Monday, May 29, 2006

Video Game Violence Myths

From http://www.pbs.org/kcts/videogamerevolution/impact/myths.html

That’s PBS folks. This ought to shutup morons like Jack Thompson and David Grossman.

Written by MIT professor Henry Jenkins.

That’s an MIT professor. Not some blow-hard Florida Lawyer exhibiting symptoms of paranoid schizophrenia.

1. The availability of video games has led to an epidemic of youth violence.

According to federal crime statistics, the rate of juvenile violent crime in the United States is at a 30-year low. Researchers find that people serving time for violent crimes typically consume less media before committing their crimes than the average person in the general population. It’s true that young offenders who have committed school shootings in America have also been game players. But young people in general are more likely to be gamers — 90 percent of boys and 40 percent of girls play. The overwhelming majority of kids who play do NOT commit antisocial acts. According to a 2001 U.S. Surgeon General’s report, the strongest risk factors for school shootings centered on mental stability and the quality of home life, not media exposure. The moral panic over violent video games is doubly harmful. It has led adult authorities to be more suspicious and hostile to many kids who already feel cut off from the system. It also misdirects energy away from eliminating the actual causes of youth violence and allows problems to continue to fester.

2. Scientific evidence links violent game play with youth aggression.

Claims like this are based on the work of researchers who represent one relatively narrow school of research, “media effects.” This research includes some 300 studies of media violence. But most of those studies are inconclusive and many have been criticized on methodological grounds. In these studies, media images are removed from any narrative context. Subjects are asked to engage with content that they would not normally consume and may not understand. Finally, the laboratory context is radically different from the environments where games would normally be played. Most studies found a correlation, not a causal relationship, which means the research could simply show that aggressive people like aggressive entertainment. That’s why the vague term “links” is used here. If there is a consensus emerging around this research, it is that violent video games may be one risk factor - when coupled with other more immediate, real-world influences — which can contribute to anti-social behavior. But no research has found that video games are a primary factor or that violent video game play could turn an otherwise normal person into a killer.

3. Children are the primary market for video games.

While most American kids do play video games, the center of the video game market has shifted older as the first generation of gamers continues to play into adulthood. Already 62 percent of the console market and 66 percent of the PC market is age 18 or older. The game industry caters to adult tastes. Meanwhile, a sizable number of parents ignore game ratings because they assume that games are for kids. One quarter of children ages 11 to 16 identify an M-Rated (Mature Content) game as among their favorites. Clearly, more should be done to restrict advertising and marketing that targets young consumers with mature content, and to educate parents about the media choices they are facing. But parents need to share some of the responsibility for making decisions about what is appropriate for their children. The news on this front is not all bad. The Federal Trade Commission has found that 83 percent of game purchases for underage consumers are made by parents or by parents and children together.

4. Almost no girls play computer games.

Historically, the video game market has been predominantly male. However, the percentage of women playing games has steadily increased over the past decade. Women now slightly outnumber men playing Web-based games. Spurred by the belief that games were an important gateway into other kinds of digital literacy, efforts were made in the mid-90s to build games that appealed to girls. More recent games such as The Sims were huge crossover successes that attracted many women who had never played games before. Given the historic imbalance in the game market (and among people working inside the game industry), the presence of sexist stereotyping in games is hardly surprising. Yet it’s also important to note that female game characters are often portrayed as powerful and independent. In his book Killing Monsters, Gerard Jones argues that young girls often build upon these representations of strong women warriors as a means of building up their self confidence in confronting challenges in their everyday lives.

5. Because games are used to train soldiers to kill, they have the same impact on the kids who play them.

Former military psychologist and moral reformer David Grossman argues that because the military uses games in training (including, he claims, training soldiers to shoot and kill), the generation of young people who play such games are similarly being brutalized and conditioned to be aggressive in their everyday social interactions.Grossman’s model only works if:

  • we remove training and education from a meaningful cultural context.
  • we assume learners have no conscious goals and that they show no resistance to what they are being taught.
  • we assume that they unwittingly apply what they learn in a fantasy environment to real world spaces.

The military uses games as part of a specific curriculum, with clearly defined goals, in a context where students actively want to learn and have a need for the information being transmitted. There are consequences for not mastering those skills. That being said, a growing body of research does suggest that games can enhance learning. In his recent book, What Video Games Have to Teach Us About Learning and Literacy, James Gee describes game players as active problem solvers who do not see mistakes as errors, but as opportunities for improvement. Players search for newer, better solutions to problems and challenges, he says. And they are encouraged to constantly form and test hypotheses. This research points to a fundamentally different model of how and what players learn from games.

6. Video games are not a meaningful form of expression.

On April 19, 2002, U.S. District Judge Stephen N. Limbaugh Sr. ruled that video games do not convey ideas and thus enjoy no constitutional protection. As evidence, Saint Louis County presented the judge with videotaped excerpts from four games, all within a narrow range of genres, and all the subject of previous controversy. Overturning a similar decision in Indianapolis, Federal Court of Appeals Judge Richard Posner noted: “Violence has always been and remains a central interest of humankind and a recurrent, even obsessive theme of culture both high and low. It engages the interest of children from an early age, as anyone familiar with the classic fairy tales collected by Grimm, Andersen, and Perrault are aware.” Posner adds, “To shield children right up to the age of 18 from exposure to violent descriptions and images would not only be quixotic, but deforming; it would leave them unequipped to cope with the world as we know it.” Many early games were little more than shooting galleries where players were encouraged to blast everything that moved. Many current games are designed to be ethical testing grounds. They allow players to navigate an expansive and open-ended world, make their own choices and witness their consequences. The Sims designer Will Wright argues that games are perhaps the only medium that allows us to experience guilt over the actions of fictional characters. In a movie, one can always pull back and condemn the character or the artist when they cross certain social boundaries. But in playing a game, we choose what happens to the characters. In the right circumstances, we can be encouraged to examine our own values by seeing how we behave within virtual space.

7. Video game play is socially isolating.

Much video game play is social. Almost 60 percent of frequent gamers play with friends. Thirty-three percent play with siblings and 25 percent play with spouses or parents. Even games designed for single players are often played socially, with one person giving advice to another holding a joystick. A growing number of games are designed for multiple players — for either cooperative play in the same space or online play with distributed players. Sociologist Talmadge Wright has logged many hours observing online communities interact with and react to violent video games, concluding that meta-gaming (conversation about game content) provides a context for thinking about rules and rule-breaking. In this way there are really two games taking place simultaneously: one, the explicit conflict and combat on the screen; the other, the implicit cooperation and comradeship between the players. Two players may be fighting to death on screen and growing closer as friends off screen. Social expectations are reaffirmed through the social contract governing play, even as they are symbolically cast aside within the transgressive fantasies represented onscreen.

8. Video game play is desensitizing.

Classic studies of play behavior among primates suggest that apes make basic distinctions between play fighting and actual combat. In some circumstances, they seem to take pleasure wrestling and tousling with each other. In others, they might rip each other apart in mortal combat. Game designer and play theorist Eric Zimmerman describes the ways we understand play as distinctive from reality as entering the “magic circle.” The same action — say, sweeping a floor — may take on different meanings in play (as in playing house) than in reality (housework). Play allows kids to express feelings and impulses that have to be carefully held in check in their real-world interactions. Media reformers argue that playing violent video games can cause a lack of empathy for real-world victims. Yet, a child who responds to a video game the same way he or she responds to a real-world tragedy could be showing symptoms of being severely emotionally disturbed. Here’s where the media effects research, which often uses punching rubber dolls as a marker of real-world aggression, becomes problematic. The kid who is punching a toy designed for this purpose is still within the “magic circle” of play and understands her actions on those terms. Such research shows us only that violent play leads to more violent play.

Saturday, May 27, 2006

KDE

So, Gnome is becoming very dull and stagnant after a years use, I'm extremely sick of it. It almost makes me want to puke thinking about it. I haven't really messed around with KDE much. I just switched over default a few moments ago. Last time I was turned off by the fact that I couldn't get my keyboard shortcuts for volume working immediately. I suppose a simple rpm will cover the problem.

I intend to stick to KDE, I believe it should be the driving force for any real linux user. It has many more cool features and necessities, and it has the power to rival Mac and windows. Gnome, is way too simple, and stale. There is nothing advanced about it at all.

I'm really proud of KDE right now. I'm going to use this as my desktop now on. But anyways, Its been a long night with graduation. w00t, and I've got church tomorrow, so I want to be nice and rested.

God is Great, Peace out People.

Its great to be free of highschool(sort of)

Friday, May 26, 2006

Closed Source

I've been looking around online checking out some cool applications that I could load up to my system. google recently released picasa 2 for linux, I found that out on my ultra cool customized google start page. I thought that was really cool, since picasa is one of the best applications out there for photo editing and viewing, and it has a really cool and sleek user interface, of course thats just my own opinion. Its not like I've ever really used a mac. Maybe one day when I'm older and am a lead programmer for some cool company, I'll buy a mac just for the the heck of it. From what i've heard and seen they are really cool. I'm totally ready to pick up a book and start learning to do all the things you can do with a mac in linux... I mean... you can do them all right... for the most part. Well anyways, linux isn't for everybody, at least not yet. In my own humble opinion, It needs to remain in for a power user, not for some grandma who hasn't touched a computer. They should just stick to winblows.

I got real player 10 for linux, compared to amarok and xmms it was really lame. I'll admit, I had my hopes up for realplayer 10, I figured it would be just like the windows version. The only thing it *could* do was play movies and music. It had nothing like album art, or any of the organizational features that a good media player would need.

Monday, May 22, 2006

Intrigues

Yesterday on freenode, I heard something about fedora that shocked me. I know that fedora is an rpm based system, what I didn't know was that it is supposedly bad to install from source. I may not be into fedora as much as many other people are. But I've been using it as my only operating system for over a year and have learned my way around it quite well. I have never come across something that said installing from source was bad and that it could ruin your system.

True, it could erase dependencies, but couldn't that be easily fixed by using rpm -q on the affected areas and then reinstalling the deleted packages with whatever package manager? Seems like it to me. So thats what I need to learn next. RPM versus source.

Another thing that troubles me in gnome is the lack to override particular parts of an icon theme with ease.. For instance, I know this is rather small, but I would like to change the default html page icon from whatever gnome uses, to the firefox document icon. Most windows programs do this automatically when they set themselves as the default program for the filetype. Its nothing big, as icon themes are easy to comeby, but you shouldn't have to know how to make your own icon theme just to do a simple override.

The main thing I am currently concerned about is getting ati-fglrx drivers to work with my system so I can actually play some decent games like nexiuz, wolfenstein, or americas army. And since the *.2111 kernel came out ndiswrapper has yet to be recompiled for it and I cant find an RPM for the *.2080 kernel. So essentially, I can have one but not the other running at a time because they dont support each other.

Thursday, May 18, 2006

Game Off

I was thinking about becoming an application maintainer in the wine Application database for Renegade, since there is only like one guy there helping out with it, and he hasn't done anything on it. I know its going to take some work, but it would be totally worth it for my self esteem to have something to work on and to provide something useful to the community, which is what I have been striving to do since the beginning.

I can't do it now, I must wait until I at least finish my finals and get a decent job to support myself. Life will never be the same again after high school ends. I can remember those endless summers I am so fond of. I used to think of them as deserved, everybody needs something like that where they can build on their real aspirations. School always seemed to me like something that hindered me from accomplishing what I wanted to. When I am in school I cannot dedicate my time to programming or computers. It is when I am free that my aspirations truly grow, and I take on projects. I definitely need to go to college to build upon my passion. I could care a less about videogames in the summer times. When I get into the swing of it, I cant stop programming, its all I can think about.

I got to go to church last night, first time in a long time my mother has allowed me to do so. Well anyways, I have to cut this short, I need to take a not so well earned nap then I need to study for my finals so I can pass my stinking classes and assemble my notebook.

~ Syntax

Tuesday, May 16, 2006

Goals

Its been a long time since I've enjoyed the fruits of a good videogame fully since my switch to linux. Don't get me wrong, I love linux, and I'm never going back to windows. I love being in the open source, where knowledge truly is free to pursue. Personally this is one of the greatest learning experiences for me.

As I have gotten off my meds, I stopped doing the things I once did without difficulty, sometimes I still find it hard to concentrate even on the things I like... But that's besides the point right now.

What I need is to get involved in a community of gamers and modders on the internet.. Sort of cloudyonestudios, which I still go to, even though I probably shouldn't anymore.

America's Army, and Castle Wolfenstein look pretty good for me to check out. Though news on the wire points out that America's Army might not be supported in newer updates. I just really need a first person shooter like halo, really really bad. Maybe Socom, or something for my shiny new psp will solve the equation, but I doubt it... I need something with irc involved to appease my scripting appetite too. Renegade, though the system didn't really support it too well in the beginning individual server communities spawned, and with the assistance of fixed usernames, set the roots for a great community. Without fixed usernames, you could be playing the same people for years on end and still not know it.

So, My goal, is to get a FPS working, whether it be through wine, or native to linux... I need fps, and I need it now.