"It is hard to talk about video
games and 2012 without addressing the shooting at Sandy Hook Elementary School
in Newtown, Conn. and the inevitable debate over violent games that emerged
from the entirely predictable discovery that Adam Lanza, the 20-year-old
gunman, played Call of Duty games," writes Chris Suellentrop in The New York Times on December 26, 2012.
Images of real
weapons are depicted in video games. Last year, Anders Behring Breivik, the
Norwegian who killed 77 people, said that he "honed his shooting skills by
playing many hours of Call of Duty," write Barry Meir and Andrew Martin in
The New York Times of December 25,
2012. More disconcerting is that these violent video games provide links to
sites where real weapons can be readily purchased. As I mentioned in last
week's blog, the purchaser needs nothing more than a credit card to order
semiautomatic weapons for overnight delivery.
Philip Cook and
Jens Ludwig in their book, Gun Violence: The Real Costs estimate the annual cost of gun violence in America to be
$100 billion. All of us share the costs of gun violence. I quote from a
synopsis of the book. "Whether waiting in line to pass through airport
security or paying taxes for the protection of public officials; whether buying
a transparent book bag for our children to meet their school's post-Columbine
regulations or subsidizing an urban trauma center, the steps we take are many
and the expenditures enormous. Cook and Ludwig reveal that investments in
prevention, avoidance, and harm reduction, both public and private, constitute
a far greater share of the gun-violence burden than previously recognized. "
The human mind
often has difficulty distinguishing fantasy from reality. Nancy Lanza, mother
to assassin Adam Lanza, believed that Doomsday was around the corner and
stocked her home with an armamentarium of weapons. Her son used them to kill
her, twenty children and six more
adults on December 14, 2012.
People harbor
all kinds of beliefs. We can't condemn them for their ideas nor can we predict
who, when, or where they will act on "irrational" beliefs to harm
themselves or others.
Each of us experiences
moments of confusion conflating reality with fantasy. People have murdered
their bed partners claiming they were acting on the basis of a violent
"dream."
But we do know
that video games include images of "real" weapons and contribute to
blurring fantasy and reality and adding fuel to aggressive and violent
behavior.
Conclusion: We
need to acknowledge the predilection of the human mind to blur fantasy and
reality, to address and, hopefully, close the loopholes to easy access and
acquisition of firearms and ammunition. Factors like video games and violent
movies that have encouraged or taught people about firearms need to be
considered for their potential danger to harm innocent people, including us and
our children.
Dear Reader, I
welcome your comments.
jsimon145@gmail.com
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