Violent and non-violent video game design

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31 comments, last by Wai 15 years, 5 months ago
Re gxaxhx:

Example questions of the said survey:

Question 1:
Do you agree with the game's model of reality and the decisions of the character?


Question 2:
Do you identify the main character of the game as a model of yourself?


Question 3:
Does the game presents an executable solution given the scenario and the objective of the character?


In my example, the percentages are interpreted like this:


3% of the population agree that the setting of the game matches reality, and agree that the course of action is correct and forgivable given the circumstances of the character. (i.e. 3% of the population says that "Yes, the girl should kill the parents in order to be with her friend, it is the right thing for her to do.")

1% of the population identify the character as themselves (i.e. 1% says that, "Yes, my best friend is separated from me, I want to reunite so badly that I would do anything.)

99% agree that the solution given is executable in real life. (i.e. 99% says that, "Yes, I can identify, evaluate my options and carry out the plan if I decided to kill my parents.")



How would you justify whether such result does or does not correlate to the actual damage in the real world?

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Quote:Original post by Wai
How would you justify whether such result does or does not correlate to the actual damage in the real world?


Your survey does nothing to show causality of the video game nor a relation to actual action taken in the real world. Effectively you are asking someone, “Hey, are you a sociopathic killer?” and then taking the yes responses and attributing that to the game. The problem is that you don’t have a control group to eliminate the numerous other variables in the person’s life (how they were raised, trauma that has affected them throughout their life, etc). How does your system prove that the person:

a) can/will actually do something similar (just because someone agrees with the choice of someone in a certain context doesn’t mean that they will follow the same action, especially since they will likely never find themselves in that exact situation)

b) wouldn’t have done something similar without ever coming into contact with the game?

Also, for all you know the world could have a 5% population of people who would have responded that way in the given scenario, but after actually seeing it (and maybe getting disgusted with it or something) only 3% would have continued to do so. In that case, the game would have actually reduced damage. But since you have no control group, you don’t know. You would just see the 3% and say it’s causing that much damage when actually it’s reducing it by 2%.
Re gxaxhx:

I did something wrong drawing the connections. Let's first consider this example with the updated interpretations:


Game: Aerial wolf hunt

This is a game where you ride on a helicopter and shoot at the wolves below because wolves are a threat to the residents so they need to die.

The experience content to this game:

20% acquires the situation as part of what is going on in the real world. They are now convinced that the situation can happen or is happening in the real world. They now believe that the hunters are correct in what they do.

1% acquires the identity of the main character. This is the percentage of players who now thinks, "Hey, I also live in a town threatened by wolves, I should organize a troop and shoot them because this is my highest priority."

30% acquires the method required for the hunting. The is the group of players who learned how to functionally shoot wolves from helicopter by playing the game. If you put these people in a helicopter, give them a gun, and show them a wolf, they would shoot.



Now, back to the little girl game:

Game: Little Girl's ticket to meet her friend in jail

3% acquires the world view of the game. These are the players that, by playing the game, realized that they agree with the decision of the main character in killing her parents in order to reunite with her friend. These are the players that have this mental state, "If I had a friend that important, I would do whatever it takes." These player do not necessarily identify with the main character or agree with the methods: "Too bad I don't have just a best friend worth committing murder." "The situation is all believable but the methods just don't work, but now all I need is to experiement it a little bit so that I could get what I want."

1% realizes that they have the same identity as the main character, as in "Wow, I have just realized that I have such a friend and she is more important than other people's lives." (A person in this group need to be part of the 3%, such as those who believe that: I don't mind killing people, but I know that even if I killed them I won't be put in the same jail as my friend. The game taught me that I am like the main character, but too bad the game world isn't realistic. But thanks to this game I now knows that I should look for the correct method to get to my friend, whatever it takes.")

99% acquires the skills to carry out the activity, as in, "I would never kill anyone but now I know 20 ways I could kill people at home." "The situation in the game does not apply to me, but I just happen to be looking for a way to kill my best friend, and this game just told me how I could do so. It really works, unlike my older methods."


Because the theme is murder, the quotes are all going to sound surreal. But that is the meaning behind the percentages. Getting the percentages was a different question. Suppose you have one group of sampled population and you let them play these two games:


Game 1: Tetrix

Game 2: Murder-at-home

And the same tests were given before and after each game, essentially detecting the following:

Q1) Have you learned a situation in real life where violence is good?
Q2) Did the game provide you an identity where violence is desirable?
Q3) Did you acquire any violent methods that would meet your needs?


Game 3: Backstreet Abortion

Q1) Have you learned a situations where abortion is good?
Q2) Did the game give you an identity where you should assist an abortion?
Q3) Did the game teach you how to assist in an abortion?


Game 4: Chocolate Fudge Ultima

Q1) Have you learned the occassions and how to identify friends where an ultimate chocolate fudge must come to rescue?
Q2) Have you identified yourself as someone who should make an ultimate chocolate fudge for your friends?
Q3) Did the game teach you how to make the ultimate chocolate fudge?

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