Do Videogames Turn Us Into Bad People?
Are videogames a bad influence? I’ve been hearing that question since I was a child. With its adult content and unique participatory element, virtual entertainment has been considered a social threat since its very inception, the discourse over the past four decades centered on the impressionability of its audience and what their direct engagement with the material might mean about their developing sense of morals.
Years later the discussion has stagnated as the industry has all but refused to broach the topic, in fear that moral panic will reignite talks of legislating against the artistic and creative freedom of videogames. But with emerging studies that examine our sense of ethics as manifested in virtual surroundings, it may be that there’s now finally something to talk about. We know whether or not videogames turn us into bad people. We’ve just been afraid to look at the data.
Recently I wrote about The Sims and what the series tells us about player motivations, noting that games are a personal experience for the audience because they are allowed to manifest aspects of their identity, either real or idealized, through their digital avatar. But what does this really mean? What do we do now with this information? How does our concept of self play into the actions we take in a fictional setting?
This past week, an amusing Tumblr post making the rounds on social media brought the topic to my attention again, from user acoolguy.

I love it because it’s not meant to be taken seriously but makes a valid observation about player motivation. One might interpret it as an honest comment on the inherently selfish nature of what motivates a player during gameplay but hidden in there is a nugget of truth: what players do morally is often dependent upon identity (even if the performance of that identity has no audience outside of themselves). Games writers and designers often mischaracterize or misunderstand the priorities of their audience. They’re not so much swayed by the events of a game, so much as they are likely to make a decision based on how those events affect them as a player. One step further, they prioritize how it will affect their self perception in alignment with their personal values, even favoring self expression over advantageous in-game rewards, as in the above dilemma over ugly armor.
Self-centric vs Selfish
Let’s pause for a moment to discuss the difference between selfish and self-centric behavior. All social interactions are at least somewhat selfish in that almost everything we do has the ability to positively or negatively impact other people, and we decide how to behave based on our desire for a self-beneficial outcome (most often, to avoid social conflict, because it’s uncomfortable). However, this is more along the lines of self-centric behavior, where the decision is made in the interest of self but is not inherently malicious. Selfishness, by contrast, is when certain actions are taken despite their negative social impact on other people. It’s a negative form of self interested behavior. How this plays into the fallacy of morality in games narrative is that we need to understand that players are not so much selfish, so much as they’re self-centrically motivated. They are more likely to engage in positive behavior, but more so when it reflects on who they are as a person both in-game and out if it’s “only” on an aesthetic level.
This can help us put into a better context the nature of player’s motivations, in that, instead of framing them as inherently negative and antisocial, we can instead see what shapes those motivations and harness them in a more positive player reward system.
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