Publisher’s Letter

By

striscia

I came home from work to find my sons and their friends killing a prostitute with a baseball bat.

I was horrified. They were laughing their heads off.

But they were right and I was wrong. It was funny. They were just having some taboo fun. Their reaction was super healthy, and I’m not at all worried about what they were doing.

They weren’t supposed to get hold of my copy of Grand Theft Auto. I’d hidden it away; but not very well. They’re in their early teens, and too young, I felt, for the adult pleasures of the GTA franchise.

Not only are there prostitutes in the game. You can kill them. And killing them, for a kid, is a source of amazed amusement that you can do such things. It’s like finding dad’s Playboy’s under the bed, only worse. It’s naughty. Transgressive. I still kinda regret that they played it, but I am relieved by their reaction to it.

The fact that they were squealing with delight and laughing their heads off at the ability to do something so outrageous was a very clear and gratifying affirmation of their emerging humanity. I’d have been worried if they had been silently and grimly killing off the other characters.

A lady of the night from Grand Theft Auto. Fan art by CCPD: https://ccpd.deviantart.com/art/GTA-Vice-City-s-Hooker-40287741
A lady of the night from Grand Theft Auto. Fan art by CCPD.

Oddly, it’s the non-violent games that turn them into little monsters. They got Rock Band for Christmas, and they were soon attacking each other with the plastic instruments. One of my boys smashed his brother over the head with a guitar in frustration. Wii tennis has resulted in several controllers thrown against the wall. Candy Crush induces epic rages fits. My wife and I concluded that it’s true what say: video games make kids violent.

But it’s not the content of the games that morphs them into little rage monsters. It’s the mechanics of the game. They get frustrated when a sibling screws up a song, or they are killed before the end of a level.

It’s not blasting zombies’ heads off that makes them violent. It’s frustration with the game itself, the inability to complete a task or challenge.

They encounter these same frustrations in every aspect of their lives: with homework and classmates, playing soccer or being told to brush their teeth. Frustration and rage are a normal part of our makeup. I’m consumed by it whenever I drive to Safeway.

I believe that games are an important learning environment. Better that my kids try to deal with their rage while mashing buttons now than behind the wheel of a car in a few years.

As Rob Lefebvre reports in this week’s issue, there’s a new generation of games called “empathy games” designed to help us understand other people better and hopefully make us nicer to be around.

In a roundabout way, I think GTA has a similar effect. GTA’s not Shakespeare, but it incorporates elements of good literature and cinema – complex story-lines, character development, moral choices, atmosphere, and sometimes jaw-dropping beauty.

The moral choices are gleefully the wrong moral choices, but choices they are. My daughter, the eldest of the lot, is a great example of this. When she plays GTA, she drives within the lines and stops for red lights. She gets pleasure from following the rules, not breaking them.

GTA has much more to contribute than the gleeful killing of streetwalkers. It’s a sly and fascinating satire of America, courtesy of its Scottish developers, who are obviously both amused and appalled by this country. My kids are fans of Colbert and Breaking Bad, too. They get it.

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