See also Part 1:
Are
We Teaching Our Children to Kill?
This is the second of Dave Grossmans comments on video game
violence, which may surprise many parents:
STATEMENT OF LIEUTENANT COLONEL DAVE GROSSMAN
BEFORE THE NEW YORK STATE LEGISLATURE
I am Lt. Col. Dave Grossman, U.S. Army, (Retired). My expertise in the area of human
aggression and violence includes service as a West Point psychology professor, a professor
of military science, the author of a Pulitzer nominated book and numerous peer reviewed
encyclopedia entries on this topic.
It is my professional opinion, and it is the opinion of major experts in this area
(such as the American Medical Association (AMA), the American Psychiatric Association
(APA), the National Institute of Mental Health (NIMH), the American Academy of Mental
Health, and the Surgeon General), based on extensive research, that violent video games
are harmful to children.
Legislation to rate these games, and enforcement of the ratings in order to keep the
violent games out of the hands of children, is essential to the safety and security of the
population of New York.
The games that permit a child to hold and aim a gun, and fire it at humans, are
particularly harmful, since these devices teach shooting skills. They are firearms
training devices at best, and murder simulators at worst.
Media Violence Overview
The AMA, the APA, NIMH, the American Academy of Pediatrics, the Surgeon General, and
the United Nations (UNESCO) have all made definitive statements about the relationship
between childhood exposure to visual violent images and later manifestation of real world
aggression and violent criminal acts.
The impact of visual, violent imagery on children has been identified as the key
variable responsible for an explosion of violent crime around the world. The per capita
aggravated assault rate in the U.S. increased almost sevenfold between the mid-1950s and
the middle of this decade. In Canada per capita assaults increased almost fivefold between
1964 and 1993. Between 1977 and 1993, the per capita assault rate increased nearly
fivefold in Norway and Greece. In Australia and New Zealand the per capita assault rate
increased approximately fourfold, tripled in Sweden, and approximately doubled in:
Belgium, Denmark, England-Wales, France, Hungary, Netherlands, and Scotland. The common
denominator in all these nations is the influence of media violence on children.
The Journal of the American Medical Association (JAMA) has definitively concluded that
"long-term childhood exposure to TV is a causal factor behind approximately one-half
of the homicides committed in the U.S., or approximately 10,000 homicides committed
annually," and that "if, hypothetically, TV technology had never been developed,
there would today be 10,000 fewer homicides each year in the U.S." (June 10th, 1992
issue of JAMA)
Every one of these major authorities agrees that all the data on media violence
immediately transfers to violent video games. To argue otherwise is like arguing that the
data on cigarettes does not apply to cigars.
In the realm of violent video games, in addition to the data on the impact of visual,
violet images on children, there is now approximately 50 years worth of research
indicating the value of simulators in "programing" or "conditioning" a
set of responses in individuals. Everything from fire drills to airline pilots use
of flight simulators are based upon the research in simulations. Such research has led to
the military making extensive use of such simulation to enable soldiers to pull the
trigger and to shoot accurately in combat.
Case Study
The classic case of the influence of video games can be found in the Paducah, Kentucky,
school shooting. I served as a consultant in this case, and my understanding of the facts,
based upon official records, is that Michael Carneal, a 14-year old boy who had never
fired a handgun before, stole a pistol, fired a few practice shots the night before and
came into his school the next morning with the gun. In this case 8 shots were apparently
fired, for 8 hits--4 of them head shots, one neck, and 3 upper torso. This is simply
astounding, unprecedented marksmanship, especially when it comes from a child who
apparently had never fired a real pistol in his life (prior to stealing the gun) and had
only fired a .22 caliber rifle once at a summer camp.
I am an Army Ranger, "expert" qualified on all major U.S. small arms and many
NATO weapons, an instructor for: the American Society of Law Enforcement Trainers (ASLET);
the International Association Society of Law Enforcement Firearms Instructors (IALEFI);
the Bureau of Alcohol, Tobacco and Firearms Emergency Response Teams; the California
Highway Patrol Academy; and numerous other state patrol academies. I have fired many tens
of thousands of rounds of ammunition, and even with all of this I sincerely doubt that I
could have fired as accurately under these circumstances.
Indeed, I have never heard of anything remotely like this in its degree of deadly
accuracy under these circumstances. One state police study in an assessment of the
accuracy of their officers across several years found that the average officer, in the
average engagement, at the average distance of 23 feet, hit with 13% of the rounds fired.
In the Amadu Dialo shooting in New York City, four members of an elite NYPD unit fired 41
rounds at an unarmed African immigrant, at point-blank range, and hit 19 times. That is
the norm, even in the best of conditions, among trained, professional law enforcement
officers. In the recent Jewish daycare center shootings in Los Angeles, the shooter is
reported to have fired 70 shots, and wounded 5 individuals. This is what should be
expected from an untrained shooter.
I trained a battalion of Green Berets, the Texas Rangers, the California Highway
Patrol, the Australian Federal Police, and numerous other elite military and law
enforcement organizations, and when I told them of Michael Carneal's achievement, they
were simply amazed. Nowhere in the annals of military or law enforcement or criminal
history can any of us find an equivalent achievement, and this from a 14-year old boy with
no previous experience in firing a handgun.
Michael Carneal had never fired an actual pistol before, but he had fired thousands of
bullets in the video game "murder simulators." His superhuman accuracy, combined
with the fact that he "stood still," firing two-handed, not wavering far to the
left or far to the right in his shooting "field," and firing only one shot at
each target, are all behaviors that are completely unnatural to either trained or
"native" shooters, behaviors that could only have been learned in a video game.
It is not natural to fire one shot at every target. The normal, near universal response
of anyone with a semiautomatic weapon, in combat or while hunting, is to fire at a target
until it drops, and then to move on to another target. But, if you are very, very good at
video games, you will only fire one shot at every target, not even waiting for that target
to drop before moving on to another target, because you "know" (from countless
thousands of previous repetitions of the action) that you have hit and you
"know" that the target will fall when it is hit with no need to waste time
shooting it further. (Some games do not use the one-shot-one-kill model, but many, if not
most, do.) As a player in the video game your goal is simply to rack up the highest
"score" as quickly as possible. And many of the video games (such as "House
of the Dead," "Goldeneye," or "Turok") give bonus effects for
head shots.
This is reinforced by Michael Carneal's "blank and passive" facial
expression, and his report that it was all "like a dream" which are common
reactions of someone who is in the "flow state" associated with completing an
operantly conditioned response under a stressful situation: like children in a fire drill,
or an expert typist finding the next key. These kind of video games provide the
"motor reflexes" responsible for over 75% of the firing on the modern
battlefield. In addition, they provide violent suggestions and reinforcement for violent
behavior.
(The application of this to the military is outlined in my book, On Killing: The
Psychological Cost of Learning to Kill in War and Society. This book was nominated for
the Pulitzer prize for nonfiction in 1995, has been translated into Japanese and Italian,
and is currently being used as a standard text in numerous universities and academies, to
include West Point, and the California Highway Patrol Academy.)
I have reviewed these conclusions with other experts in the field of law enforcement
marksmanship training. Based upon my communications with them, the heads of the three
major national and international law enforcement training organizations (IALEFI, ASLET and
PPCT) have all concurred with these conclusions, and they have told me that they would be
willing to serve (pro bono) as expert witnesses in a lawsuit against the manufacturers of
these games. Certainly, if the information I received is correct, no firearms expert can
deny the extraordinary marksmanship achievement in the Michael Carneal case (and many
others like it), and that the influence of video games is the only possible explanation
for that aspect of this tragedy.
The Case Against Video Games
Based upon research outlined in my book, On Killing, President Clinton stated in
his national radio address on April 24, 1999, following the Littleton shootings that:
"A former Lieutenant Colonel and psychologist, Professor David Grossman, has said
that these games teach young people to kill with all the precision of a military training
program, but none of the character training that goes along with it. For children who get
the right training at home and who have the ability to distinguish between real and unreal
consequences, theyre still games. But for children who are especially vulnerable to
the lure of violence, they can be far more."
The President's conclusions are completely correct. The U.S. Army has taken the basic
Super Nintendo, replaced the plastic pistol with a plastic M-16, modified the targets that
appear on the screen, and this device (known as the Multipurpose Arcade Combat Simulator
(MACS)) is used extensively for military marksmanship training. Similarly, the U.S. Marine
Corps has licensed the basic "first person shooter" game "Doom," and
is using it to train their combat fire teams in tactics and to rehearse (or
"script") combat actions of killing. (Some claim that the Marines only use it to
develop teamwork, but if that was the desire they could use flag football; the
Marines goal is to develop teamwork in killing.
The video game industry cannot market these devices to the military to train
individuals whose job it is to kill, and then claim that they have no expectation that
such devices would be potentially harmful when marketed to children.
The video game industry blatantly markets their products as killing devices:
-One advertisement, in a "gaming" magazine, for a joystick that gives
feedback (thus you feel the recoil of a gun when you pull the trigger), says:
"Psychiatrists say it is important to feel something when you kill."
-An ad for one video game says: "Kill your friends guilt free."
-Another ad for a home video game shooting system says: "More fun than shooting
your neighbor's cat."
-Recent ads for "Quake II" (a follow-on to "Doom" by the same
manufacturer) says: "We took what was killer, and made it mass murder."
-An ad for the same game has a picture of a corpse with a toe tag, saying: "He
practiced on a PC." (Personal computer.)
-An ad for a Sony Playstation controller that gives feedback shows an old man and his
wife, saying: "George Anderson, 64. Responsible for thousands of deaths and ruthless
beatings, is about to discover how it feels."
-An ad for one Playstation game says: "Destroying your enemies is not enough ...
you must devour their souls."
-An ad for a networking kit says: "Gratuitous violence is 200 times faster with a
D-Link Network."
Thus, the industry's own ads acknowledge that their products are "killer ... mass
murder ... ruthless beatings ... [and] gratuitous beatings."
The industry's own rating systems indicate that many of their games are inappropriate
for children. Yet the industry has spent enormous sums of money fighting legislative
initiatives designed to regulate the availability of their products to children.
Imagine if the gun, tobacco, alcohol, or even the fireworks industry had rated and
acknowledged their products as harmful to children, but then refused to accept regulation
of the sale of their products to children. Furthermore, imagine if these industries had
intentionally and irresponsibly marketed their products with advertisements clearly
oriented toward children. If this were the situation, then these industries would arguably
find themselves subject to even greater litigation and liability than is currently the
case.
In a recent case, the book, Hit Man was used as a manual to commit a multiple
murder. The family of the victims of this murder sued the publisher and author of this
book. Based on my reading of the decision in that case (which was upheld by the U.S.
Supreme Court), this case could be brought to trial because the book, Hit Man:
taught criminal behavior, exhorted the reader to engage in criminal behavior, and then
taught the reader to develop a blatant disregard for human life.
It is interesting to me to apply these same criteria to the video games:
-The violent video games teach criminal behavior: i.e., shooting human beings, to
include motor skills, aiming skills, target selection, and trigger control.
-The video games and their advertisements exhort the reader to engage in criminal
behavior while teaching blatant disregard for human life: being rewarded for harming and
killing humans, and: "Kill your friends ... More fun than shooting your neighbor's
cat ... Destroying your enemies is not enough ... you must devour their souls."
The video game industry knows that their products are not for children, and they openly
support and expect enforcement of the ratings on their products. In a current issue of PC
Gamer Magazine (the industry's leading magazine), the game "Kingpin" is
discussed. (This is a hyperviolent game in which the player leads a life of crime,
killing, pimping and selling drugs, working up to a position of leadership.)
There are certain people who believe "Kingpin" crosses the line of good taste
and shouldnt be in the hands of children or young teens. Those people would be
absolutely right! If you see the game in the store, you'll notice a big yellow sticker
across the front of the box stating the game was designed for mature audiences, and that
you'll need an ID to prove you're old enough to buy it. (PC Gamer, Oct 99, "The
Killing Box," pg 213.)
In other words, it is the responsibility of stores and society to enforce the
industry's rating system. And they are right.
In that same magazine there is a review of a new, hyperviolent game called Soldier
of Fortune, in which the magazine says that:
Don't expect to be able to buy this one without a picture ID ... It is inevitable that,
given the recent controversy regarding violence in games, Soldier of Fortune will
attract its share of flack ... Raven is hoping to head at least some of the criticism off
with ... warnings on the packaging. Ravens plan from day one was to make a
game for mature audiences that would carry a mature ESBR rating, says [the
manufacturer]. When the rating has been established ... how can they criticize the
game? If people don't take advantage of the tools we are providing, theyre the ones
opening themselves up to criticism. (PC Gamer, Oct 99, pg 27.)
In other words, again, according to the industry, they are counting on us to enforce
the ratings, if we do not enforce their ratings, we are to blame. And they are right.
But the industry will oppose this legislation. They will claim that their rating and
labeling system is enough to protect kids from the products that they themselves admit
should not be in the hands of children, and they will oppose enforcement of their warning
labels. This is simply offensive to the intelligence of the legislators and people of the
great state of New York. Again, what would happen if the gun or tobacco or alcohol
industry had tried to use that logic?
I strongly support this legislation, and I sincerely believe that if it is not passed
we will pay a tragic price in lives, just as surely as if we had failed to keep guns or
alcohol or tobacco out of the hands of kids.
Respectfully submitted,
Dave Grossman
Lt. Col., U.S. Army (Ret.)
Director, Killology Research Group
Note: Dave Grossmans new book, Stop Teaching Our Kids to Kill has
just come out in the autumn of 1999.