"Aggression and Violence"

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DC300a

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I ran across this article by David Grossman. I am not trying to make a point but simply posting it for your reading and to share the knowledge. If you ever have a chance to hear Col Grossman speak in person, I highly recommend it.

"Aggression and Violence"

By Dave Grossman
Oxford Press, 2000

To understand the nature of aggression and violence on the battlefield, it must first be recognized that most participants in close combat are literally "frightened out of their wits." Once the bullets start flying, most combatants stop thinking with the forebrain (that portion of the brain that makes us human) and start thinking with the midbrain (the primitive portion of our brain, which is indistinguishable from that of an animal).

In conflict situations, this primitive, midbrain processing can be observed in the existence of a powerful resistance to killing one's own kind. Animals with antlers and horns slam together in a relatively harmless head-to-head fashion, and piranha fish fight their own kind with flicks of the tail, but against any other species these creatures unleash their horns and teeth without restraint. This is an essential survival mechanism that prevents a species from destroying itself during territorial and mating rituals.

One major modern revelation in the field of military psychology is the observation that such resistance to killing one's own species is also a key factor in human combat. *Brig. Gen. S. L. A. Marshall first observed this during his work as an official U.S. Army historian in the Pacific and European theaters of operations in World War II. Based on his post-combat interviews, Marshall concluded in his book Men Against Fire (1946, 1978) that only 15 to 20 percent of the individual riflemen in World War II fired their own weapons at an exposed enemy soldier. Key weapons, such as *flame-throwers, were usually fired. Crew-served weapons, such as *machine guns, almost always were fired. And action would increase greatly if a nearby leader demanded that the soldier fire. But when left on their own, the great majority of individual combatants appear to have been unable or unwilling to kill.

Marshall's findings were and have remained controversial. Faced with scholarly concern about a researcher's methodology and conclusions, the scientific method involves replicating the research. In Marshall's case, every available parallel, scholarly study validates his basic findings. One of these studies was Ardant du Picq's survey of French officers in the Korean War when the rate of psychiatric casualties was almost seven times higher than the average for World War II. Only after the war settled down, lines stabilized, and the threat of having enemy in rear areas decreased did the average rate go down to that of World War II. Again, just the potential for close-up, inescapable, interpersonal confrontation is more effective and has greater impact on human behavior than the actual presence of inescapable, impersonal death and destruction.

Ardant du Picq's surveys of French officers in the 1860s and his observations about ancient battles (Battle Studies, 1946), John Keegan and Richard Holmes' numerous accounts of ineffectual firing throughout history (Soldiers, 1985), Holmes' assessment of Argentine firing rates in the Falklands War (Acts of War, 1985), Paddy Griffith's data on the extraordinarily low firing rate among Napoleonic and American *Civil War regiments (Battle Tactics of the American Civil War, 1989), the British army's laser reenactments of historical battles, the FBI's studies of nonfiring rates among law enforcement officers in the 1950s and 1960s, and countless other individual and anecdotal observations, all confirm Marshall's fundamental conclusion that human beings are not, by nature, killers. Indeed, from a psychological perspective, the history of warfare can be viewed as a series of successively more effective tactical and mechanical mechanisms to enable or force combatants to overcome their resistance to killing other human beings, even when defined as the enemy.

By 1946, the US Army had accepted Marshall's conclusions, and the Human Resources Research Office of the US Army subsequently pioneered a revolution in combat training, which eventually replaced firing at targets with deeply ingrained conditioning, using realistic, man-shaped pop-up targets that fall when hit. Psychologists assert that this kind of powerful operant conditioning is the only technique that will reliably influence the primitive, midbrain processing of a frightened human being. Fire drills condition schoolchildren to respond properly even when terrified during a fire. Conditioning in flight simulators enables pilots to respond reflexively to emergency situations even when frightened. And similar application and perfection of basic conditioning techniques increased the rate of fire to approximately 55 percent in Korea and around 95 percent in Vietnam.

Equally high rates of fire resulting from modern conditioning techniques can be seen in Holmes' observation of British firing rates in the Falklands and FBI data on law enforcement firing rates since the nationwide introduction of modern conditioning techniques in the late 1960s.

The extraordinarily high firing rate resulting from these processes was a key factor in the American ability to claim that the United States never lost a major engagement in Vietnam. But conditioning that overrides such a powerful, innate resistance has enormous potential for psychological backlash. Every warrior society has a "purification ritual" to help the returning warrior deal with his "blood guilt" and to reassure him that what he did in combat was "good." In primitive tribes, this generally involves ritual bathing, ritual separation (which serves as a cooling-off and "group therapy" session), and a ceremony embracing the veteran back into the tribe. Modern Western rituals traditionally involve long separation while marching or sailing home, parades, monuments, and unconditional acceptance from society and family.

In the *Vietnam War, this purification ritual was turned on its head. The returning American veteran was attacked and condemned in an unprecedented manner. The traditional horrors of combat were magnified by modern conditioning techniques, and this combined with societal condemnation to create a circumstance that resulted in 0.5 to 1.5 million cases of Post-Traumatic Stress Disorder (PTSD) in Vietnam veterans. The mass incidence of psychiatric disorders among Vietnam veterans resulted in the "discovery" of PTSD, a condition that we now know traditionally occurred as a result of warfare, but never in such quantity.

PTSD seldom results in violent criminal acts, and upon returning to society, the recipient of modern military conditioning is statistically no more likely to engage in violent crime than a nonveteran of the same age. The key safeguard in this process appears to be the deeply ingrained discipline that the combat soldier internalizes with his military training. However, with the advent of interactive "point-and-shoot" arcade and video games, there is significant concern that society is aping military conditioning, but without the vital safeguard of discipline. There is strong evidence to indicate that the indiscriminate civilian application of combat conditioning techniques as entertainment may be a factor in worldwide, skyrocketing violent crime rates, including a sevenfold increase in per capita aggravated assaults in America since 1956. Thus, the latest chapter in American military history may be occurring in the city streets.

* Konrad Lorenz, On Aggression, 1963. John Keegan, The Face of Battle, 1976. Jim Goodwin, Post-Traumatic Stress Disorders: A Handbook for Clinicians, 1988. Dave Grossman, On Killing: The Psychological Cost of Learning to Kill in War and Society, 1995. Dave Grossman, On Killing: The Psychological Cost of Learning to Kill in War and Society, 8th ed., 1996. Dave Grossman and Gloria DeGaetano, Stop Teaching Our Kids to Kill: A Call to Action Against TV Movie, and Video Game Violence, 1999.
 
This is the same guy that thinks that kids playing cops-n-robbers makes them into stone killers.

As a social scientist in training, I think he is full of crap.

from the wiki "Controversially, Col. Grossman argues that that the techniques used by armies to train soldiers to kill are mirrored in certain types of video game. The conclusion he draws is that playing violent video games, particularly first-person shooters, train children in the use of weapons and, more importantly, harden them emotionally to the task of murder by simulating the killing of hundreds or thousands of opponents in a single typical video game."

Yes, he thinks that clicking a mouse is the same as pulling a trigger.
 
Yes, he thinks that clicking a mouse is the same as pulling a trigger.

In many ways, it is...

Simple conditioning.

Visual cue, physical act, reward stimulus. Repeated often enough, the act can be done with little thought and emotional detachment.

Flight sims help pilots learn to fly.

Violent video games help kids learn to do what? While they may serve as a healthy outlet for some, others, who may not have the same conscience, or may be mentally unstable to begin with, may simply be conditioning themselves for future violent acts.
 
The chicken or the egg . . .

I read On Killing a few times through, and he presents this video game/t.v. argument in the last section. I didn't buy it then, and I still don't today.


The whole book discussed how soldiers undergoing specific conditioning and training programs to go kill the enemy still hesitated and resisted doing it, in war. But movies and video games are sufficient motivators?

Perhaps they might, but the argument doesn't persuade me.


The book does have value. I thought the discussion regarding fight/flight responses was great. And I've never seen the posture/submit alternative options presented before. And the analysis on same-species fights was quite insightful. After reading his book I was fully persuaded that we have more choices besides merely a fight/flight response. Some of his other conclusions his peers don't agree with.

And that's fine. It's still a book any serious student of our study needs to read.
 
Lecture

Dave Grossman, listen to him speak, he is quite articulate, makes a lot of sense.

It is not just clicking a mouse, some of the more violent video games depict real violent shots, blood flying, turn the sound up! Really loud gun shots.

What is it teaching kids to do? Not learning math.

I have spoke to him a couple of times (when Col.s look like boy scouts, you know you are getting old!) he has done his homework.

I have heard members of the audience state "Well he has not been there, done that, bought a tee shirt."

A large portion of my youth was into violence, where I was born and my formative years, Liverpool in the 40s, born in 1935 (people think gangs are new?) and 5 years as a Doorman (Bouncer) on the Clubs, nasty stuff, it leaves you with a different mind set. Lashing out at the first sign of threat stays with you, were I live now, a pussy cat existence. More as a minder for my small (and lovely Wife) and definitely keeping low key. PLus I am an Old Guy!

One thing you do not forget, the watchfulness, it stays.

When teaching young Police or Security Officers, repetition, simple exercises, draw and fire, draw and challenge, over and over. At least the mechanics are ingrained. Other than impart pain when they do not respond correctly (frowned on!) by Bosses, and participants, it is all you really have.
 
It's been a few years since I last read On Killing, but IIRC Grossman also mentioned that part of overcoming the reluctance to kill another human being includes the "dehumanization" of said human enemy, as in both individuals and the group(society and/or military) as a whole referring to the enemy du jour as "Nazis," "Krauts," "Huns," "Heinies," "Nips," "Japs," "Gooks," "Hadjis" - et cetera...
 
uhhh

This is crap. Go read about Hannibal, the Roman Army, the Commanches and other warrior societies. Samuari's come to mind.

They didn't show a hell of a lot of compunction at killing as many as they had to.

This is one of the Humanist / Evolutionist type of argument that is focusing on how MAN is basically good. As opposed to the Religious (notably Christian) view that MAN is basically evil, by nature (natural man ie without God, left to his own devices, etc)

I tend to think of this type of stuff (above article) as revisionist.

Just for example, in modern society, while doing an interview 20 years after the battle:

Question: "How was the war?"
Answer: "It sucked"

Question: "Did you see a lot of action."
Answer: "Yes"

Question: "Did you kill a lot of people"
Answer: "HELL YES, I FIRED AND FIRED INTO THEM, KILLED AT LEAST 1,000 MEN MYSELF, WENT OUT AND SCALPED THEM TO KEEP COUNT... I LOVE THE SMELL OF NAPALM IN THE MORNING!!!!!!"
No one if this or recent past PC society (and we got here over time) would be honest with these answers... Frankly, we have no way of knowing what happened before in battles and during the Civil War anyway.
 
It's not 'military conditioning' as entertainment. At least that's not how I see it.

Humans, like many other creatures have a natural resistance to killing their own kind. That's even been established in this article.

But I believe that certain acts of violence, are also naturally entertaining to us. One of which is hunting and killing a prey animal.

As a species, we were hunter-gatherers. As a survival instinct, it makes sense that we would learn to enjoy the act of hunting a non-human creature, often larger than ourselves, and violently inflict a tremendous amount of damage upon that creature to bring it down.

NOWADAYS, I would be willing to believe that SOME games have managed to make representations of enemy characters as being believably human. But I'm speaking of VERY VERY recent games, a year old or less. Even the games that are capable, from a technological standpoint, of making a believably human character in a game, often choose NOT to, and instead make the enemies robotic, demonic, undead, etc.

That article being written in the year 2000, there isn't a single game in existence at that point that would actually present a scenario of killing another human being.

You are, in the average FPS game, killing something that is clearly not human. Even if it is REPRESENTED as being human, there is no chance that anyone that is sound of mind, could mistake them as being human.

It's far more likely that our brain reacts by seeing these digital representations of characters as simply /prey animals/. Therefore we're reliving the excitement of a hunt that our ancestors learned to enjoy, to ensure their survival. Hunting for fun vs hunting as a chore, the guy who's hunting for fun is probably going to get more meat, all other things equal.
 
Humans, like many other creatures have a natural resistance to killing their own kind. That's even been established in this article.

IMO, their "own kind" means those in "their" clan/tribe/family. Evolutionarily speaking, it is important to be able to both work with, and defend oneself against, competing groups of humans. Some groups of humans learned how to cooperate with their peers, while others learned that you could simply take what was needed. The need to kill those that posed a threat arose in nature, and so did the emotional satisfaction and pleasure in doing so.

As a species, we were hunter-gatherers. As a survival instinct, it makes sense that we would learn to enjoy the act of hunting a non-human creature, often larger than ourselves, and violently inflict a tremendous amount of damage upon that creature to bring it down.

It also makes sense that we learn to enjoy the act of killing threatening tribes. It is in our nature, and is part of our survival instincts.

You are, in the average FPS game, killing something that is clearly not human. Even if it is REPRESENTED as being human, there is no chance that anyone that is sound of mind, could mistake them as being human.

In 1992 I was pretty disgusted when I first saw the video game "Doom". In this game you were destroying human like creatures with pistols, shotguns, and chainsaws. I would NOT have let my kids have this game.
 
Well, like I said, anyone that is sound of mind, which was probably a poor choice of words. It does require some form of maturity as well.

When it comes to children, I think the parents are the only ones qualified to make the judgement on what games are appropriate for them.

I /can/ relate one of my experiences when I first encountered Doom in the 90's. I was around 6-7 years old, and I was playing the shareware on the family computer.

My father came into the room, looked at the screen, and asked what that was? In retrospect he might have been referring to the game itself, but I thought he meant the creatures on the screen, so I answered:

'It's the aliens.'

He said, 'Oh. Well, dinner's almost ready, so try to finish saving the world before then.'

Hey, I was under 10, I hadn't read the manual. How was I supposed to know they were supposed to be demons, and not aliens? And everyone in school already knew that the word 'monster' was defined as a single creature that grew to enormous size and had to be fought by the Power Rangers and their giant Zord robot, so they couldn't have been monsters.


Nearly 15 years later, Doom 3 had an environment realistic enough that I was INSTINCTIVELY feeling that I was in danger when I turned off the light to go to bed after playing. As in, I'd stop playing. I'd turn off the lights, and I'd feel an instant adrenaline rush. Still, in Doom 3 you are never in a situation where you are killing a human being to progress through the game.

There were, and ARE games which depicted killing characters that were, in the context of the game, human, but they were always almost just a caricature of a human. Even up through 2004, DEFINITELY up to the time of that article in 2000.

NOWADAYS, with games with graphics quality like Crysis, Metal Gear Solid 4, and other games like that, we have the CAPABILITY of making characters that may be human-like enough that the more primitive parts of our brains identify them as human, so it might be worthwhile to investigate the theories behind that article again.

But at the time of the article, in the year 2000, there's no way I could find a way to rationalize what they're saying about connecting it to violent crime rates.

But I also don't think that pop up targets was the major, or even a significant component in the training reform that they're speaking of either. I think it made training EASIER on the recruit, so that they could instantly see if they hit the target or not, rather than firing off a magazine and not knowing if they hit or missed until the end of the training session.
 
In 2100

The children of the future will have little tiny bodies... And GREAT BIG THUMBS! So happy I discovered books, and never played video games.
 
And hopefully they'll want to learn more about the EBRs in their favorite videogames.

At least that's what I'm trying to accomplish at the moment.
 
He mentions the military's current marksmanship program in one of his books. In "the old days" we shot at round bulleye targets, now we shoot at human targets. The targets were originally stationary, now they fall when you hit them and they pop up "randomly" for varying exposures times.

It's a form of conditioning, it works.....stimulus....response.... bang! It may not "reprogram" you, but it cuts down on the OODA loop time.
 
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