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Social Responsibility of Video Game Designers - Research Paper Example

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This essay discusses the social responsibility of video game designers. Today the point of interest concerns the psychological implications of playing such games, and if there is a correlation between real-world violence and playing such ultraviolent video games…
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Social Responsibility of Video Game Designers
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Social Responsibility of Video Game Designers Violence in video games has evolved over the years, and reached a point where they offer an ultrarealistic experience from a three-dimensional first person view, thanks to advancing technology. Although the earlier video games also entailed an element of violence, it was acceptable and less graphic, in comparison to the present day games. Today the point of interest concerns the psychological implications of playing such games, and if there is a correlation between real world violence and playing such ultraviolent videogames. The first video games started appearing in the 1970’s. However, the violent ones made their advent, in the 1990’s with games like Mortal Kombat , Street Fighter, and Wolfenstien 3D. These games belonged to the first person fighting genre. In all these games, inflicting physical harm upon the other characters or killing them brutally was the principal objective, and this was essential for advancing in the game. By the end of the decade, many more games of this variety began to surface. This development had a profound impact on the market, and even induced some people to use computers for the sole purpose of playing these games (Anderson & Bushman, 2001: 354). Although the relation of simulated violence to actual real world aggression has not been established in its entirety, there exists considerable evidence that game world violence can influence the behavior of an individual. There have been several attempts to correlate these factors. One such theory is the General Aggression Model (GAM) proposed by Anderson and Bushman. According to this model, both situational and psychological factors influence the individual’s internal state which contains cognitions (thoughts), affects (feelings) and arousals (physical). All the above causes influence the behavior of an individual and make that person more aggressive (Kooijmans, 2004). In addition, the GAM model proposes that the effects can be classified into short term and long term effects. The short term effects include more aggressive behavior, whilst further study has to be conducted to assess the long-term effects. Moreover, these games have been shown to be addictive in nature, and a person who is already hostile in nature will become more aggressive due to their influence (Kooijmans, 2004). Whether game designers have a social responsibility to refrain from producing excessively violent games or whether this should be decided by the market, is open to debate. Those who support these games declare that in the absence of a proven relationship between aggression and simulated violence, it is unjust to limit these games. A recent study by Texas A&M International University associate professor, Dr. Christopher J. Ferguson suggested that people who play violent games tend to handle frustration better. Their stress levels are reduced, and their reflexes seem to improve, as a result of playing these games. Furthermore, considerable pleasure is derived by the playing of such games (Violent Video Games Help Relieve Stress, Depression, Says TAMIU Professor, 2010). This brings a utilitarian question into play; the probable benefits could outweigh the costs, thereby lending support for the production of these games. Nevertheless, a few unsavory incidents have been reported, wherein crime had been inspired by videogames. In addition, in the Ford Pinto case, Ford motors decided not to set right the defective fuel tanks of these cars, when it was learned that these cars posed a serious threat, even in minor rear collisions. They decided on the basis of a cost – benefit analysis that it would be much less expensive to pay compensation for lost lives and accidents, rather than undertake the fixing of these cars. This unethical behavior was castigated by the Supreme Court, in no uncertain terms, and led to a loss of reputation for Ford, which lasted for a few decades (The Pinto Disaster). Reasoning on similar lines, when game designers know that a threat of making some players aggressive and causing harm to the others exists, they should not produce such games. Furthermore, the presumed benefits, such as reduction in stress and improved reflexes can be achieved by other methods, such as Yoga and meditation. Hence the question arises, whether the benefits of violent video games truly outweighing the disadvantages (Gardner, 2008). The situation has been presented in a nutshell, by David I. Waddington, who stated in his paper Locating the wrongness in ultra-violent video games that the perceived idea of wrongness is being devalued, when individuals play these games. In other words, their fundamental understanding of moral values is being undermined. This is evident in all the violent game aggravated crimes, where the offenders have confessed that they had been induced to commit the violent act, by the experience garnered in these games. When such incidents transpire, it is to be surmised that the individuals were unable to decide if hurting or inflicting harm on others was wrong (Waddington, 2007). However, this does not apply to every individual who plays violent games; and it just a few of the players who are easily swayed by these games to indulge in violent crime. In such individuals, there is a firm belief that killing others is not wrong. In other players, although the influence might not be so drastic, a significant amount of hostility could develop, on account of the fact that the notion of wrongness is emasculated substantially in them (Waddington, 2007). Consequently, it is the social responsibility of game designers, to discontinue the production of ultraviolent games. In instances, where the video game involves extreme violence, this fact should be clearly stated on the product. Moreover, it should be clearly advertise that these games are for adults with no previous history of psychological imbalance or violent behavior, and they should not be displayed in places where children can buy or access these games. References Violent Video Games Help Relieve Stress, Depression, Says TAMIU Professor. (2010, June 17). Retrieved August 28, 2010, from Texas A&M International University: http://www.tamiu.edu/newsinfo/7-08-10/article5.shtml Anderson, C. A., & Bushman, B. J. (2001). Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature. Psychological Science, 12(5), 353 – 359. Gardner, A. (2008, July 2). Meditation, Yoga Might Switch Off Stress Genes. Retrieved August 28, 2010, from U.S.News & World Report: http://health.usnews.com/health-news/family-health/brain-and-behavior/articles/2008/07/02/meditation-yoga-might-switch-off-stress-genes.html Kooijmans, T. A. (2004, December). Effects of Video Games on Aggressive Thoughts and Behaviors During Development. Retrieved August 28, 2010, from http://www.personalityresearch.org/papers/kooijmans.html The Pinto Disaster. (n.d.). Retrieved August 28, 2010, from http://ibiblio.org/pub/electronic-publications/stay-free/archives/23/ford_pinto.html Waddington, D. I. (2007). Locating the wrongness in ultra-violent video games. Ethics and Information Technology, 9, 121 – 128. Read More
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