| Pastor's
Page By Fr. George Welzbacher May 11, 2008
All
in all this was a night to remember. And it showed what "kids" can do
with the right inspiration and guidance. In stark-and
horrifyifig--contrast with the infectious "innocent merriment' I have
just been describing is the Satanic appeal to the most bestial
instincts of fallen human nature that so much of today's degenerate
"entertainment" industry offers in exchange for enormous financial
profits. A spectacular example is the just released video "game" --with
an anticipated immediate profit of perhaps $400,000,000--called "Grand
Theft Auto: IV", a successor to previous "Grand Theft Auto" games and
one that evidently surpasses its predecessors in its potential
for degradation. This whole new world of video games, often
pandering to a craving for lust and sadistic violence, is something
that should evoke serious parental concern.
Grand Theft Auto's
Heist of the American Character Grand
Theft Auto IV hit the stores last week like a tsunami, and is expected
to become one of the biggest sellers in video game history.
Commentators agree that the game, with its sophisticated graphics, sets
a new standard for realistic violence and sex. News reports and game-related websites give the
flavor of what avid gamers are getting for their 60 bucks. GTA IV opens
with an S&M sex scene. Players can gun down ordinary citizens, beat
up prostitutes, murder cops and enjoy lap dances from strippers. This
mayhem is accompanied by what the Associated Press called a "nearly
constant stream of filthy language." "Teenage boys of America," wrote one reviewer."...you
can kill and maim and plunder and screw until your heart is full, "but
now "the violence is no longer cartoonish." Thanks to GTA IV's new
realism. when G-stringed strippers grind the main character's lap. the
player's controller vibrates in response.
The
launch of a game like GTA IV-labeled "M" for sale only to buyers 17 and
over-always seems to provoke the same debate. Critics charge that
the game harms children, who can easily get their hands on it.
Research confirms that violent media increase young people's aggressive
thought and behavior and decrease their self-control and the
inclination to help others. Adolescents who play violent video games
tend to be more hostile, to argue more with teachers, to get into more physical fights, and to do more poorly in school, one national study reports.
Video game representatives make two arguments when faced with such
data. First, they insist that parents are the gate keepers of their
children's play.
Sounds good, but ask any 15-year-old male if it's really true.
;
Second, industry, spokes-people down play the youth problem's relevance,
pointing to surveys that suggest that the average gamer is some where
between the ages of 29 to 32.
Let's assume that's true. It is supposed to be comforting tha t
millions of grown men get their "entertainment" from pretending to blow
away cops and hook up with prostitutes?
Anyone who has raised a child. or worked for a boss--or
looked honestly at his or her own short comings-- knows that we human
beings have both good and bad instincts and impulses. We have the potential
to be kind, generous and self-controlled, but we also can be selfish,
power-hungry violent and cruel.
History amply illustrates humanity's dark side. In ancient Rome, crowds of thousands of people-not too
different from us-cheered with frenzied blood lust as animals and human
beings were torn to pieces.... Contemporary Americans are not immune from sadistic
impulses. The renegade U.S. soldiers who humiliated and maltreated
prisoners at Abu Ghraib were reportedly imitating the pornified culture
from which they came.
Games
like GTA IV stimulate and glamorize our dark impulses. They create a
taste for the psychological thrill that can come from dominating and
degrading others. They encourage us to strip our fellow human
beings of their dignity, and view them merely as objects of violence or
sexual desire. The
hazards of violent games will only increase as new, more advanced
technologies like the Wii system take hold. With Wii, for
instance, you can go beyond punching buttons or manipulating a
joy-stick-you can act out a game physically. As more games gain the
technology that lets players go through the motions of stabbing
opponents, pummeling prostitutes and simulating sex, they are likely to
exert an even stronger psychological hold on thrill-seekers.
Am I suggesting that those who spend hours playing violent
video games are on the way to becoming real-life killers, torturers or
rapists? Of course not.. But all of us have a potential for coarseness
and cruelty that may emerge after months or years of immersion in lurid
and prurient games.
The average 32-year old man who plays violent video
games-and spends his free hours fantasizing about murdering passers by
and roughing up strippers-is likely to be someone's husband and father.
What
qualities of character will his wife find when she looks to him for
love, steadiness and fidelity?
And when his young son looks to Dad as a role model-well,
that's the problem, isn't it? |