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    Is the game "call of duty" really grooming young people to become killers?

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    Is the game
    • May 26, 2024 • 22 days ago
    in summary
    "Call of Duty" is a widely popular first-person shooter game series developed by Activision. It immerses players in military combat scenarios, allowing them to experience warfare virtually. Critics argue that such games desensitize players to violence and potentially condition them to see violent solutions as viable options in real life.

    The question of whether the video game "Call of Duty" is grooming young individuals to become killers is highly complex and involves numerous factors, including psychological, sociological, and legal considerations.

    Business

    The recent lawsuits filed by the families of the Uvalde school shooting victims against Activision, Meta, and Daniel Defense emphasizes the contentious debate over the role of media and technology in influencing violent behavior.

    "Call of Duty" is a widely popular first-person shooter game series developed by Activision. It immerses players in military combat scenarios, allowing them to experience warfare virtually. Critics argue that such games desensitize players to violence and potentially condition them to see violent solutions as viable options in real life.

    This perspective is at the heart of the lawsuits, which claim that the gunman, Salvador Ramos, was exposed to and conditioned by such content, allegedly contributing to his violent actions.

    However, the argument that video games like "Call of Duty" groom young people to become killers is not universally supported by empirical evidence. Numerous studies have explored the relationship between violent video games and real-world aggression. A meta-analysis published in *Psychological Bulletin* (2010) by Anderson et al. found a small but significant correlation between exposure to violent video games and aggressive behavior, thoughts, and affect.

    However, other researchers argue that the effect sizes are too small to be of practical significance and that many studies suffer from methodological limitations.

    A comprehensive review by the American Psychological Association (APA) in 2015 acknowledged some links between violent video game exposure and short-term aggressive behavior but did not find sufficient evidence to conclude that violent video games lead to criminal violence or delinquency. The APA emphasized the need for more nuanced research considering a range of individual and environmental factors.

    The notion of grooming, as used in the lawsuits, suggests a deliberate process of conditioning young individuals to adopt certain behaviors. This term is often associated with predatory behavior and implies intent on the part of the content creators. In the case of "Call of Duty" and similar games, it is important to recognize that these products are created for entertainment and are marketed to a broad audience, including adults.

    The idea that game developers intentionally groom players for violence does not align with their stated goals and the diverse ways in which games are consumed.

    In contrast, other factors are more directly linked to real-world violence. Access to firearms, particularly high-powered weapons like the AR-15 used in the Uvalde shooting, plays a crucial role in the lethality of such incidents. Social isolation, mental health issues, and a history of trauma or abuse are also significant contributors to violent behavior.

    The intersection of these elements with media consumption might exacerbate underlying issues, but it is reductionist to attribute causality to video games alone.

    Legal and public policy responses to school shootings often involve many different approaches, addressing gun control, mental health resources, and educational interventions. The lawsuits against Activision, Meta, and Daniel Defense highlight a societal need to examine all potential influences on violent behavior.

    Still, they also raise important questions about personal responsibility, corporate accountability, and the role of media in shaping behavior.

     While "Call of Duty" and similar games are part of a broader cultural landscape that includes violence as entertainment, the evidence does not support the claim that they groom young individuals to become killers. It is crucial to consider the broader context of individual, social, and environmental factors that contribute to real-world violence.

    Effective prevention strategies should be comprehensive, addressing not only media influence but also the critical aspects of gun access, mental health, and social support systems.

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