Violence in computer games condemned
It is a wake-up call to parents in Ireland,
Canada, and worldwide. At a time when "kill"
and "dead" are two of the most
frequently used words in the vocabulary of
children as young as five or six, the harm
caused by violent computer games is pandemic.
Youngsters who at an early age are unable
to comprehend the meaning of death and killing
are being inculcated with the thought that
to kill is a natural act, without consequences.
After all, the "bad guys" come
back to life the next time the computer game
is played.
And from computer games they graduate to
videos where violence is the ultimate form
of gratification. Without parental education
to guide them, they accept the make-believe
they see and enjoy, as the natural way of
life.
From "wiping out" individuals
and whole armies at the touch of a computer
button, the transition to meaningless violence
in real life is a dangerous next step.
There have been horrifying examples of this
in the United States and elsewhere, murders,
mutilations, even school massacres.
Condemnation has come from many sources.
Concern is widespread.
One of the most recent was that expressed
by Marie Murray, Director of Psychology at
St Vincent's Hospital, Fairview, Dublin,
commenting on the release of Doom 3, one
of the most violent computer games of its
genre.
She described violent computer games generally
as "a very dangerous psychological milieu
to expose children to," adding "parents
shouldn't allow violent computer games into
their homes at all. The information is available
to us that violent games and violent images
can harm children developmentally, yet we
refuse to acknowledge this."
She said that violent games and violent
images affect individuals, and children in
particular, in three ways. "They desensitize
people to violence; they can be highly addictive
which means they displace other activities
such as reading or playing sport, and they
have an impact in terms of the kind of message
they send children, which is that violence
is rewarded".
She said that where young persons had other
problems, such as social isolation, violent
games could have an adverse effect on them.
Activision, the game's publishers, have
responded through Tim Ponting, head of Activision's
European Corporate Communications, who said
it was "a game suitable for an adult
audience, marketed appropriately to adult
consumers who make their own choice whether
to purchase."
From "Bang, bang! You're dead,"
in an earlier generation, to "Kill him,
kill him! Look at all the blood!" on
a computer screen is worrisome and disturbing.
--30--
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