The age-old question about media content and make-believe violence comes up every time we have a horrific incident of violence in real-life. Movies, video games, and now fully-immersive VR are the focus when well-meaning crusaders attempting to explain, or reduce, violence and mayhem in our schools and streets.
An editorial by Jeremy Bailenson, director of Stanford’s Virtual Human Interaction Lab and a professor in the Department of Communication, asks serious questions about modern mass media and its consequences. It is definitely worth a few minutes of your time before continuing with this blog post.
I just had a Facebook “discussion” with a colleague who is a Clinical Psychologist and his take is that the research connecting social learning theory with violent media exposure fails to draw a direct cause-and-effect line between the two. But I would like to suggest that this failure to provide significant research findings is more about the limitations of our research methodology and ethical restraints imposed on experiments with human subjects than it is about real effects. The fact that the military uses video games and VR to train soldiers is important, and it suggests that there is evidence that the newest technologies in video gaming and VR can make players more effective shooters/killers in real life.
Fully immersive VR with input control devices that mimic real weapons, and simulated virtual environments that can map the game onto real (not virtual) physical spaces (e.g. a 3-D simulation of a high school) could be a deadly combination.
If we’re serious about taking away “assault” weapons we might also consider taking away “assault” media. Or perhaps, as Bailenson suggests, video game companies should follow the lead of major retailers who are pulling certain products and increasing the age requirements for purchasing. Software manufacturers could avoid regulatory oversight by imposing their own restraints on what they make available on the open market. But I wouldn’t suggest holding your breath.