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凯文·麦卡锡,美国前众议员(加州共和党),表示:“但是,将人妖魔化的电子游戏,让人们在游戏中射击他人——我认为这对下一代以及其他人来说都是个问题。我们从之前的研究中看到,这些游戏对人的影响。当你看到这些(大规模枪击事件)的照片时,你可以看到游戏中(类似)的行为。”
凯文·麦卡锡,美国前众议员(加州共和党),表示:“但是,将个人非人化,以进行射击游戏并射击他人的游戏理念,我一直认为这对未来几代人和其他人来说都是一个问题。我们从先前的研究中看到,这会对个人产生什么影响。当你观察这些大规模枪击事件的照片时,你就能看到视频游戏和其他游戏中的行为。” [146]
许多大规模枪击事件都与狂热的电子游戏玩家有关:例如,科伦拜恩高中枪击案(1999 年)的埃里克·哈里斯和迪兰·克莱博尔德;奥罗拉电影院枪击案(2012 年)的詹姆斯·霍姆斯;亚利桑那州枪击案(2011 年),导致众议员加比·吉福兹受伤,6 人死亡的贾里德·劳格纳;以及在挪威制造 77 人死亡的安德斯·贝林(2011 年),他承认使用游戏《现代战争 2》进行训练。[43]
许多大规模枪击事件与狂热的电子游戏玩家有关:1999 年科罗拉多州科罗拉多斯普林斯学院枪击案的埃里克·哈里斯和迪伦·克莱博尔德;2012 年科罗拉多州奥罗拉电影院枪击案的詹姆斯·霍姆斯;2011 年亚利桑那州枪击案,造成众议员加比·吉福兹受伤,并导致 6 人死亡;以及 2011 年在挪威杀害 77 人的安德斯·贝林,他承认使用游戏“现代战争 2”进行训练。[43][53]
一份美国联邦调查局的校园枪击威胁评估报告称,如果学生发出暴力威胁,并且还“沉迷于玩暴力游戏”,则应被认为更具威胁性。
美国联邦调查局的一份校园枪击威胁评估报告称,如果学生发出暴力威胁,并且还花大量时间玩暴力主题游戏,则应被认为更可信。[25]
德州共和党副州长丹·帕特里克表示:“我们一直有枪支,一直有邪恶,但我看到游戏产业正在教导年轻人如何杀人。”
箴言 4
暴力电子游戏会使玩家对现实生活中的暴力麻木不仁。
对暴力的脱敏,在《实验社会心理学杂志》的同行评审研究中被定义为“对真实暴力的情绪相关生理反应的降低”。[51][111][112]
研究发现,仅仅玩 20 分钟的暴力视频游戏就可能降低人们对真实暴力的生理反应。对暴力不敏感的人更容易做出暴力行为。[51][111][112]
到 18 岁,美国孩子将看到 16000 起谋杀和 20 万起暴力事件,这些事件出现在暴力视频游戏、电影和电视节目中。
一项同行评审的研究发现,暴力视频游戏会造成攻击性增加,其原因是大脑对现实暴力描写的反应减弱了。[52]
研究发现,暴力行为会长期和短期地削弱人们的情绪和生理反应。Read More
一项同行评审的研究表明,接触暴力视频游戏与大脑中 P300 振幅降低有关,这可能导致对暴力的脱敏和攻击性行为增加。[24]
箴言 5
孩子们在电子游戏中扮演暴力角色,更容易模仿这些角色的行为,并难以区分现实和幻想。
暴力电子游戏需要玩家积极参与并认同暴力角色,这会加剧暴力行为。幼儿更容易将虚构的暴力与现实暴力混淆,缺乏道德判断能力,可能会模仿游戏中看到的暴力行为。[59][4]
儿童发展和幼儿教育专家简·卡奇在接受《教育周刊》采访时表示:“我发现,幼儿在玩耍时常常难以区分幻想与现实,有时会暂时把自己想象成正在扮演的角色。”Read More
美国最高法院大法官斯蒂芬·布雷耶在布朗诉 ESA 案的异议中写道:“孩子行为越接近实施可怕的暴力,而不是仅仅观看,其潜在的心理伤害就越大。”
箴言 6
接触暴力视频游戏可能导致同理心下降,并减少善良行为。
同理心,即理解和体会他人感受的能力,被认为可以抑制攻击性行为。在托莱多大学心理学教授珍妮·冯克对 150 名四五年级学生进行的研究中,暴力视频游戏是唯一与较低同理心相关的媒体类型。[32]
美国心理协会《心理学通报》上的一项研究发现,玩暴力视频游戏会导致人们同情心和利他行为下降(有利于他人的积极行为)。[65][66]
八项独立测试发现,暴力视频游戏对亲社会行为有显著的负面影响,这导致了“接触暴力视频游戏与现实世界中的助人行为呈负相关”的结论。[61]
多项研究表明,经常接触暴力媒体的儿童,其道德推理能力往往低于没有接触同类媒体的同龄人。Read More
一项对 130 多项国际研究(超过 13 万参与者)的荟萃分析表明,暴力视频游戏会导致“攻击性想法、愤怒情绪和攻击性行为增加,以及同情心和亲社会行为减少”。[123]
箴言 7
描绘女性遭受暴力的电子游戏会导致人们对女性产生更负面、更具攻击性的态度和行为。
一项发表在《人际暴力杂志》上的同行评审研究发现,对女性进行性物化的视频游戏以及其中包含的针对女性暴力,导致对强奸持支持态度(即仇视强奸受害者)的观点显著增加。[68]Another study found that 21% of games sampled involved violence against women, while 28% portrayed them as sex objects. [23]
Exposure to sexual violence in video games is linked to increases in violence towards women and false attitudes about rape, such as that women incite men to rape or that women secretly desire rape. [30]
Carole Lieberman, a media psychiatrist, stated, “The more video games a person plays that have violent sexual content, the more likely one is to become desensitized to violent sexual acts and commit them.” [64]
Target Australia stopped selling Grand Theft Auto V in response to customer complaints about the game’s depiction of women, which includes the option to kill a prostitute to get your money back. [70]
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Pro 8
Violent video games reinforce fighting as a means of dealing with conflict by rewarding the use of violent action with increased life force, more weapons, moving on to higher levels, and more.
Studies suggest that when violence is rewarded in video games, players exhibit increased aggressive behavior compared to players of video games where violence is punished. [23] [59]
The reward structure is one distinguishing factor between violent video games and other violent media such as movies and television shows, which do not reward viewers nor allow them to actively participate in violence. [23] [59]
An analysis of 81 video games rated for teens ages 13 and up found that 73 games (90%) rewarded injuring other characters, and 56 games (69%) rewarded killing. [71] [72]
People who played a video game that rewarded violence showed higher levels of aggressive behavior and aggressive cognition as compared with people who played a version of the same game that was competitive but either did not contain violence or punished violence. [71] [72]
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Pro 9
The US military uses violent video games to train soldiers to kill.
The U.S. Marine Corps licensed Doom II in 1996 to create Marine Doom in order to train soldiers. In 2002, the U.S. Army released first-person shooter game America’s Army to recruit soldiers and prepare recruits for the battlefield. [6]
While the military may benefit from training soldiers to kill using video games, kids who are exposed to these games lack the discipline and structure of the armed forces and may become more susceptible to being violent. [79]
Dave Grossman, retired lieutenant colonel in the United States Army and former West Point psychology professor, stated: “[T]hrough interactive point-and-shoot video games, modern nations are indiscriminately introducing to their children the same weapons technology that major armies and law enforcement agencies around the world use to ‘turn off’ the midbrain ‘safety catch’” that prevents most people from killing. [77]
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协商 2
暴力电子游戏成了那些不愿面对美国暴力根源的人们的替罪羔羊。
维拉诺瓦大学的心理学教授帕特里克·马基表示:“玩过电子游戏后,人们可能会感到兴奋和紧张,但这并不会从根本上改变他们。这就像看一部悲伤的电影,可能会让你哭,但不会让你患上临床抑郁症……政客们两边都在批评电子游戏,这似乎是一种奇怪的团结力量。这让他们看起来好像在做一些事情……[暴力电子游戏]看起来很可怕。但是研究并没有支持暴力行为之间存在联系的观点。” [138]
马基还解释说,由于视频游戏被过分指责为白人袭击者实施大规模枪击案的原因,因此将视频游戏“归咎”于此,可以被视为一个种族问题。这是因为人们通常将种族少数群体与暴力犯罪联系起来。 [141]
牛津大学互联网研究所的副教授兼研究主任安德鲁·普里比尔斯基表示:“游戏变得越来越逼真了。玩游戏的人,包括玩暴力游戏的玩家,也变得更加多样化了,现在在全球各地都在玩。但是,只有在美国,人们仍然认为游戏和暴力之间存在联系。[将暴力归咎于电子游戏],我们降低了关于该话题的政治讨论的价值,因为我们更倾向于寻找简单的答案,而不是面对现实问题。” [139]Read More
希拉里·克林顿,前国务卿兼第一夫人,在推特上写道:“地球上其他国家的人民也患有精神疾病,几乎所有其他国家的人民都在玩电子游戏。不同的是枪支。”
第三份合同
简单统计数据表明,暴力视频游戏并非导致大规模枪击或其他暴力行为的原因。
約翰·霍普金斯大學文理學院院長凱瑟琳·紐曼解釋說:「數百萬年輕人玩包含拳打腳踢、槍戰和摔打的電子遊戲……然而,只有極少數人會變得暴力。」
美国特勤局和美国教育部的一份报告,调查了 1974 年至 2000 年间 37 起针对学校的暴力事件。研究的 41 名袭击者中,27% 对暴力电影感兴趣,24% 对暴力书籍感兴趣,37% 对自己的暴力作品感兴趣,而只有 12% 对暴力电子游戏感兴趣。报告中未发现玩暴力电子游戏与校园枪击事件之间存在关联。[35]
维拉诺瓦大学人际关系实验室主任帕特里克·马基表示:“90% 的年轻男性玩电子游戏。发现一个犯了暴力罪的年轻男子也玩过热门游戏,例如《使命召唤》、《光环》或《侠盗猎车手》,就像指出他穿了袜子一样毫无意义。”Read More
此外,在视频游戏使用量高的国家,枪支暴力事件相对较少。对全球 10 大视频游戏市场国家的调查显示,玩视频游戏与枪支相关杀人事件之间没有关联。尽管美国枪支暴力事件频发,但另外九个视频游戏使用量最高的国家,其暴力犯罪率却相对较低(其中八个国家的每人视频游戏支出高于美国)。[97]
Con 4
As sales of violent video games have significantly increased, violent juvenile crime rates have significantly decreased.
In 2019, juvenile arrests for violent crimes were at an all-time low, a decline of 50% since 2006. Meanwhile, video game sales set a record in Mar. 2020, with Americans spending $5.6 billion on video game hardware, accessories, and assorted content. Both statistics continue a years-long trend. [143] [144]
Total U.S. sales of video game hardware and software increased 204% from 1994 to 2014, reaching $13.1 billion in 2014, while violent crimes decreased 37% and murders by juveniles acting alone fell 76% in that same period. [82] [83] [133] [134] [135]
The number of high school students who had been in at least one physical fight decreased from 43% in 1991 to 25% in 2013, and student reports of criminal victimization at school dropped by more than half from 1995 to 2011. [106] [107]
A peer-reviewed study found that: “Monthly sales of video games were related to concurrent decreases in aggravated assaults.” [84]
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Con 5
Studies have shown that violent video games can have a positive effect on kindness, civic engagement, and prosocial behaviors.
Research shows that playing violent video games can induce a feeling of guilt that leads to increased prosocial behavior (positive actions that benefit others) in the real world. [104]
A study published in Computers in Human Behavior discovered that youths exposed to violence in action games displayed more prosocial behavior and civic engagement, “possibly due to the team-oriented multiplayer options in many of these games.” [103]
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Con 6
Many risk factors are associated with youth violence, but video games are not among them.
The U.S. Surgeon General’s list of risk factors for youth violence included abusive parents, poverty, neglect, neighborhood crime, being male, substance use, and mental health problems, but not video games. [118]
A peer-reviewed study even found a “real and significant” effect of hot weather on homicides and aggravated assaults, showing that heat is a risk factor for violence. [124]
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Con 7
Violent video game players know the difference between virtual violence in the context of a game and appropriate behavior in the real world.
By age seven, children can distinguish fantasy from reality, and can tell the difference between video game violence and real-world violence. [99][100]
Video game players understand they are playing a game. Kids see fantasy violence all the time, from Harry Potter and the Minions to Bugs Bunny and Tom and Jerry. Their ability to distinguish between fantasy and reality prevents them from emulating video game violence in real life. [9]
Exposure to fantasy is important for kids. Fisher-Price toy company stated: “Pretending is more than play: it’s a major part of a child’s development. Fantasy not only develops creative thinking, it’s also a way for children to deal with situations and problems that concern them.” [108]
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Con 8
Violent video games provide opportunities for children to explore consequences of violent actions, develop their moral compasses and release their stress and anger (catharsis) in the game, leading to less real world aggression.
Violent games allow youth to experiment with moral issues such as war, violence, and death without real world consequences. A researcher at the Harvard Medical School Center for Mental Health and Media wrote about her research: “One unexpected theme that came up multiple times in our focus groups was a feeling among boys that violent games can teach moral lessons… Many war-themed video games allow or require players to take the roles of soldiers from different sides of a conflict, perhaps making players more aware of the costs of war.” [2] [38]
A peer-reviewed study published in the Journal of Adolescent Health found that children, especially boys, play video games as a means of managing their emotions: “61.9% of boys played to ‘help me relax,’ 47.8% because ‘it helps me forget my problems,’ and 45.4% because ‘it helps me get my anger out.” [37]
Researchers point to the cathartic effect of video games as a possible reason for why higher game sales have been associated with lower crime rates. [84]
A peer-reviewed study in the Journal of Adolescent Research concluded that “Boys use games to experience fantasies of power and fame, to explore and master what they perceive as exciting and realistic environments (but distinct from real life), to work through angry feelings or relieve stress, and as social tools.” The games serve as a substitute for rough-and-tumble play. [36]
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Con 9
Studies claiming a causal link between video game violence and real life violence are flawed.
Many studies failed to control for factors that contribute to children becoming violent, such as family history and mental health, plus most studies do not follow children over long periods of time. [10] [95]
Video game experiments often have people playing a game for as little as ten minutes, which is not representative of how games are played in real life. In many laboratory studies, especially those involving children, researchers must use artificial measures of violence and aggression that do not translate to real-world violence and aggression, such as whether someone would force another person eat hot sauce or listen to unpleasant noises. [84] [94]
According to Christopher J. Ferguson, a psychology professor at Stetson University, “matching video game conditions more carefully in experimental studies with how they are played in real life makes VVG’s [violent video games] effects on aggression essentially vanish.” [95] [96]
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Did You Know? | |
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1. | Video game sales set a record in Mar. 2020, with Americans spending $5.6 billion on hardware, accessories, and content, a continuation of a years-long upward trend. [144] |
2. | The global video game industry was worth contributing $159.3 billion in 2020, a 9.3% increase of 9.3% from 2019. [137] |
3. | Around 73% of American kids age 2-17 played video games in 2019, a 6% increase over 2018 and a continuation of a years-long upward trend. [136] |
4. | An Aug. 2015 report from the American Psychological Association determined that playing violent video games is linked to increased aggression, but it did not find sufficient evidence of a link between the games and increased violence. [120] |
5. | Video games accounted for 17% of kids’ entertainment time and 11% of their entertainment spending in 2019. [136] |
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