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Originally Posted by J-Pak
America's Army the game was created as a recruitment tool for the armed forces, so I wouldn't be entirely surprised if what brailledriver said was true.
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America's Army is the advertisement version of the game engine made by the MOVES Institute at the Navy's post-grad school. The internal military version is used for training, and the Army has licensed some Rainbow 6 games for the same purpose.
Video games are also excellent at ingraining reflexes into soldiers cheaply. Hear incoming fire? Hit the dirt, hide behind cover, find the enemy, kill. See man with gun? Aim, shoot, kill. Another army turned civilian game is Full Spectrum Warrior. That was made to graphically teach basic squad level tactics and the importance of cover. Sure, they're not great at teaching the physical skills of soldiering, but they're much cheaper at teaching the mental skills than live fire and force on force sims.
Whether or not these games are any good at teaching the will to kill is in question, but Lt. Col. Grossman certainly thinks so. He's about as close as you're going to get to an expert in these matters.
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Originally Posted by saint.panda /img/forum/go_quote.gif
Not the most recent chart, but recent enough.
Eventually, objections to new media resolve themselves, as the young grow up and the old die out. As today's gamers grow older—the average age of gamers is already 30—video games will ultimately become just another medium, alongside books, music and films. And soon the greying gamers will start tut-tutting about some new evil threatening to destroy the younger generation's moral fibre.
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Bad correlation.
The cohorts that VCA's generally come from (poor, inner city, adolescent, male, disadvantaged, minority) are not the ones doing all the video gaming. Therefore, an increase in video game sales likely has very little impact on total crime, since they ain't the ones playing in the first place.
Whether or not video games increase violence in the cohort that plays them is not reflected in that chart.