Showing posts with label Doom. Show all posts
Showing posts with label Doom. Show all posts

Monday, March 5, 2012

Warning Signs, Part 3

Escaping Into a Fantasy World
Bob Larson’s third warning sign is a perfect continuation of the previous one, which centered on an absence from family interaction.  While the issue there was the absence itself, I happened to focus on what a kid is doing during that absence, which is more focused on this sign.  When children immerse themselves in positive activities, there is not much concern.  It is sometimes easy to real someone back in when their time and energy is focused on real world events, sports, or reading. 
The issues arise when the escape leads to a fantasy existence.  Role playing games have evolved into second worlds.  I have written a few topics of the dangers of certain video games, which Mr. Larson details as well.  The Columbine HS shooters spent countless hours playing, mastering, and developing their own worlds in the game Doom.  There have been several episodes of the CSI television series centered on the game “Second Life” which allows users to experience an alternate existence.  Users of these games often forget their real lives and develop the minds of their characters.  The violence associated with these games can also be desensitizing to the young mind.  When more and more hours are spent in the fantasy realms, kids lose more of their touch with their real lives.  When the number of at-risk factors or stressors on a kid’s life is in an acceptable or normal range, it is easy to bounce back.  But when the number of stress factors increases, the higher the percentage of harm that can be cause by time spent during these escapes. 
Again, as will continue to be the main focus of most of these writings, parental involvement is key.  No video game is a substitute for family interaction.  Unfortunately, many parents feel that as long as their child is in the home, they are not causing any harm nor at any risk.  If you have a child that plays video games, whether they are console based or computer based, spend some time watching them.  Have them show you the game, the playability, the community.  Read the chat rooms.  And if you see anything alarming, be the parent.

Tuesday, October 4, 2011

Video Games - Intro

I am going to begin a series on video games which parents should watch out for. 
While video games to not directly affect school violence, there are a few reasons for this series.  After the Columbine massacre, many people blamed the killers’ obsession with the “Doom” video game, which is a first-person shooter style game.  First person shooter games are those in which the game is played from the perspective of the person shooting the gun.  Advanced players, such as Eric Harris and Dylan Klebold, could create their own worlds and levels.  In their case, they created levels filled with violence and shooting, which led many to believe that this influenced their behavior leading up to the shooting at the school. 
I also understand that it is very cliché to blame video games for bad behavior.  Many times when people blame games or music for violence, they are looking for an easy answer.  People will get in heated debates over this.  Interestingly enough, these same people often praise the use of video games for learning or positive activities.  So the question to ask is simple; do video games influence behavior?
The EA Sports Madden franchise is often used to predict the real outcome of football games.  Kids across the world learn plays, positions, and strategies from playing this game. 
The Rock Band and Guitar Hero video games have been credited with teaching people musical skills, or at least piquing their interest.
The Nintendo Wii game system has successfully created fitness games which allow users/gamers to workout, track calories, and actually lose weight by playing a video game.
On the negative side, the hijackers who flew the planes into the Twin Towers on 9-11-01 were said to have learned how to fly by using flight simulators, which are nothing more than highly sophisticated video games.
So while the use of video games is not a direct cause of behavior, positive or negative, the argument can be made that these games can have some influence.  Couple that with the amount of time kids spend playing these games as parents often use them as a babysitting tool, and that influence can grow exponentially.  The next few posts will each be about a specific game.