Tag Archives: Video game

Violence & Video Games, Yet Again.

Manhunt (video game)

(Photo credit: Wikipedia)

While there is an abundance of violence in the real world, there is also considerable focus on the virtual violence of video games. Interestingly, some people (such as the head of the NRA) blame real violence on the virtual violence of video games. The idea that art can corrupt people is nothing new and dates back at least to Plato’s discussion of the corrupting influence of art. While he was mainly worried about the corrupting influence of tragedy and comedy, he also raised concerns about violence and sex. These days we generally do not worry about the nefarious influence of tragedy and comedy, but there is considerable concern about violence.

While I am a gamer, I do have concerns about the possible influence of video games on actual behavior. For example, one of my published essays is on the distinction between virtual vice and virtual virtue and in this essay I raise concerns about the potential dangers of video games that are focused on vice. While I do have concerns about the impact of video games, there has been little in the way of significant evidence supporting the claim that video games have a meaningful role in causing real-world violence. However, such studies are fairly popular and generally get attention from the media.

The most recent study purports to show that teenage boys might become desensitized to violence because of extensive playing of video games. While some folks will take this study as showing a connection between video games and violence, it is well worth considering the details of the study in the context of causal reasoning involving populations.

When conducting a cause to effect experiment, one rather important factor is the size of experimental group (those exposed to the cause) and the control group (those not exposed to the cause). The smaller the number of subjects, the more likely that the difference between the groups is due to factors other than the (alleged) causal factor. There is also the concern with generalizing the results from the experiment to the whole population.

The experiment in question consisted of 30 boys (ages 13-15) in total. As a sample for determining a causal connection, the sample is too small for real confidence to be placed in the results. There is also the fact that the sample is far too small to support a generalization from the 30 boys to the general population of teenage boys. In fact, the experiment hardly seems worth conducting with such a small sample and is certainly not worth reporting on-except as an illustration of how research should not be conducted.

The researchers had the boys play a violent video game and a non-violent video game in the evening and compared the results. According to the researchers, those who played the violent video game had faster heart rates and lower sleep quality. They also reported “increased feelings of sadness.”  After playing the violent game, the boys  had greater stress and anxiety.

According to one researcher, “The violent game seems to have elicited more stress at bedtime in both groups, and it also seems as if the violent game in general caused some kind of exhaustion. However, the exhaustion didn’t seem to be of the kind that normally promotes good sleep, but rather as a stressful factor that can impair sleep quality.”

Being a veteran of violent video games, these results are consistent with my own experiences. I have found that if I play a combat game, be it a first person shooter, an MMO or a real time strategy game, too close to bedtime, I have trouble sleeping. Crudely put, I find that I am “keyed” up and if I am unable to “calm down” before trying to sleep, my sleep is generally not very restful. I really noticed this when I was raiding in WOW. A raid is a high stress situation (game stress, anyway) that requires hyper-vigilance and it takes time to “come down” from that. I have experienced the same thing with actual fighting (martial arts training, not random violence).  I’ve even experienced something comparable when I’ve been awoken by a big spider crawling on my face-I did not sleep quite so well after that. Graduate school, as might be imagined, put me into this state of poor sleep for about five years.

In general, then, it makes sense that violent video games would have this effect-which is why it is not a good idea to game up until bed time if you want to get a good night’s sleep. Of course, it is a generally a good idea to relax about an hour before bedtime-don’t check email, don’t get on Facebook, don’t do work and so on.

While not playing games before bedtime is a good idea, the question remains as to how these findings connect to violence and video games. According to the researchers, the differences between the two groups “suggest that frequent exposure to violent video games may have a desensitizing effect.”

Laying aside the problem that the sample is far too small to provide significant results that can be reliably extended to the general population of teenage boys, there is also the problem that there seems to be a rather large chasm between the observed behavior (anxiety and lower sleep quality) and being desensitized to violence. The researchers do note that the cause and effect relationship was not established and they did consider the possibility of reversed causation (that the video games are not causing these traits, but that boys with those traits are drawn to violent video games).  As such, the main impact of the study seems to be that it got media attention for the researchers. This would suggest another avenue of research: the corrupting influence of media attention on researching video games and violence.

My Amazon Author Page

Enhanced by Zemanta

A Six-Gun for Socrates

Six-Gun for Socrates - Michael LaBossiereThis short book presents a series of philosophical essays written in response to gun violence in the United States. While the matters of guns, violence and rights are often met with emotional responses, my approach has been to consider these matters from a philosophical standpoint. This does not involve looking at them without emotion. Rather, it involves considering them in a rational way and this requires considering how our emotions affect our views of these vital matters.

The book contains the following essays:

    • Gun Control
    • Costas & Guns
    • When is it Time to Discuss Gun Violence?
    • High Capacity, High Powered Semi-Automatic
    • Mental Illness, Violence & Liberty
    • God and Sandy Hook
    • Mental Illness or Evil?
    • Video Games, Movies & Violence
    • Background Checks
    • Dr. King & Guns
    • Gun Rights & Tyranny
    • Is the denial of gun rights, in and of itself, a tyranny?
    • Is there an Obligation of Self-Defense?
    • On Not Being Ant-Gun
    • The Founders, the Future, the First & the Second
    • Are Cars Analogous to Guns?
    • Conclusion

Available now on Amazon.

My Amazon Author Page.

Enhanced by Zemanta

Knowing I am Not the Best

Long ago, when I was a young boy, I was afflicted with the dread three Ss. That is, I was Small, Smart and (worst of all) Sensitive. As a good father, my dad endeavored to see to it that I developed the proper virtues of a young man. Fortunately, his efforts were ultimately successful although the path was, I am sure, not quite what he expected. Mainly because the path was mostly track, road and trail rather than field, court and gridiron.

As part of this process, I was sent to basketball camp to develop my skills in this reputable game. I was a terrible player with no real skill and I had no real interest in the sport. I much preferred reading over shooting hoops. However, I went to the camp and tried to do the best I could within the limits of my abilities.

During one drill, the coach yelled out for the best player to run to the center of the court. Immediately all the other boys rushed to the center of the court. Being honest in my assessment of my abilities I did not move. While I might not have been the worst player present, I was clearly not the best. I was not even within free throw distance of the best. For some reason, the coach made all the boys do pushups. He also made me do pushups, albeit double the number done by the other boys.

I thought this was very odd since this sort of thing seemed to encourage self-deception and that seemed, even to the young me, wrong. I recall quite well getting considerable abuse for my actions, which made me think even more about the matter. I did know better than to discuss this with anyone at the time, but I have thought about it over the years.

In recent years, I have run into something similar. I am always asked before I go to race if I will win. I always give an honest answer, which is usually “no.” This always results in an expression of dismay. While I have won races, I am now 46 years old and folks with far fewer years and miles show up to take their rightful place ahead of me, earning this because they are better than I am. My pride and arrogance, of course, compel me to say that when I was the age of many of my competitors, I was faster than they are now. But, as the saying goes, that was then and this is now. Barring a TARDIS picking up my twenty-something self to go to the races of now (to save the galaxy, of course—racing is very important) I am forced to content myself with a folly of age: looking back on how good I was and comparing the younger me with my current competition.

One the one hand, I do get the point of self-deception in regards to one’s abilities. After all, it could be argued, that a person thinking incorrectly that he is the best would help him do better. That is, thinking he is the best will push him in the direction of being the best. I do, in fact, know people who are like this and they often push very hard in competition because they believe they are better than they actually are and are thus driven to contend against people who are, in fact, better than them. On the downside, when such people are defeated by those who are better, they sometimes grow angry and concoct excuses for their defeat to maintain the illusion of their superiority.

On the other hand, such self-deception could be problematic. After all, a person who wrongly thinks he is the best and operates on this assumption will not be acting rationally. There are, in fact, two well-known cognitive biases that involve a person thinking he is better than he is.

One is known as the “overconfidence effect.” This bias causes a person to believe that she has done better than she has in fact done. As a professor, I commonly see this bias when students get their grades. For example, I have lost track of the times a student has said “my paper felt like an A” when it was a D (or worse) or has said “I think I did great on the test” when it turns out that they did not do so great.

A closely related bias is the “better-than-average Illusion.” A person falls victim to this when she overestimates her abilities relative to others, usually those she is engaged in competition with. Since people often think very highly of themselves, people commonly fall into this trap.

While confidence can be a good thing (and thinking that one is going to do poorly is a way of contributing to making that a reality), this bias obviously has negative consequences. One rather serious problem is that it can lead people to actually do worse. After all, a person who overestimates her performance or abilities might not try as hard as she should—after all, she will think she is already doing much better than she is, thus overestimating her performance and coming to a false conclusion about, for example, her grade. This is most likely to occur when the person does not have immediate feedback, such as on a test or paper.

It can also have the impact of causing a person to “burn out” by trying to hard it based on a false assessment of his abilities. For example, a common sight at road races is inexperienced runners sprinting out ahead of the experienced (and better runners) only to quickly discover that they are not as a capable as they had believed. It can even happen to people who should know better. For example, some years ago I went to the USA 15K championship race as part of a team. Our supposed best runner was bragging about running with the Kenyans. Unfortunately, he got passed by some female runners (as did I—the race attracts top talent) and this apparently broke him to the point where he gave up. I knew my capabilities and was honest about them, so when the fast ladies surged past me I just stuck to my plan. I knew what I could do and what I could not do—and I knew I had a lot of race left and no reason to burn myself out due to a false belief in my abilities. Fortunately, the rest of the team delivered solid races and we took an honorable third place. My experience has been that I do better when I have an accurate assessment of my abilities relative to my competition, most especially in running. Naturally, I do my best—but to do this, I must have a reasonable gauge of what this is to avoid being overconfident and to resist being defeated by my own foolish and unfounded pride.

It might be objected that my rational assessment of my abilities robs me of the critical passion that one must have to be a true competitor. This is, however, not the case. As my friends will attest, while I am gracious in defeat I also hate to lose. In fact, honesty compels me to say that I hate losing slightly more than I love winning. And I really love to win. As such, when I get to the starting line, start presenting a philosophical paper to people looking to score philosophical pissing points, or join a competitive video game I am there to win and to make others lose. But, victory often rests on knowing what I and my competitors can and cannot do. I gain no advantage by deluding myself into thinking I am better than I am or they are worse than they are. True, I am not free of self-deception. But I do not willfully add to it.

My Amazon Author Page

Enhanced by Zemanta

Booth Babes

 

English: Booth Babes from Eidos Stand at E3 2000

While the various technology trade shows and video game expos are supposed to be about the technology and the games, considerable attention is paid to booth babes. For those not familiar with the way of the booth babe, a booth babe is an attractive woman (the “babe” part) who works at such an event (typical in or near a company’s booth) in order to attract the attention of the predominantly male attendees and lure them, like sirens of old, to the booth.

The job of a booth babe is typically not extremely demanding: they tend to work in two or eight hour stints (depending on whether it is a product unveiling or a full show). Wages vary, but are generally decent. For example, a booth babe working at Computex in Taiwan might make $100-170 for an eight hour shift of smiling and being leered at by hordes of nerdy men. The pay can, of course, be worse at less prestigious events and better at bigger events.

While booth babes might be considered an odd subject for a philosophical look, they do raise some interesting philosophical issues. For those who are wondering, philosophy events do not, as a rule, have booth babes. Mainly just elderly professors in tweed jackets.

One obvious point of concern for any job is whether or not the pay is just for the work being done. As might be imagined, most booth babes would prefer to be paid more. However, given the extent of the babe’s duties, the pay does not seem entirely unreasonable. What is of greater philosophical interest are the treatment of booth babes and the question of whether or not there should be both babes.

As might be imagined, the sort of technology and game events that feature both babes tend to be male dominated. Also, to fall into some stereotypes, many of the men who attend these events are not accustomed to being close to attractive women. There are also, unfortunately, some strong elements of misogyny and sexism in these areas. As such, it is is hardly surprising that booth babes get leered at. They have also been the subject of what seem to be sexist tweets, such as the infamous Asus tweet regarding the “nice rear” of a booth babe. Booth babes also get plastered all over the net in videos and photos, put on display just like the products they are selling.

On the one hand, it seems wrong to treat the booth babes as objects and to employ them to lure men to the events and the booths. This seems to involve demeaning both the booth babes and the males. The babes are demeaned by being presented as sex objects to lure in males and the males are demeaned because it is assumed that they need booth babes to draw them in (and that they want to see the babes).  This seems to be morally wrong. After all, this is treating people as mere sexual objects used to sell products. Both Kant and the feminists would agree that this sort of objectification is wrong. While this view is very appealing (and almost certainly correct), there are some points well worth considering.

On the other hand, if the booth babes were not sexy and if males were not attracted to this, then there would be no jobs for the booth babes. Put another way, what seems to make the booth babe practice wrong also seems to be exactly what gives it a reason to exist at all. Obviously, if  average looking women (and guys) were hired to stand around the booths in comfortable clothing, then they would not attract people to the booths. If guys were such that they did not have an interest in seeing booth babes, then there would be no reason to have booth babes. As such, the profession rests on the fact that males are lured in by a chance to stare at hot women in person. From this, one might argue that the sexism and leering that people complain about is an intrinsic part of the practice. Complaining about it would be on par with complaining that people ask Starbucks employees to make coffee for them: that is, obviously enough, what they are there for.

There are two obvious replies to this. The first is that perhaps the booth babe profession should be eliminated. After all, the mere fact that the job seems to be inherently exploitative and sexist hardly justifies its existence. To use an analogy, being an assassin requires killing people, but that hardly justifies the practice. Of course, getting rid of booth babes need not entail a ban on attractive women. This leads to the second reply: attractive women (or men) could still be hired to work booths without the strong exploitative or sexist elements. The Pax gaming events, for example, do not allow traditional booth babes.Of course, some might complain that any use of attractiveness is morally suspect-but it does not seem any worse than, for example, using talented, friendly or witty people to attract attention.

A final point of concern is that while such events are male dominated, there are still females who attend, often as industry professionals. No doubt most of them do not find the booth babes appealing and some of them probably find the practice offensive and insulting. After all, the booth babes make these events seem like a boys’ club rather than a professional event.  There are also no doubt males who find this practice offensive as well. As such, the use of booth babes might have a negative impact, which is opposite of what the companies want.

My Amazon author page.
Enhanced by Zemanta

Story & Games

La bildo estas kopiita de wikipedia:es. La ori...

All the roll playing you need. (Photo credit: Wikipedia)

As a philosopher who teaches aesthetics and a gamer, I find questions about games and art to generally be rather interesting. As I have argued elsewhere, I take the intuitively plausible view that video games can be art. However, even if that matter is considered settled (which can be debated), there is still a rich vein of philosophical issues to mine.

One topic that I and many other gamers often find interesting is the matter of the importance of story in games. John Carmack, who knows a bit about games, said  that ”story in a game is like a story in a porn movie. It’s expected to be there, but it’s not that important.” Folks who delight in story driven games no doubt disagree with this view and there does seem to be an issue worth discussing here. For the sake of this discussion, I will be assuming that games (specifically video games) can be art. I have argued for this in an earlier essay and hence will not repeat my arguments here.

Obviously enough, there are games that have no story at all and are still fine games. To use the obvious examples, Tetris and Asteroids are story free, yet fine games. Naturally, these are not the sort of games that people debate about when it comes to whether or not story is important. However, it is worth noting these sorts of games because they provide a relatively pure context in which to present two relevant points.

The first is that game mechanisms (that is, the purely game aspects of the game) are reasonably seen as being distinct from the art aspects of the game (that is, the game as art).  After all, while all games are games and some games are art, not all games are art.  This can, of course, be argued against. However, it does have enough intuitive plausibility that it is well worth considering.

The second point is that even the art aspects of a game that is (or contains) art can be distinguished from each other. For example, while Tetris and Asteroid do not have plots, they do have game artwork and sounds (which might be dismissed as mere sound effects rather than having any status as art). As another example, the music and visual art of Halo can be distinguished from each other in that one is music and the other visual art. This point seems reasonable certain.

The matter of the importance of story is most interesting when it comes to games that do, in fact, feature a story. Obviously enough, the story (or plot) of games have varying degrees of integration into the game. For games that have a story, in one end of the spectrum lives the games whose story have an extremely minimal role in the game. One excellent example of this is Serious Sam: The First Encounter. The game does have a story: an evil alien threatens earth and you, as Sam, have to travel in time and kill wave after wave of monsters. That is pretty much it. Despite the rather limited story, the game works amazingly well as a game-that is, it is fun to play. On the other end of the spectrum are games that are heavily story driven, such as Knights of the Old Republic and Star Wars the Old Republic. These games are, not surprisingly, role-playing games. In these games the player takes on the role of a character and spends considerable time talking to non-player characters, making decisions and experiencing the plot unfold. As might be imagined, the story in such games seems to be rather more important than in the typical first person shooter. In the middle are games like the Halo series which have well-developed stories and unfolding plots, but do not actually have any role-playing elements. For example, in Halo your choices mainly revolve on what gun to use to kill which alien in what way.

As might be imagined, the significance of the story would seem to be proportional to its role in the game. After all, a first person shooter whose plot is rather lacking or poor would suffer less than a full blown story-driven role-playing game whose plot is lacking or badly done. That said, it could still be argued that plot is important.

It is tempting to compare a game with a story to a movie and, obviously enough, plot seems to be somewhat important to a movie (although Michael Bay, some might claim, endeavors to prove otherwise). The idea of plot being the most important aspect of poetical works (broadly and classically construed to include theater) dates back at least to Aristotle. To steal his argument regarding tragedy, the following argument can be given for the importance of plot in games that have a story element.

Games are not an imitation of humans (or elves, aliens, or dragons), ”but of an action and of life, and life consists in action, and its end is a mode of action, not a quality.” It is, of course, the actions taken by people that  ”make them happy or miserable.” As such the “the incidents and the plot are the end of” the game  and “the end is the chief thing of all.” Thus the story is important, at least on the key assumptions made by Aristotle.

For Aristotle, a key part of having a good plot is ensuring “that the sequence of events, according to the law of probability or necessity permits a change from bad fortune to good or from good to bad.” In more general terms, the plot must be such that the events make sense and fit together to form a coherent whole. In my own experience as a gamer, I have consistently disliked games in which the story fails to meet that basic requirement that events play out in a way that makes sense (except, obviously enough, for games that are supposed to not make sense). After all, if you are running around in a game doing things that make no sense for no apparent reason that leads to nothing, then that will tend to be a disappointing gaming experience (although it would be a fair approximation of life).

The rather obvious reply to this is that there are games that are rather weak in the story department that seem to be great successes as games, thus helping to support Carmack’s claim. This seems to be a rather consistent aspect of the top tier first person shooters-they tend to be marked by weak, implausible or otherwise lame plots but are top-ranked for game play, especially competitive multi-player. As I once jokingly put it, “I don’t really care why I am killing, I just care about whether I’m enjoying it or not.” That, I think, nicely captures the view of most gamers.

Interestingly enough, this view often extends into games in which story would seem to be rather important, such as role-playing games. While some people do enjoy going through all the dialog and getting into the story, my general experience has been that the main focus is on the game-play rather than on the story.  This even extends to my experience in traditional role-playing games, like AD&D and Pathfinder:many players are far more into roll-playing (that is, simply killing monsters in combat) than role-playing (that is, talking to the monsters before killing them).

Getting back to the point raised earlier, namely that the game aspects of a game are not art this does seem to suggest that the story is not as important to the game as the game aspects of the game. Alternatively, it could be argued that the game aspects of the game are still art, but they are a different sort of art than a story. After all, the name of the game is, well, “game” and not “story.” In the case of a first person shooter, the game is (obviously enough) about shooting things from a first person perspective. Story is thus secondary. Even in role-playing games, such as Pathfinder, all the actual game mechanism are about rolling dice, usually while trying to kill monsters who are blatantly and shamelessly holding the loot that rightfully belongs to the party. While the game can be augmented by art (acting, beautiful maps, and well-crafted stories) the core of the game is , it can be argued, the game mechanics. As my friend Ron puts it, “if you are not rolling dice, you are not playing the game. You are just sitting around the table talking.”

The idea that a game should be focused on the game is, interestingly enough, also consistent with Aristotle’s view: “each art ought to produce, not any chance pleasure, but the pleasure proper to it.”

My Amazon Author Page.
Enhanced by Zemanta

Are Used Video Games Theft?

Heavy Rain

Image via Wikipedia

According to the French game developer Quantic Dream, the company has lost  between €5m and €10m due to the selling of used copies of its game Heavy Rain. This estimate was calculated by matching the sales figures of new games with the number of players registering Trophies on PSN. The company’s co-founder Guillame de Fondaumiere summed the matter up by saying, “on my small level it’s a million people playing my game without giving me one cent.”

While de Fondaumiere is not actually accusing buyers of used games of being involved in an act of thievery, the parallel to piracy seems to be an apt one to draw. After all, one stock argument against the digital  piracy of video games is that the piracy is costing the companies money via lost sales. However, the people who buy (and sell) used copies are clearly not engaging in piracy: the buying and selling of used property is well established and the burden of proof rests on those who would argue that the owner of a piece of physical property (in this sort of case, a game disk) cannot re-sell his used property. To use the obvious analogy, if I buy a house, then I have the right to resell it again. Imagine, if you will, a developer complaining that he is not getting a cut every time the house he sold is re-sold. Obviously, they would like such a cut. But, when it is sold, it is sold and the right to re-sell it goes along with the purchase (unless specified in the contract).  To use another analogy, when I do my job, I do not expect to be endlessly paid for the work I did (even when my students use what I taught in their careers)-I get paid for it and that is the end of it.

The matter become a bit less clear in cases of digital purchases, but Fondaumiere is discussing the re-selling of the actual games disks. As such, there seems to little foundation for his complaint, other than the fact that he is worried he is not getting every cent he thinks he is owed.

One obvious factor worth considering is that the reselling of a used game does not entail that a sale is lost. As a gamer, I can attest that there are games that I have bought used that I would not have bought new. As such, calculating the “loss” from used game sales would be somewhat tricky.

A second factor is that gamers sometimes wait for the price to drop on a game. For example, I bought Borderlands when the Game of the Year edition came out (with all the expansions included). It was much cheaper than the original version, yet it would be odd to say that my delay robbed the company (they did, of course, get some money from me).

A third factor is that when gamers buy games, they often factor in the fact that they can resell the game or pass it on to someone. Laying out $60 for a game is more palatable when you know that you’ll get some of that back or that you can give it to someone. While it is difficult to calculate the positive sales impact of the ability to re-sell or give away games, it would seem to be a factor worth considering. As such, the re-selling of games might not be a losing proposition for game companies. At the very least, this factor would mitigate any harms done by the reselling.

A fourth factor is that gaming stores generate significant income from re-selling used games (often over and over). While this has also been a point of contention, it does help retailers stay in business and thus be available to sell new copies of games.

However, de Fondaumiere  contends that the retailers will ultimately hurt themselves by selling used games. He asserts that game companies will think that they cannot make money via retail and will instead go to direct online distribution (which is already an option for many games), thus eliminating the retail game sellers by removing their access to products. From the perspective of retailers, this would be rather bad-after all, many retailers make their main profits from selling (and re-selling) used games. It is, of course, worth noting that the used record and CD retail industry took a severe hit with the advent of the digital revolution. The same could very well happen to the gaming world. While I have bought games via Amazon, it has been years since I bought a game at an actual physical store and I often buy download versions of PC games.  This trend might solve the problem of used games, at least how he sees it. Of course, this might also lead consumers to be more reluctant to purchase games on release-after all, being unable to sell them back or give them away does reduce their value for some customers.

My considered view is that the selling of used games is acceptable and companies have little grounds on which to complain of such losses.

Enhanced by Zemanta

Diablo III & Ownership

ss71-hires

Image by RVCA18 via Flickr

Like most gamers, I am looking forward to the release of Blizzard’s  Diablo III. However, also like most gamers, I have some concerns about certain aspects of the game. These concerns have nothing to do with the demons in the game-I’m fine with killing them. While discussing a video game would generally not be a very philosophical sort of thing, the game does raise some important general issues about ownership and fairness.

While Diablo II offered online play as a feature, it did not require players to be connected in order to play. This was, in part, due to the fact that Diablo II arrived on the scene before the days when people could be connected at all times and nearly all places. Diablo III, at least currently, requires that players be connected to Blizzard’s servers in order to play. The folks at Blizzard claim that this is to keep people from cheating in the game.

On one hand, the folks at Blizzard do have a point. People routinely hacked Diablo II to provide their characters with all sorts of goodies and this was made incredibly easy by the fact that character files were stored locally. On the other hand, if Diablo III is like Diablo III, then cheating is really not a point of major concern. In the Diablo genre the player and a few friends (or strangers) travel about in dangerous places (dungeons) and click on monsters until they die. While it is possible to fight other player characters, this was not a significant part of Diablo II and presumably will not be a big part of Diablo III.  Of course, this is from my perspective-I did know of some folks who were obsessed with battling other players (and cheating to win). In any case, Diablo III is not a MMO like World of Warcraft (so you do not have to share the game world with people you do not like) and it does not have (as far as I know) competing factions or battlegrounds intended for player versus player combat. As such, cheating does not seem like it would be a big deal-it is easy to avoid and would have no impact on your game, unless you allowed it by inviting cheaters into your game and decided to fight them.

What is most likely the real reason for the online requirement is, obviously enough, to deter piracy. While this is not a perfect defense against the theft of the game, it does make it somewhat harder. Blizzard does seem to have a right to protect its games from theft and the burden of proof would seem to rest on those who would claim that people have a right to avail themselves of other people’s work without paying for it. As such, I will not argue that Blizzard should not protect their product. However, the means does raise some concerns.

In the past, one important concern would have been the reliability and accessibility of the internet. However, this is not  supposed to be a major concern these days since the typical gamer will only be disconnected (yet able to play) during rare outages and when flying (and only during certain parts of the flight). Also, as the Blizzard folks have helpfully pointed out, there are many other games than Diablo III that people can play when they are not connected.

One legitimate concern is the matter of what the consumer is paying for. When I buy a MMO game like World of Warcraft I accept that it is part of the very nature of the product that I have to be online in order to use my purchase. To use an analogy, when I buy a phone I accept that I need to be connected to a network for it to function as a phone. that is how phones work. While Diablo III does support online play, it is not an MMO and hence does not actually require being connected to the internet for the game to function (aside from Blizzard making it that way). To use an analogy, it would be like a company selling an  MP3 player that only works when it is connected into the phone network owned by the company. While being connected can add extra features, there is clearly no reason why a MP3 player needs to be connected in order for the owner to play her music on it.

As far as why this should be a point of concern, consider the following. Suppose I buy an MP3 player. I can put my music on it and play it for as long as I own it. If the company tanks or if I am out in the woods, I can still use my purchase until it finally wears out. But, suppose I buy an MP3 player that refuses to work unless it can check in with the selling company. This means that if the company tanks, changes it policies, discontinues the product or if I cannot connect, then my MP3 player is just a paperweight. This certainly changes the nature of the product in important ways in terms of what I am buying and what I actually own. In the case of the first player, I am buying a device that I own and control. In the case of the second player, I am handing over money in the hopes that the company will permit me to keep using the product. While this can be an acceptable situation (after all, this is how MMOs and phone contracts work),these conditions should be reflected in the price of the product. After all, if a product can simply stop working because of some external factor, then this changes the value of the product.

In a second post I will address the other concern I have with the game, namely the real money auction house.

Enhanced by Zemanta

Violent Video Games (Again)

I have been using my budget-cut based summer break from teaching to do various home improvements. The point of mentioning this is that I have been alternating between baking in the Florida sun and being exposed to “second hand paint fumes” (as opposed to directly huffing the stuff) as such, my writing might be a bit off. I have checked for any obvious weirdness (well, weirdness beyond the usual sort), but I apologize in advance for any heat/paint induced lapses in logic. I blame the flying frogs that seem to be infesting my house now. In any case, down to business.

The supreme court recently ruled that California’s law banning the sale of  video games to minors that “depict serious injury to human beings in a manner that is especially heinous, atrocious, or cruel.” The ruling was, of course, based on the first amendment.

Being both a gamer and an ethicist, I have thought (and written) a fair amount about the banning video games. On the one hand, a very reasonable case can be made for placing age based restrictions on video games. While studies of the impact of virtual violence on children are hardly conclusive, it seems reasonable to accept that exposure to virtual violence can have an impact on how the child thinks. As Aristotle has argued, people become habituated by what they do. Children are, of course, even more likely to be influenced. They are more receptive than adults and tend to lack the cognitive resources that adults are supposed to possess. As such, it seems reasonable to keep young children away from violence-even the virtual sort.

On the other hand, there are reasonable grounds for rejecting such bans. First, there are reasons for doubting that such games have a significant impact on children. The psychological studies are open to question and, of course, humans seem to be naturally prone to violence ( the stock “we like violent games because we are violent, we are not violent because of the games” argument). When I was a kid, long before violent video games, we spent a lot of time playing war. While the effects were not very special (cap guns), we certainly did act out killing each other. When violent video games came along, they simply allowed me to do what I had done as a kid (play at killing) only with ever better graphics and effects). As such, banning violent video games to protect children from the influence of violence seems like something that simply will not work, thus making such a law unnecessary.

Second, there is the matter of freedom of expression and consumption. While minors do have a reduced right of freedom of consumption (they cannot but alcohol, tobacco, guns or porn), imposing on their freedom only seems justified when it protects them from a significant harm in cases in which they lack the judgment to (in theory at least) make an informed choice. Even if violent video games have a harmful impact, it can be contended that the harm is not on par with that of adult vices such as alcohol or tobacco but rather on par with junk food. So, just as it is sensible to think that children should not eat junk food, yet also think there should not be laws banning children from buying candy bards, it seems sensible to think that although young kids should not buy violent video games, there should not be laws against doing so.

Third, there is the matter of what is fit for the state to control and what is fit for parents to control. There are, obviously enough, matters that should be handled by the state and those that should remain a matter of parental choice.  Alcohol, guns and tobacco are so dangerous that it seems reasonable that the state has a interest in keeping children away from these things by force of law. There is also a category of things were the state should aid parents in making choices, such as diet and exercise, but where the state should not intervene except in extreme cases. As noted above, I am inclined to put violent video games in the category of junk food. As such, parents should be informed about what the games contain (which is already done by the rating system) and the choice of whether or not their children play the games or not should be up to them. Naturally, children who lack parents or whose parents are dangerously incompetent will fall under the domain of the state, but these would be relatively rare cases.

Enhanced by Zemanta

Pathological Gaming

Video games have been accused of being corrupting influences that lead to violence and other bad behavior. A recent study now appears to show that gaming can lead to pathological gaming-a state that seems to be on par with other serious and harmful addictions.

The study in question was conducted in Singapore using 3,034 students from grade 3 to grade 8. The study found that 7.9-9.9% of those in the study could be classified as pathological gamers. Interestingly, 16% of those classified as pathological ceased to fit this classification over the two years while only 1% of the participants shifted from non-pathological to pathological. While the study was limited to one country, the results are supposed to be consistent with what would be found in other countries.

The study revealed that risk factors for becoming a pathological gamer include the time spent gaming, the person’s social competence and the person’s impulse control. Not surprisingly, people who spent more time gaming while possessing less social competence and impulse control were more likely to become pathological.

This is a matter of concern because there seems to be a link between being a pathological gamer and depression, anxiety, social phobias and reduced school performance.

Not surprisingly, certain spokespeople for the gaming industry rushed to condemn the study. After all, if a solid link were made between video games and psychological harms, then it would seem likely that costly lawsuits would soon follow. Of course, the mere fact that the folks in the gaming industry has a financial stake in the matter does not prove that their criticisms are mistaken.

In any case, the study does raise some interesting concerns and does provide a clear focus for discussing causation.

Even it is assumed that there is a correlation between playing video games and the harms the study purports to reveal, there are still legitimate questions about the causality involved.

First, there is the possibility that cause and effect are being reversed. To be specific, people might turn to playing video games excessively because they are depressed, doing poorly in school and having other problems. If so, the video games would not be the cause of the problem. Rather, the pathological gaming would be the effect. To use an analogy, a person who drinks excessively and is depressed and unemployed might be drinking because he is depressed and unemployed.

Naturally, it is worth considering that there might be a feedback mechanism in play: people turn to video games because of these problems and this approach makes the problems even worse. Alcohol presents a clear analogy here: people do turn to drink because of problems and then the drinking can make things worse.

Second, there is the possibility that there is a third factor that is causing the alleged cause and effects. To illustrate this, consider an example from my own life. When I was 15 my mother bought me a copy of the D&D Basic Set. Soon after, I became less social (aside from gaming), I was depressed, my grades dropped badly and I spent a lot of time playing D&D. While it might be tempting to explain these problems by blaming D&D (which was blamed for all sorts of things then), the real reason was that shortly after I started gaming my parents went through a rather rough divorce. After things settled down, I still played D&D (and video games) and my grades, socialization and so on recovered and then improved significantly. As such, my spending a lot of time on D&D did not cause my problems. Rather, the divorce caused me to spend more time on D&D and caused many of my problems.

As such, it is worth considering whether or not there are other factors that are causing the pathological gamers to be both pathological gamers and suffer from the various problems attributed to them.

Third, it is worth considering whether the problems are actually specifically caused by video games or whether it is some other factor, such as the excessive time spent on one activity. To use an analogy, consider blaming obesity on junk food. While this has some appeal, it is not actually the type of food that causes obesity but rather the quantity. A person could eat a diet of bacon wrapped Twinkies and not get fat, while someone else could eat health food in massive quantities and get very fat. If it is the excessive time spent that causes the trouble, then video games might be off the hook for the blame. Then again, there might be something about video games that makes them a special risk. Going back to the junk food analogy, it is tempting to blame junk food because it is high in calories and very appealing.

Based on my own experience, I am inclined to hold that excessive time spent on a single activity can lead to problems-be it video games, a sport work, or texting. However, it does seem reasonable to consider that video games are crafted to be addictive and that they might have more capacity to create problems than other hobby activities.

Virtual Violence & Children

World of Warcraft: Wrath of the Lich King
Image via Wikipedia

While there is more than enough real violence in the world, the Supreme Court of the United States is turning its attention to a law suit regarding California’s law that regulates the sale of violent video games to minors.

Being a gamer, I am well aware of the sort of extremely violent content of certain video games. I am also aware that games, like movies, come with a rating that makes it fairly clear as to what sort of content the game features. However, the age based rating system does not actually prevent younger people from buying the game. So, for example, a nine year old could walk into a game store and walk out with a video game rated for mature (17+) audiences and then spend the rest of the day killing virtual hookers and stealing virtual cars. Assuming, of course, that he was allowed to do so by his parent(s) or guardian. Not surprisingly, this possibility does raise some legitimate concerns.

The focal point of the conflict is between free expression and the notion that the state should protect children from possible harm.

On the side of freedom of expression, the concern is that imposing restrictions based on the content of video games would be a form a state censorship and thus an imposition on the legitimate rights of game makers and their customers. Since there are very good arguments for freedom of expression and freedom of consumption (as usual, I defer to Mill here), the case against restricting the sale of violent video games to minors seems to be rather strong.

Of course, those who favor such restrictions can also make a strong case. After all, there are legitimate concerns that violent video games can influence the behavior of children and have other negative consequences. Perhaps the strongest foundation for banning such sales is that children are generally regarded as lacking the same rights as adults when it comes to consuming potentially harmful products. To use some obvious examples, children cannot legally purchase tobacco, alcohol or pornography. If violent video games fall into the category of being harmful and suitable only for adults, the arguments against allowing children to buy smokes, booze and porn can thus be employed against violent video games. In general, a reasonable case can be made that children should be subject to more restrictions than adults-even Mill takes this view. At the very least, children are far less capable of making rational decisions and tend to be more vulnerable than adults (of course, adults can be irrational and vulnerable as well).

One obvious concern is that if censorship is permitted on the basis of violence (something Plato would agree with) then this opens the door to more restrictions. For example, I am looking at the warning label on Wrath of the Lich King and it warns me that in addition to blood and gore the game features suggestive themes and the use of alcohol. Perhaps the next step will be to limit games that have such content. Then the next step might be to restrict movies or even books that mention such things. This is not, of course, a slippery slope argument. Rather, it is a matter of precedent: if the sale of video games can be restricted based on content, then this would seem to extend logically to other media, such as books.

Of course, video games do differ from other media in that they are interactive and this might entail that they have a stronger influence on children. So, for example, being the one to virtually run over hookers in a stolen  car would have more impact than merely reading about a person running over hookers. Or seeing a story on the news about people being killed for real. Or living in a violent world. This interactivity might provide the basis for a relevant difference argument and a way to prevent (if desired) a slide from video games to other media (such as books).

Another avenue that the video game censors have gone down is that of pornography. As noted above, minors cannot legally buy porn. If it is right to ban the sale of porn to kids, then the arguments for this can probably be modified to argue against allowing kids to buy violent video games. Not surprisingly, Plato argues for banning material relating to both violence and lust. His argument, oversimplified a bit, is based on the corrupting influences of such material. Of course, Plato argued for a comprehensive ban and not just a restriction on selling to minors. This does lead to the obvious question: if something is too harmful to sell to children, then might it not be too harmful for adults as well? Of course, the usual counters are that adults should have the liberty to harm themselves (as per Mill) and that adults are better able to resist the nefarious influence of such things (or that it is okay for adults because they are adults).

I am somewhat divided on this issue. On the one hand, I am for freedom of expression and consumption. Hence, my general principle is to oppose such censorship/restriction on the basis of liberty (availing myself of Mill’s arguments). On the other hand, having played video games such as the  Grand Theft Auto games I am aware that some games feature content that strikes  me as inappropriate for kids. For example, a friend once asked me if she should get Grand Theft Auto III for her son. Without hesitation,  I said “no.” My reasoning was that a young kid lacks the intellectual and emotional development needed to confront such violent and sexual content. I did see the irony in this: a person should be mature before playing what might seem like a morally immature game. However, I believe that I gave the right advice and would follow the same approach if I had kids of my own. Not surprisingly, things change a bit when one switches from rights in the abstract to what, for example, your own child will be playing.

There is, however, still the question of what the state should do. After all, there is a distinction between what I would suggest to my friends who have kids and what I would want to be a matter of law. For example, I think that kids should not eat junk food all the time, but I would be against a law banning the sale of junk food to kids. Rather, this is something that the parents (or guardians) should handle. While junk food is not healthy, the danger it poses is not so immediate that the compulsive power of the state is required. Rather, this seems best suited for parental control. In short, the burden of proof rests on those who would extend the power of the state.

In the case of video games, I take a similar view. While I do recognize that video games can (like junk food) things that are not so good, they do not seem to present a clear an immediate health threat that requires the imposition of the compulsive power of the state. Rather, this is a matter that seems to be more suited for parental control.

It might be replied that some children do not have adequate supervision and hence might just buy violent video games and play them. However, I am inclined to be more concerned that the children lack such supervision than with them playing a violent video game. In fact, if that is the worst they do, then things could be far worse.

It might also be argued that children would simply buy such games and play them without their parents being aware of it. Hence, making the sale of such video games illegal would provide an extra barrier between the kids and the content of the games. While this does have some appeal, kids can easily bypass this. After all, if they have their own money to buy video games, they can buy them online or get someone else to buy them. As such, the protection value of such a ban would seem to be rather minimal if the parents are, in effect, unable to supervise their children.

As such, I hold that the sale of such video games should not be restricted by law. However, I do think that making the nature of the content clear so that parents (and others) can make informed choices is a good idea. I also hold that parents should male responsible choices about what games their kids play. Of course, what counts as a responsible choice is a matter for another time.

Enhanced by Zemanta