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Moral Combat

Moral Combat

Why the War on Violent Video Games Is Wrong
by Patrick M. Markey 2017 256 pages
4.21
100+ ratings
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Key Takeaways

1. Moral Panics Repeatedly Target New Media Technologies

"Moral panic refers to a tendency for societies to develop overblown fears of an innocuous scapegoat or 'folk devil,' which is then blamed for a real (or often imagined) social problem."

Historical Pattern of Fear. Throughout history, new technologies and media have consistently triggered societal panic. From waltzes and novels to comic books and rock music, each generation finds a new medium to fear. These moral panics typically involve older generations expressing anxiety about youth culture and technological changes.

Characteristic Cycle. Moral panics follow a predictable pattern:

  • A new technology or media form emerges
  • Older generations express exaggerated fears about its potential dangers
  • Media and politicians amplify these concerns
  • Regulations or restrictions are proposed
  • Eventually, the panic subsides as the technology becomes normalized

Generational Disconnect. The fear often stems from a lack of understanding and generational differences in technology adoption. Older individuals who did not grow up with the new technology tend to be more suspicious and critical of its potential impacts.

2. Scientific Research on Video Games is Frequently Biased and Flawed

"Social science during a moral panic begins to look and behave less like an actual science and more like a convenient way to benefit from societal agendas."

Methodological Weaknesses. Much of the research on video game violence suffers from significant scientific limitations. Researchers often use questionable measurement techniques, overgeneralize results, and cherry-pick data that supports predetermined conclusions.

Research Bias Indicators:

  • Inconsistent definitions of "violent" video games
  • Measuring aggression through unreliable proxy methods
  • Overlooking contradictory research
  • Sensationalist claims not supported by data

Institutional Influences. Professional organizations and research institutions often have financial and political motivations that can skew scientific objectivity. Funding, media attention, and professional advancement can incentivize researchers to produce alarming findings.

3. Violent Video Games Do Not Cause Real-World Violence

"Contrary to claims that video games are related to increases in violence, we can see that in the past twenty years, violent crimes have decreased dramatically, even as video games have exploded in popularity."

Statistical Evidence. Comprehensive studies have consistently failed to demonstrate a causal link between violent video games and real-world violent behavior. In fact, data suggests an inverse relationship, with violent crime decreasing as video game popularity increases.

Global Perspective. Countries with high video game consumption tend to have lower violent crime rates. The most video game-intensive countries are often among the safest nations globally.

Research Consensus. Most contemporary scientists reject the notion that video games cause violence:

  • Only 35% of researchers believe media violence poses a danger
  • Younger researchers are increasingly skeptical of these claims
  • Scientific opinion has dramatically shifted over the past decades

4. Video Games May Actually Reduce Societal Violence

"Video games are not going to save the world, but they might address some specific problems."

Crime Reduction Mechanism. Video games may help reduce violence by keeping potential offenders engaged in a virtual environment, particularly young males who are statistically most likely to commit violent crimes.

Potential Protective Factors:

  • Provides a safe outlet for stress and aggression
  • Keeps individuals occupied during high-risk times
  • Offers social connections and engagement

Economic Impact. Some studies suggest that during major video game releases, violent crime rates actually decrease, potentially saving society significant economic costs associated with criminal activities.

5. School Shooters Are Less Likely to Play Violent Video Games

"Contrary to the claims of the media, politicians, and researchers, only 12 percent of school shooters exhibited an 'interest in violent video games.'"

Secret Service Research. A comprehensive study by the U.S. Secret Service found that school shooters are significantly less likely to play violent video games compared to their peers.

Profile Characteristics. School shooters typically share common traits:

  • Male
  • History of depression
  • Experience of social rejection
  • Suicidal thoughts
  • Minimal interest in violent video games

Media Misrepresentation. Despite popular narratives, video game playing is not a reliable indicator of potential violent behavior.

6. Video Games Can Provide Positive Social and Emotional Benefits

"Contrary to the stereotype of the gamer as an antisocial loner, the reality is that most games are played in very functional social networks."

Social Connection. Video games offer significant opportunities for social interaction, particularly for individuals who struggle with traditional social environments.

Psychological Benefits:

  • Stress reduction
  • Mood improvement
  • Social skill development
  • Platform for shy individuals to form connections

Therapeutic Potential. Games can help individuals cope with depression, provide a sense of achievement, and offer alternative social spaces for interaction.

7. Exergaming Offers Potential Health and Fitness Opportunities

"The most effective exercise is not necessarily the one that burns the most calories, it's the one that you'll actually do!"

Interactive Fitness. Exergames combine physical activity with gaming, potentially motivating individuals who find traditional exercise unappealing.

Calorie Burning Potential:

  • Various games offer different levels of physical engagement
  • Can burn 98-250 calories in 30-minute sessions
  • Provides low-stress fitness environment

Motivation Mechanism. By making exercise fun and rewarding, exergames can encourage consistent physical activity for individuals who might otherwise remain sedentary.

8. Video Games Can Enhance Cognitive Skills and Hand-Eye Coordination

"Action games appear to increase our spatial cognition, that is, our ability to acquire and use information about our environment."

Cognitive Benefits:

  • Improved multitasking abilities
  • Enhanced visual perception
  • Better spatial awareness
  • Potential surgical skill development

Research Findings:

  • Action games can improve vision and contrast sensitivity
  • Some games may help reduce cognitive decline in older adults
  • Specific skills can transfer to real-world tasks

Limitations. Not all games provide equal cognitive benefits, and transfer of learning depends on task similarity.

9. Parents Should Approach Video Games with Understanding and Nuance

"As long as a child has a warm, structured, intellectually challenging home, things are most likely going to be OK."

Balanced Parental Approach:

  • Communicate openly about game content
  • Set reasonable time limits
  • Understand games' potential benefits
  • Avoid absolute prohibition

Engagement Strategies:

  • Play games together
  • Use rating systems like ESRB
  • Discuss game content and context
  • Recognize games as potential bonding opportunities

Individual Consideration. Each child's sensitivity and maturity level differs, requiring personalized approaches to video game consumption.

10. The Moral Panic Around Video Games is Gradually Subsiding

"The war is over, and it was won through demographics and simpler, accessible, portable technologies."

Generational Shift. As gaming generations age into positions of power, societal attitudes toward video games are becoming more nuanced and accepting.

Institutional Recognition:

  • US Supreme Court constitutional protections
  • Smithsonian acknowledging games as art
  • Declining political rhetoric against games

Future Outlook. While complete acceptance is ongoing, the extreme fear surrounding video games is diminishing as understanding grows.

Last updated:

Review Summary

4.21 out of 5
Average of 100+ ratings from Goodreads and Amazon.

Moral Combat receives high praise for debunking myths about violent video games and their effects on behavior. Readers appreciate its well-researched content, accessible writing style, and humor. The book is lauded for addressing generational issues, moral panics, and providing evidence-based arguments. Many reviewers recommend it to parents concerned about their children's gaming habits. While some find certain sections challenging to read, the overall consensus is that the book offers valuable insights into the gaming industry and its impact on society.

Your rating:

About the Author

Patrick M. Markey is a psychologist and co-author of Moral Combat. He specializes in research on video games and their effects on behavior. Markey's work focuses on debunking myths surrounding violent video games and their alleged link to real-world violence. He has conducted numerous studies and published extensively on the topic. Markey is known for his evidence-based approach and his ability to make complex research accessible to a general audience. His work challenges popular misconceptions about gaming and contributes to a more nuanced understanding of the relationship between video games and human behavior.

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