I suppose with my previous post about ever-increasing realism in computer graphics, now is as good a time as any to discuss the Evils of Video Game Violence.
I'm a gamer. I have been a gamer – board, role-playing, and video – for nigh-on twenty years, and longer than that if you count “Snakes and Ladders”.
I have played Unreal Tournament and Quake Deathmatch. In so doing, I have inflicted unpleasant deaths on the avatars of friends and colleagues.
And in single-player games, I have mugged, shot, stabbed, beheaded, burned, run over, drowned, eviscerated, clubbed, cleaved, electrocuted, strangled, blown up, melted, vapourised, diced with helicopter blades, and otherwise caused unpleasant and lethal harm to tens of thousands of pixelated people and tens of thousands more pixelated aliens or robots.
In short, I should be the poster boy for the Daily Mail's videogame violence campaign. And yet, in my daily routine, I find myself managing to not kill or even wound anyone. I even lent a pen to someone on the train without causing them serious injury. The last time I hit anyone in anger was, er, 1983, I think, and as I recall they started it.
It is unquestionable that the death of the kid was tragic. But we're facing a second tragedy here, which is that in the scramble for headlines, the witch-hunting, the desperate assignment of blame, the real reason for the way the killer behaved as he did will be lost in the need for vengeance on the “peddlers of violence”. And that will lead to yet more tragedy of the same kind. Thus the cycle repeats itself.