive though.

    The same argument was made with movies. "Oh but comics are just pictures. Movies look real." Yeah, and that doesn't matter because we can still tell the difference between fantasy and reality. Turns out, the fact that video games are interactive doesn't really change that. Even as they get more photorealistic, we're still very aware that what we're doing is fake.

    cdci44qazyo3.gif

  • BranniganSeppBranniganSepp Swiss Burrito Enthusiast PSN: ExMaloBonumRegistered User regular
    edited November 2015
    Comic books didn't desensitize children to violence in the 50's. Violent movies didn't desensitize children to violence in the 80's. These sorts of fears come up every time some new type of media gets popular.

    Comics are not interactive though.

    The same argument was made with movies. "Oh but comics are just pictures. Movies look real." Yeah, and that doesn't matter because we can still tell the difference between fantasy and reality. Turns out, the fact that video games are interactive doesn't really change that. Even as they get more photorealistic, we're still very aware that what we're doing is fake.

    So you'd wager that a soldier who has received 10,000+ hours of firearm simulator training would statistically have the same hit/fire ratio as a soldier who has zero hours of firearm simulator training? I'd think it would definitely make a statistically significant difference.

    What makes videogames so different from a firearms simulator? Wouldn't you at least consider that playing 10,000+ hours of Battlefield might have a statistically significant impact on a soldier or policeman too? And if not, then certainly you'd agree that the upcoming VR-revolution will bring games close enough to firearms simulators for me to make that case.

    BranniganSepp on
  • cB557cB557 voOOP Registered User regular
    Comic books didn't desensitize children to violence in the 50's. Violent movies didn't desensitize children to violence in the 80's. These sorts of fears come up every time some new type of media gets popular.

    Comics are not interactive though.

    The same argument was made with movies. "Oh but comics are just pictures. Movies look real." Yeah, and that doesn't matter because we can still tell the difference between fantasy and reality. Turns out, the fact that video games are interactive doesn't really change that. Even as they get more photorealistic, we're still very aware that what we're doing is fake.

    So you'd wager that a soldier who has received 10,000+ hours of firearm simulator training would statistically have the same hit/fire ratio as a soldier who has zero hours of firearm simulator training? I'd think it would definitely make a statistically significant difference.
    "Lining up the reticule and pressing the fire button" and "assuming a firing stance, lining up your sights with the target and keeping your aim stead, firing, compensating against the recoil of an explosion having just propelled a piece of metal to supersonic speeds in the thing you're currently holding, and managing to not have that completely fuck up your aim so you can hit the target again" are thoroughly and utterly completely unrelated skills.
    What makes videogames so different from a firearms simulator?
    Almost nothing! Firearms simulators would similarly not make someone more willing to kill.

  • OmnipotentBagelOmnipotentBagel floof Registered User regular
    edited November 2015
    Comic books didn't desensitize children to violence in the 50's. Violent movies didn't desensitize children to violence in the 80's. These sorts of fears come up every time some new type of media gets popular.

    Comics are not interactive though.

    The same argument was made with movies. "Oh but comics are just pictures. Movies look real." Yeah, and that doesn't matter because we can still tell the difference between fantasy and reality. Turns out, the fact that video games are interactive doesn't really change that. Even as they get more photorealistic, we're still very aware that what we're doing is fake.

    So you'd wager that a soldier who has received 10,000+ hours of firearm simulator training would statistically have the same hit/fire ratio as a soldier who has zero hours of firearm simulator training? I'd think it would definitely make a statistically significant difference.

    What makes videogames so different from a firearms simulator? Wouldn't you at least consider that playing 10,000+ hours of Battlefield might have a statistically significant impact on a soldier or policeman too? And if not, then certainly you'd agree that the upcoming VR-revolution will bring games close enough to firearms simulators for me to make that case.

    Wait, I thought your argument was that videogames make us more willing/able to kill someone. This is a completely different argument. Accuracy at shooting is a completely different thing and yes, the videogames would make a difference because videogames have been scientifically proven to improve reflexes and hand-eye coordination. They can also make you a better driver, pilot, surgeon, or anything else that requires split-second reactions or precision movement. But that has nothing to do with the topic at hand. In your example these are both soldiers, who are conditioned both by training and by the nature of the job they are doing, to shoot guns at things. The psychological aspect of killing doesn't factor in at all.

    As for your VR example: sure, it would have the same impact as going to a shooting range. Which is to say, it will improve your skill with the weapon, but it won't have any more of a psychological effect on you than owning and using the real deal would.

    OmnipotentBagel on
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  • Dead LegendDead Legend Registered User regular
    It's a lot different shooting an animal in real life than it is in Red Dead Redemption.

    diablo III - beardsnbeer#1508 Mechwarrior Online - Rusty Bock
  • MarathonMarathon Registered User regular
    I've played hundred upon hundreds of hours of Mario games, and yet when I see a turtle on the street, I feel no urge to stomp on it.

    Let me tell you about a fateful day where I went into a store selling clay pots, and I couldn't stop myself from smashing all of them.

  • OmnipotentBagelOmnipotentBagel floof Registered User regular
    Marathon wrote: »
    I've played hundred upon hundreds of hours of Mario games, and yet when I see a turtle on the street, I feel no urge to stomp on it.

    Let me tell you about a fateful day where I went into a store selling clay pots, and I couldn't stop myself from smashing all of them.

    Did you find a heart piece?

    cdci44qazyo3.gif

  • KakodaimonosKakodaimonos Code fondler Helping the 1% get richerRegistered User regular
    It's a lot different shooting an animal in real life than it is in Red Dead Redemption.

    Well, they can't send a bunch of drunk uncles over every time you're playing.

    What they need is to add a scent generator to the Kinect so you can smell the entire field dressing process.

  • MarathonMarathon Registered User regular
    Marathon wrote: »
    I've played hundred upon hundreds of hours of Mario games, and yet when I see a turtle on the street, I feel no urge to stomp on it.

    Let me tell you about a fateful day where I went into a store selling clay pots, and I couldn't stop myself from smashing all of them.

    Did you find a heart piece?

    Almost, but right before I could I was attacked from all sides by a flock of chickens

  • Raijin QuickfootRaijin Quickfoot I'm your Huckleberry YOU'RE NO DAISYRegistered User, ClubPA regular
    I know that as a human being with a sense of reason I can tell the difference between shooting someone in a video game and shooting someone in real life quite easily.

  • BranniganSeppBranniganSepp Swiss Burrito Enthusiast PSN: ExMaloBonumRegistered User regular
    edited November 2015
    cB557 wrote: »
    Comic books didn't desensitize children to violence in the 50's. Violent movies didn't desensitize children to violence in the 80's. These sorts of fears come up every time some new type of media gets popular.

    Comics are not interactive though.

    The same argument was made with movies. "Oh but comics are just pictures. Movies look real." Yeah, and that doesn't matter because we can still tell the difference between fantasy and reality. Turns out, the fact that video games are interactive doesn't really change that. Even as they get more photorealistic, we're still very aware that what we're doing is fake.

    So you'd wager that a soldier who has received 10,000+ hours of firearm simulator training would statistically have the same hit/fire ratio as a soldier who has zero hours of firearm simulator training? I'd think it would definitely make a statistically significant difference.
    "Lining up the reticule and pressing the fire button" and "assuming a firing stance, lining up your sights with the target and keeping your aim stead, firing, compensating against the recoil of an explosion having just propelled a piece of metal to supersonic speeds in the thing you're currently holding, and managing to not have that completely fuck up your aim so you can hit the target again" are thoroughly and utterly completely unrelated skills.
    What makes videogames so different from a firearms simulator?
    Almost nothing! Firearms simulators would similarly not make someone more willing to kill.

    We live in an age where-in soldiers could literally kill hostile combatants with modified Xbox 360 controllers. Many current military drones are operated with gamepads. It's very likely that such a thing has already happend, it's probably even quite commonplace.

    Will to kill? I'm talking about conditioning overriding the lack of will to kill, not that games instill the will. How often do you aim down sights and pull the trigger in 10,000 hours of practice? A whole lot. It becomes second nature. It just happens.

    It seems to be in our nature not wanting to kill each other. With extensive conditioning however, I think the act of doing so can be so mechanical, a muscle memory thing, that the hit fire ratio would statistically improve. I think that first person shooter videogames do provide relevant mental and muscle memory conditioning, despite how different it is from the real act. Also - with VR, the act of shooting guns in games inches ever closer to the real thing.

    BranniganSepp on
  • A Dabble Of TheloniusA Dabble Of Thelonius It has been a doozy of a dayRegistered User regular
    Sidenote. The book he sources up there, On Killing by Dave Grossman is quite fascinating. Excellent read.

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