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Showing posts with label violence. Show all posts
Showing posts with label violence. Show all posts

Friday, February 15, 2013

On Modeling Theory

In response to this lengthy and good article on Combat Training, Autopilot: "You honestly don't know you're doing it" by the esteemed Lt. Col. Dave Grossman...  

I think that there is much to be said for Modeling Theory, though I disagree with Lt. Col. Dave Grossman about laying the blame at "psychological conditioning" of video games.  Since before the Roman circuses, we have had violent games and displays, and children have played some antagonist/protagonist game of violence (Cops vs. Robbers, Cowboys vs. Indians, Empire vs. Jedi) for thousands of years.  I do not think that creating more realistic games necessarily creates a breakdown in reality that would cause someone to no longer be able to determine reality and to murder.

I don't find it that surprising, as Lt. Col. Grossman did, that a 14-yr old could score 8 hits with a .22 pistol, since there is virtually no recoil on a .22, and they can be very accurate, particularly at man-sized targets at room distance.

What I find more compelling is the explanation offered by Tarde of learned behavior, particularly imitation and suggestion, though I would modify his second law of imitation.  Where Tarde stated that imitation moves from the top down, I would think it more accurately is stated that imitation models the behavior of people we respect and would like to be.  That may not always be the bigger or wealthier, it could be the bad-boy rebel or goth, particularly in youth who discard the model of parents and seek rebellious peers to imitate.  I think Tarde's statement of replacement is spot-on, since every generation believes they invented sex, despite their own existence providing evidence to the contrary.  Behavior theory, as espoused by Skinner, also explains much about criminality, and is closely tied to the attachment theory of Bowlby, as both are related to positive reinforcements. I have a need, I reach a crisis of need, the need is met, and I feel love.  Or, the need is not met, and I feel unloved by that person.

Truthfully, I believe that you have all three theories operating and active in the formative years of a child.  The parent models behavior that demonstrate appropriate behavior (c.f. Bobo Doll experiment of Bandura).  The child learns hostility and aggression, or positive traits like sharing, showing affection, and good manners by modeling their parent.  They also will have the behavior theory of rewards and punishments, regardless if they are raised by parents that use discipline or parents that do not.  All children will be raised in an environment where they will observe the interaction with an authority figure, and the keeping or breaking of rules, and then the consequences of that behavior.  Finally, attachment to an authority figure that meets a need creates a bond of love and affection and feelings of security (where provided).  From that bond of affection will come deeper meaning to modeling theory and behavior theory of rewards and punishments, reinforcing both.  Where attachment is broken, and an attachment disorder is created, that will create a lack of empathy and violence as the child (and later adult) seeks unusual and atypical ways of gaining acceptance or meeting their needs.  They may suppress success, shun attachments, and punish those seeking attachments, creating cycles of violence.


I think you cannot divorce those 3 theories, because they are inextricably linked through child development that will teach someone patterns that I think are significant in the creation (or prevention) of criminal behavior.

Friday, February 08, 2013

Violence and Videogames

In the wake of several school violence incidents, not the least of which is Sandy Hook, people are quick to blame something besides the insane madman -- and violent video games seems one of the targets.  I'm crying bologna.

I'm not sure I agree that violent video games are substantly "worse" or more suggestive of murder or crime than they were before, just the technology is better.  I was playing boxing games in 1977 on a computer, and tank battle and duck hunt in 1979 on our game console.  I slaughterd thousands of orcs, mages, knights wizards, aliens, trolls and dragons playing AD&D and Traveler in the 70s and 80s, and also played Zork, Empire and even the racy text adventure Leather Goddesses of Phobos as a teen... Yet I'd say I turned out well, never a conviction or arrest except 2 driving tickets.  


Little boys have played Cowboys and Indians, cop and robber, or, in my day, the non-PC named game "Japs and Commandos", or some variation of antagonist-protagonist since likely "cavemen" children picked up a pig bone and mimicked stabbing their brother.  I shot my brother 10,000 times in 10 years with cap guns, blew him to bits with smoke grenades and shoeboxes labeled "Claymore", and stabbed him with a ruler.  We even shot each other with pellet guns, but mama never learned that!  I'm sure the same was true, with adjustments for technology, 4000 years ago.  Do you think that there is a fundamental difference in video games, or playing jungle soldier?  Vampire movies have been around since silent picture days, and violence in plays is nothing new.  I am not sure there is enough evidence to place any blame on violent video games.  I continue to be unswayed.

Thursday, January 31, 2013

Media Carpet-bombing Violent Crime


Perhaps the most substantive change to the nature of news over the past 30 years is that our use of technology has created an immediacy to news access throughout the chain of events, coupled with the "CNN effect".  Reporters are on the scene, dispatched with satellite uplinks, and the pictures are made available on TV screens at bars, Starbucks, gas pumps, elevators and in the work place.  

Where the crime news of the day would have only been received on the 5pm and 11pm news, and the morning paper previously, we are having it pumped into our pocket via Twitter feeds, SMS messages and news feeds.  This immediacy of news has created mini-markets of opportunity to create market share and gain ad revenue if you can be the major news organ reporting on an issue.  The utter saturation with news means that, as a populace, we are bombarded with stories of tragedies.  It's like we want to soak in it like a hot bath, to revel and steep in the information.  What before might have been confined to 6 column inches in a newspaper 3 months after the fact is now created with 40 hours of coverage.

I think this immediacy, and the saturation of media, is a significant force in fooling the American people into believing that violent crime has gone up over the past 15 years, when the opposite is true.

Mass murder events are relatively flat over the past 30 years. What has changed is the immediacy of learning about it, and the saturation by the media.  The most deadly case of school violence in US history was actually nearly 100 years ago, in Bath, Michigan.  Mass murder is a human problem of mental health and evil.