Drones don’t Desnsitize; Rather, they Sensitize and that causes Stress There are now many skeptics that object to the practice of drone usage. A main idea here is that piloting a drone has no structure, as if it were you simply playing a video game. This view stems mostly from an unfamiliarity of video games. Piloting drones in relation to the experience of playing video games is however still a problem but not on the topic of desensitization but rather sensitization. Drones, much like video games, have become very submersive and can expose pilots to feelings and emotions that could be dangerous to their psyche. It is a proven fact that video games produce emotions, both good and bad. They also bring people together by creating similar objectives and a similar sense of purpose. There even exists social normals in gaming communities that can be detailed and show that video gamers indeed show sympathy to one another. Research shows that though video games can only make a virtual reality, they still make a user feel like they are in the game and that what occurs in the game has actual meaning and gravity to them. Games need to be interactive and evoke emotion for those in the game because if not, there would be no reason to even pick up and play the game. Through this logic, it can easily be drawn that video games are not desensitizing tools but quite the opposite. Now, drones are not video games but they create a similar sense of a virtual reality and the same concepts
Lastly the article addresses the need for future research concerning the topic of desensitization to violence and the areas in which they feel it would be most beneficial. For instance a need to study the effects of more long term exposure to violent video games in regard to desensitization as most young game players do so on a regular basis. In their conclusion Carnagey, Ander and Bushman (2007) go as far as to refer to the media as an “effective desensitization tool.”
On the other hand, some people, although they already know some of the positive aspects of video games, still believe that the negative will overcome the positive ones. The connection between violent games and real violence is also fairly intuitive. In playing the games, kids are likely to become desensitized to gory images, which could make them less disturbing and perhaps easier to deal with in real life. When video games aren't about violence, their capacity to teach can be a good thing. For patients suffering from arachnophobia, fear of flying, or post-traumatic stress disorder, therapists are beginning to use virtual realities as a desensitization tool. Though this presents an evidence that violent games do in fact increase violent thoughts, this data still cannot serve as an evidence because the test is conducted in a controlled environment, without considering other aspects that might result in the change in behavior.
It’s easy to see the appeal of the video game. They allow us to do things that most people would never have the chance to experience, or something that’s flat out impossible. From the roar of a massive v-12 engine in a Ferrari, screaming down a straight at 230 miles per hour, to the rat-tat-tat of a heavy machine gun, complete with the imagined scent of cordite and powdery, obliterated dry wall, or even directing stalwart troops across a decimated sci-fi battlefield, there’s nothing quite like the visceral experience of a well-made video game. I’ve plummeted feet-first through Earth’s fiery atmosphere in a vessel no bigger than a phone booth with blue and purple iridescent plasma-bolts
An analogy that stood out was said by Amanda Schaffer from Slate.com “The connection between violent games and real violence is also fairly intuitive. In playing the games, kids are likely to become desensitized to gory images, which could make them less disturbing and perhaps easier to deal with in real life. When video games aren't about violence, their capacity to teach can be a good thing. For patients suffering from arachnophobia, fear of flying, or post-traumatic stress disorder, therapists are beginning to use virtual realities as a desensitization tool." Desensitization implies that the children that view the gory content will have diminished emotional responses. In some cases adolescents that react positively toward such gory content is a sign of emotional aggression. This contradicts his argument because although this quote by Schaffer mentions how desensitization can be used to help patients by playing non-violent games the author’s argument is pertaining to violent games and why they don’t increase aggression. His only other defense to Schaffer’s argument is that there isn’t enough aspects of gaming that were induced in the test.
In this you can already see that drones do cause some concern towards the FAA and safety for all the pilots in the sky. It's difficult to say how long it'll take the FAA to make rules so that not a single person can be killed by drones if they follow the rules given to them. The Rules consist of restrictions such as Drones over the weight of 250 g and below 55 kg must register under the FAA and Drones can only fly below 400 feet which is around the length of a football field. For now these rules are thought out enough to keep drone pilots safe on each flight and keep the people around them
Another argument against video games declares that violent video games cause desensitization to violence in the world. According to Bruce Bartholow--who conducted a study over desensitization, "most of us naturally have a strong aversion to the sight of blood and gore. Surgeons and soldiers may need to overcome these reactions in order to perform their duties. But for most people, a diminished reaction to the effects of violence is not adaptive. It can reduce inhibitions against aggressive behavior and increase the possibility of inflicting violence on others" (qtd. in Swanbrow). It is believed by some that if kids are exposed to violence in video games, they will have less of an emotional response to negative events that happen in the real
Morality and human nature are important factors when considering the behavioral influences of video games, whether they are positive or negative. Violence in the real world involves much more complexity than any influence by the media. As previously stated, simple factors such as one’s home life, environment, and general human nature are ignored when video gaming’s influences are under scrutiny. In a world where millions of people are dying in real wars, it is a luxury to harbor concern for children to be excited after playing a shooting game (Gee). The moral and behavioral influences of any video game are left up to the interpretation of the player; there is no direct influence in any game that dictates bad behavior to their players. James Paul Gee provides an incredibly important point in stating, “Video games are neither good nor bad on their own, and induce neither violence nor peace.” It is important to consider the context of video games. In David Kushner’s article, he quotes The British Board of Film Classification’s conclusion from a survey: “The violence helps make the play exhilaratingly out of reach of ordinary life… Gamers seem not to lose awareness that they are playing a game and do not mistake the game for real life.” If a violent child did not play video games, then where would the blame fall?
According to a study of 709 drone pilots by the Armed Forces Health Surveillance Center, approximately 8.2% reported at least one adverse mental health outcome, most commonly disorders related to readjusting civilian life, depression, and relationship problems (Drones - ProCon).
public knows about drones is through government use.The technically accurate name for a drone is an unmanned aerial vehicle or UAV for short. This name helps define drones as unmanned or not piloted by an person. Furthermore, they are aerial vehicles or flying aircrafts. Drones are in terms, scaled up model airplanes that serve a tactical purpose rather than just for enjoyment of flying a remote controlled aircraft that are known to build and fly. Drones can be remote controlled by a pilot and/or controlled by a computer. In other words, drones can be programmed to carry out any type of action without direct human control. With just the name and definition of drones being so wide and confusing, it is no wonder that people are also confused by the advantages and disadvantages of
Though one might say video games have no value in today’s society, technology is one of the most useful tools for children today. Video games can help to connect a person to their character through the actions they cause or the changes they make. It’s very easy for someone to connect to a world through a character’s eyes completely controlled by them. The idea of virtual reality is a very useful tool to help teach people how to work in the real world. However, Call of Duty is not one of those tools.
I also see how that violence is big in the video game culture.” Society, however only notices only the negative” (Wright 211).”Most people on the far side of this generation divide- elders-look at games and see a list of ills ( they’re violent childish, and worthless)” (Wright 211). For every negative there is a positive. With video games being such a waste of time why would pilots use them for their simulators. We teach pilots to fly with video games. We also teach the army to drive tanks with these simulators. The same thing the youth is doing but when they use video games it's considered a waste of time and worthless.. As for the violence, it's not every single game that has violence. Their are the warnings on the back that provide information on age limit that people forget to read. Just because you play a game with violence does not guarantee you're going to grow and become
According to Wikipedia the Free Encyclopedia, desensitize is define as the diminished emotional responses to a negative or aversive stimulus after repeated exposed to it. In other words, video games have always been an aspect of entertainment and humans have used video games as an outlet to escape the harsh reality of everyday life. The consequences of violent video games have been school shooting, bullying, violence among young children, and drugs and alcohol abuses.
The military has invested a lot of money in developing video game based war simulations as a part of drone pilot training. This practice can potentially blur the distinction between virtual deaths and actual killings done in reality. Compare to conventional military personnel, video operators are distant to their victims and do not risk any physical vulnerabilities. Distance creates indifference and the lack of personal risk may make warring appear easy. To the video pilots, targets and the surrounding by-standers appear as no more than silhouettes or “bug splats” on the screen. It is feared that overtime the pilots’ mental attitudes regarding war will become increasingly harsh and
Because of new technology, contemporary youth is exposed to extreme and intense content each day. In video games, kids fire virtual guns at people. They see it as a victory to have the most kills. Parents should avoid exposing their children to violent video games because this desensitization to brutality leads to dehumanization of others.
An article in "Psychology Today" discussed how studies have shown that video game players that play in a violent game such as Call of Duty will start to act aggressive due to the violent exposure in the game. The author states that in Call of Duty there is a scene where the player destroys a tank and must finish off an enemy character screaming for his life. The author than describes how virtual reality is going to replace video game consoles and make people less sensitive to violent acts, Rosenblum imagines that virtual reality will take games such as Halo or Call of Duty and increase the effects of desensitization by a factor of ten, if not fifty (Rosenblum 35). The author later states that researchers as well as industry figures are afraid of what violent content players are exposed to in video games. This article argues that the rise of video game and technological advancement has led to a desensitized culture amongst the younger generation which can lead to an increase in crime. In a similar article groups believe that people with autism spectrum disorder