Thanks for the interesting responses.
BoringSupreez wrote:The reason is that aggression, antagonism, and violence is what people are interested in. It's what they find entertaining. Sex and violence sell better than just about anything else. That's why those other mediums focus on it, as you acknowledge.
It’s not what all people are interested in, especially if you follow the growing feminist movement in videogames. Thankfully, we now have developers, especially in the indie scene, looking for more humane methods of playing videogames. I hope this trend becomes more prevalent.
Just because sex and violence sells, and because other mediums focus on it, does that make it moral for videogames to pursue it? Particularly when the effects of the interactive and immersive qualities of videogames are less known than other mediums?
BoringSupreez wrote:The market alone determines what games should reflect.
From a commercial perspective, you are correct, of course. But the market for videogames is changing, and with it, the demand for different types of games. The industry is in a state of transition and, to me, that makes now a very interesting time to be a gamer.
BoringSupreez wrote:Violence and conflict are a part of real life, and so are relatable. Testosterone also plays a key role in male interest in violence. It's only natural. Note the way dogs play-fight with each other for fun.
Exhuminator wrote:Because those things are fundamental aspects of the young male testosterone infused psyche, but society frowns upon acting upon said aspects in real life.
Violence and conflict are a part of life if you live in a country ravaged by war, but in first-world countries, not so much. The media over sensationalises much of the aggression and violence in society because, as you said, violence, as well as sex, sells. I’m not saying we live in an idyllic world – aggression and violence do exist in the first world –, but think about your day to day experiences of the world and then tell me aggression and violence is prevalent in society.
You are correct that testosterone plays a large role in adolescent and young adult males’ interest in violence and aggression. When this was the traditional target audience for games, I can understand its prevalence. Now that the audience for videogames is much broader and older (the average age of gamers is 34 here in Australia and similar in other countries), is it really necessary for this to be the main gameplay aspect of most games? I don’t think so.
This might be going off topic, but what does this say about that (my) generation of gamers? I understand that videogames can be a positive method for channelling male aggression, but how does channel into the real life values and actions of these players?