Killing
President Kennedy On A Video Game: Terrorism Training Or Parental
Neglect?
by
Cliff McKenzie
GROUND
ZERO PLUS 1167 DAYS,--New York, NY, Monday, November
22, 2004--Today
is the 41st anniversary of the assassination of President John
F. Kennedy. He was murdered in Dallas, Texas.
It is also
the first day a new video game hits the market that allows the
player to "kill" President Kennedy.
In a simulated
game, JFK Reloaded, the player shoots three bullets
at the President from the Texas Book Depository where controversial
evidence claims a lone gunman, Lee Harvey Oswald, murdered the
President.
For more
than four decades, controversy has clouded the assassination
claiming there was a conspiracy to kill the President, and Oswald
didn't act alone.
The
Scottish manufacturers of the game that can be downloaded on
the web for $9.95 claim it is education in intent, similar to
other historical events that are digitally reenacted to help
students study important events interactively.
IsJFK Reloaded a form of Terror Training?
High points
are given if the player "kills" the President with
"clean" shots. However, if by accident the player
shoots his wife, Jacqueline Kennedy, or bystanders, points are
deducted.
Each
shot can be replayed in slow motion and seen traveling through
the digital body of JFK.
Ted Kennedy,
brother of John, and family spokesman said the game was
"despicable"
The
question on this table is: "Is the 'game' a form of Terror
Training?"
The outrage
over this video game seems minor, perhaps even miniscule, compared
with a plethora of video games that promote killing and violence
and are available to young children.
Teaching
a child how to be a "sniper" and shoot people from
afar and then slink into the shadows isn't a new idea. Media
violence is part of our culture. To some, it is a dangerous
part. By the age of 18, a child watching television alone--not
including video games--sees some 200,000 acts of violence and
16,000 murders, according to child media
watch experts.
Thousands
of video games, including many in movie theater lobbies, are
geared to put a gun in the hand of a child and a screen with
bodies on it that offer high points for the most "blood"
drawn.
Americans
become outraged when they see video clips of young boys and
girls in al-Qaeda training camps holding machine guns shooting
at silhouette targets and throwing live hand grenades.
America
is outraged at video clips of young boys and girls learning
how to make bombs .....
There's
not much difference between a kid in a comfortable living room
in America displaying on a digital television screen live-action
images of people running as he or she splays a wall of digital
bullets or tosses digital explosives at them until body parts
splatter over the screen and points rack up in favor of or against
the player.
...and
shoot weapons
Efforts
to reduce violence in the youth gaming industry have met with
fierce First Amendment resistance in the U.S. Some game manufacturers
bend to pressures resulting from national outrage created, for
example, by the 1999 murders of Columbine High School students
by a fellow student who brought an arsenal of weapons with him
and killed indiscriminately as many video games urge players
to do.
The makers
of Resident Evil, a video game where players "kill"
people, changed the color of blood from "red" to "green"
to mollify critics. Another game manufacturer of Carmageddon
where players ran over pedestrians to get points, changed the
"normal looking" people to "zombies" in
an attempt to quell parental outrage.
But the
real issue isn't about the video games, but the information
delivered to a child by parents and loved ones about the idea
of "killing" others, and the dangers of "playing
killing."
If one
believes that inside all humans is a Beast of Terror who seeks
to command a child's Fear, Intimidation and Complacency in the
absence of parental or guardian management of those Fears, Intimidations
and Complacencies, then the video games are not the problem.
It is easy
to "blame" games as being the "source" of
violence and twisted behaviors if one is detached from his or
her role as a Sentinel of Vigilance. Such "blame"
falls into the "Complacency" factor, for it assumes
that the "world" is more responsible for the molding,
shaping and strengthening of a child's character to chose what
is right or wrong than a parent or guardian.
A wise
parent or guardian realizes that children seek to explore their
capacity to exercise "power" over people, places and
things. A set of building blocks is a tool to allow a child
to rearrange nature, to take chaos and build structure from
it.
Children
playing with blocks should learn "construction"
vs. "destruction"
It is also
an exercise in power, positive power to manage the "construction"
versus the "destruction" of things. But, if one watches
most children, once they build the structure with blocks, they
will find some imaginary way to "destroy" the structure
by smashing a car or plane or simply swiping it with their hand.
Power has
two sides: the good and bad, the positive and negative, the
constructive and destructive sides of the coin.
A Parent
or Guardian of Vigilance needs to explain to a child the use
of both powers as the child evolves, so that from the building
blocks upward, the child begins to recognize that power means
responsibility, and, that there are dangers in playing too much
"destruction" versus "construction."
Video games
that involve "killing" are about the destruction of
human life, perhaps the most egregious of all uses of human
power.
In the
final analysis, it isn't the video games that need to be attacked
as endangering our society, but rather the person or persons
who control the plug or batteries that allow the machine to
be turned on.
If one
is a Parent of Vigilance and teaches a child how to seek to
turn Fear into Courage, and Intimidation into Conviction, and
to overpower Complacency with Right Actions that benefit the
Children's Children's Children, the odds are that a child will
look at "killing games" as forms of feeding their
"Beast of Terror" rather than their "Sentinel
of Vigilance."
If a child
respects life, and understands that even playing "killing"
can warp and pervert one's respect for life, there is a far
better chance the child will not seek to "pleasure himself
or herself" by playing such a game.
So, if
we are outraged about the game JFK Reloaded, we need to first
point the finger of outrage at ourselves and ask the question:
"What are we doing to nurture and evolve the respect for
life amongst our children?"
We have
to ask ourselves what are we doing to nurture and evolve
respect for life amongst our children
Only after
we have exhausted all these options can we justifiably attack
the violent video game industry. But, if we perform our roles
as Sentinels of Vigilance properly, the market for violence
will fall proportionately and we won't have to worry about removing
violent games because the desire to play them will reach a positive
low.
If you
want to commit to anti-violence, become a Sentinel of Vigilance.
Take the Pledge of Vigilance.
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