Video Game Addiction, Virtual Reality, and Violence


Video Game Addiction, Virtual Reality, and Violence

It should be obvious to anyone that whatever we spend our time doing and thinking about in the present will influence what we will be doing and thinking about in the future, and will eventually determine what sort of person we will become.

We cannot spend our time doing and thinking filthy things in the virtual world without having this cause us to do and think filthy things in the real world.

Kids today are having nightmares because they are addicted to video games. And this is because whatever we experience in the virtual world will influence our experience of (and in) the real world.

This is true of any virtual world, and not just the computer world. Movies, books, magazines, role playing games, fantasies, thoughts, imagination… all of these are virtual worlds.

But the immersive interactive virtual world created by video games is the most powerful virtual world of all. And it’s not a good place to be, especially for kids…


Children and Video Games: Playing with Violence

“Video gaming (playing video games) has become a popular activity for people of all ages. Many children and adolescents spend large amounts of time playing them. Video gaming is a multibillion-dollar industry bringing in more money than movies and DVDs.

“Video games have become very sophisticated and realistic. Some games connect to the Internet, which can allow children and adolescents to play online with unknown adults and peers.

“While some games have educational content, many of the most popular games emphasize negative themes and promote:

“the killing of people or animals

“the use and abuse of drugs and alcohol

“criminal behavior, disrespect for authority and the law

“sexual exploitation and violence toward women

“racial, sexual, and gender stereotypes

“foul language, obscenities, and obscene gestures

“There is growing research on the effects of videogames on children. Some video games may promote learning, problem solving and help with the development of fine motor skills and coordination. However, there are concerns about the effect of violent video games on young people who play videogames excessively…”

Read more: Children and Video Games: Playing with Violence –



Does Media Violence Lead to the Real Thing?

“There is now consensus that exposure to media violence is linked to actual violent behavior — a link found by many scholars to be on par with the correlation of exposure to secondhand smoke and the risk of lung cancer. In a meta-analysis of 217 studies published between 1957 and 1990, the psychologists George Comstock and Haejung Paik found that the short-term effect of exposure to media violence on actual physical violence against a person was moderate to large in strength…

“The bottom line: The weight of the studies supports the position that exposure to media violence leads to aggression, desensitization toward violence and lack of sympathy for victims of violence, particularly in children.”

Read more: New York Times – Does Media Violence Lead to the Real Thing? –

Call Of Duty: Leaked Video Game Shows Players Can Shoot Airport Civilians In Terrorist Attack

“The game follows players as they “face off against a terrorist threat dedicated to bringing the world to the brink of collapse,” the Santa Monica, Calif. company said. This includes a plot line in which the player infiltrates a Russian villain’s inner circle to defeat him. Presumably the airport attack is one of the scenes in which the player acts as part of the villain’s group.

“In an interview before the footage was leaked, Vince Zampella, head of the game’s developer, Infinity Ward, said studio intended for its game to startle players.

“We push the story,” he said. “We want the player to be emotionally attached. We want them to be emotionally shocked.”

Read more: Call Of Duty: Leaked Video Game Shows Players Can Shoot Airport Civilians In Terrorist Attack –

VIDEO – MW2 Airport Mission killing of innocent people –


Violent Video Games and Aggression?

“I actually read a lot of news and articles about shocking facts related with violence. For example, there was a teenager boy who addicted to play violent video games. He plays game more than 10 hours a day. The game was about shooting and killing the enemies with guns and knives. And one day, his mother told him to stop game and when the boy refuses to stop, she took away the video game from him by force. Then, the teenage boy killed his family using the knife when they were in bed. There are several more articles about similar issues. Parents should realize how much impact the video games have on children. Even shy children can change violently through seeing them in short time. So, I would like to conclude that violent imageries never going to be helpful to educate children, and parents should be more careful to let them watch the show or anything like that.”

Read more: Violent Video Games and Aggression? –’s_sp2012%20class/2012/05/violent-video-games-and-aggression.html


Police: 8-year old intentionally kills his grandmother

(CNN) — Investigators believe an 8-year-old boy intentionally shot and killed his 90-year-old grandmother on Thursday evening after playing a violent video game…

“Although a motive for the shooting is unknown at this time investigators have learned that the juvenile suspect was playing a video game on the Play Station III “Grand Theft Auto IV”, a realistic game that has been associated with encouraging violence and awards points to players for killing people, just minutes before the homicide occurred,” a release from the sheriff’s office stated.

“There has long been debate about whether virtual violence in video games leads to actual violence.”

Read more: CNN – Police: 8-year old intentionally kills his grandmother –


What’s Next From the Supreme Court After Violent Video Games for Children? Porn?

“Let’s talk specifics here.  One game, examined by the court, involves having the players accumulate points for raping a mother and her daughters. Apparently, according to the distinguished judges, parents have a right to expose their children to these “ideas”.  Yes you read that right — they consider that the themes of rape and murder in these video games to be ideas to which a parent may want to expose his child…”

Read more: What’s Next From the Supreme Court After Violent Video Games for Children? Porn? –

Metal Gear Solid 5 has rare ‘Sexual Violence’ ESRB descriptor

“We’re used to seeing certain descriptors repeat in the ESRB ratings: Strong Language, Blood and Gore, that sort of thing. Some bit of content in Metal Gear Solid 5: Ground Zeroes has earned it one of the rarest descriptors that the ESRB gives: “Sexual Violence.”

Read more: Metal Gear Solid 5 has rare ‘Sexual Violence’ ESRB descriptor –


Violent video games reduce teens’ self-control, study shows

“Gone are the days of teenagers being content with climbing trees and playing basketball in their free time. Nowadays, they are more likely to be found playing video games. But new research suggests that teenagers who play violent video games are more likely to cheat, experience increased aggression and have reduced self-control.”

Read more: Violent video games reduce teens’ self-control, study shows –

Desperate plea to [gamer] murder-kidnap suspect: Let girl go

“DiMaggio’s ex-wife revealed new details about the suspect Wednesday night, saying that the man she married in 2002 didn’t show any violent tendencies during their six-month marriage, but instead was a “nerdy” guy who showed a keen interest in video games, in particular, the game “Everquest.”

“‘I would complain about the virtual reality game he would play all night. It was ridiculous. It was consuming him. It was addictive,’ the woman said.”

Read more: Desperate plea to [gamer] murder-kidnap suspect: Let girl go –

“By allowing thousands of simultaneous users to interact with each other in an unconstrained world, the game allows people to create their own stories.” ~  Keith Simmons (“EverQuest: Blurring the Lines Between Reality and Fantasy”)



EverQuest: Blurring the Lines Between Reality and Fantasy

“News articles and television shows contain a plethora of anecdotes describing people sacrificing their jobs, friends, and family to spend upwards of 80 hours within the virtual world. The immersive gaming experience which makes EverQuest such a great interactive story has proven to be a mixed blessing. To extremely dedicated players it can become an alternate reality more appealing than their ordinary lives. It offers equality, social opportunities, and a feeling of power not available in real life. As EverQuest has pushed gamers closer to true interactive stories it has exposed the dangers of blurring the line between what is real and what is fantasy

“Nicholas Yee compares the pseudo random reward system in EverQuest to a skinner box. B.F Skinner was a psychologist who claimed “the frequency of a given behavior is directly linked to whether it is rewarded or punished (Nicholas Yee). In Skinner Boxes, mice are trained through a process known as Operant Conditioning, which in its most effective form involves giving random food pellet rewards for doing certain tasks (Nicholas Yee). In EverQuest, the 10 food pellets are better trade skills, magic, and melee attacks, but the idea is the same. The desire to achieve the next level can often drive people online compulsively…

“The world of EverQuest is not only immersive, but also incredibly addicting. It creates an alternate reality so engaging that players begin to prefer the digital word over the physical world. People sacrifice their friends, jobs, and education for a virtual reality that offers prestige, social opportunity, and equality not available to them in real life.”

Read more: EverQuest: Blurring the Lines Between Reality and Fantasy –

Games junkies–hooked on ‘heroinware’? 

“Long a subject of half-serious jokes among devotees of computer and video games, game addiction is receiving serious attention lately as fantasy games such as “EverQuest”–nicknamed “EverCrack” by many players–proliferate.

“A Wisconsin woman has blamed “EverQuest” in the suicide late last month of her 21-year-old son, who had a history of mental health problems and was an obsessive “EverQuest” player. The game was also implicated in the death last year of a Tampa, Fla., infant, whose father allegedly was so devoted to the game he fatally neglected the child….

“Such games also lure players with complex systems of goals and achievements.

“EverQuest” players engage in activities to develop their characters from one level to the next and compete to find valuable in-game elements such as armor and weapons.

“Players can find themselves wrapped up in the game for hours as they struggle to gain one more skill or weapon.

“I’d say the most addictive part for me was definitely the gain of power and status,” said Bennett. “The way in which as you progressively gain power you become more (of) an object of awe (to) the other players… each new skill isn’t enough.”

Read more: Games junkies–hooked on ‘heroinware’? –


How video games blur real life boundaries and prompt thoughts of ‘violent solutions’ to players’ problems

“Some video game players are transferring their screen experiences into the real world – prompting thoughts of ‘violent solutions’ to their problems, say researchers.

“Fans of computers can become so immersed in their virtual environment they do things in the real world as if they were still playing.

“Almost all the participants had experienced some type of involuntary thoughts in relation to video games.

“They thought in the same way as when they were gaming, with half of participants often looking to use something from a video game to resolve a real-life issue.

“The study concluded: ‘The close resemblance to real life scenarios in video games may have opened a ‘Pandora’s Box’ for some players.

‘The use of aggressive, criminal and/or violent fantasies for solving social problems was reported by a few of the players.

‘Furthermore, some players also reported intrusive thoughts and sensations related to violence and some had even acted in order to avoid possible danger.’”

Read more: How video games blur real life boundaries and prompt thoughts of ‘violent solutions’ to players’ problems –

VIDEO – Tim Kring of Heroes-Video-Gaming, mobility & blurring reality –

VIDEO – 16×9 : Dangerous Game: Tropes vs Women bullying –

VIDEO – Dangers of Video Games – Its Not A Game –

About ajmacdonaldjr

writer, author, blogger
This entry was posted in Culture, Entertainment, Ethics, Media, Mental Health, Psychology, Society, Violence and tagged , , , , , , , , , , , , . Bookmark the permalink.

5 Responses to Video Game Addiction, Virtual Reality, and Violence

  1. Why Online Games Turn Players Into Psychopaths | Game|Life | WIRED

  2. Anonymous says:

    Gaming does not turn you into a psychopath and that it does is not a tre point ea it may be because the boy is playing the game in the first place but it’s mostly on the children’s parents there is a rating on the backs of games for a reason and if that child is at the right age to do play those tier of games than the reason why he killed was because his parents never taught them right from wrong and they are probably mentally unstable.

    • An old Cherokee is teaching his grandson about life. “A fight is going on inside me,” he said to the boy.

      “It is a terrible fight and it is between two wolves. One is evil – he is anger, envy, sorrow, regret, greed, arrogance, self-pity, guilt, resentment, inferiority, lies, false pride, superiority, and ego.” He continued,

      “The other is good – he is joy, peace, love, hope, serenity, humility, kindness, benevolence, empathy, generosity, truth, compassion, and faith. The same fight is going on inside you – and inside every other person, too.”

      The grandson thought about it for a minute and then asked his grandfather, “Which wolf will win?”

      The old Cherokee simply replied, “The one you feed.”

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