skip navigation


Register for Latest Research

Stay Informed
Register with NCJRS to receive NCJRS's biweekly e-newsletter JUSTINFO and additional periodic emails from NCJRS and the NCJRS federal sponsors that highlight the latest research published or sponsored by the Office of Justice Programs.

NCJRS Abstract

The document referenced below is part of the NCJRS Virtual Library collection. To conduct further searches of the collection, visit the Virtual Library. See the Obtain Documents page for direction on how to access resources online, via mail, through interlibrary loans, or in a local library.


NCJ Number: 150878 Find in a Library
Title: Question of Violence in the Construction of Virtual Environments
Author(s): T T Patkin
Corporate Author: Eastern Connecticut State University
Communication Dept
United States of America
Date Published: 1994
Page Count: 20
Sponsoring Agency: Eastern Connecticut State University
Willimantic, CT 06226
Type: Conference Material
Format: Document
Language: English
Country: United States of America
Annotation: Violence in virtual reality environments is explored.
Abstract: The author hypothesizes that the results of studies linking television violence and aggression are likely to apply to virtual reality (VR). This paper extrapolates what is known about experiencing violence as content and process in several computer-related media -- including video games, interactive fiction, computer-mediated communication and text-based virtual realities such as a MUD (Multi-User Dungeon) and MOO (MUD, Object Oriented) -- in an effort to outline the general issues relating to violence in VR. The author reminds the reader that VR is more realistic than any previous medium, including the viewer inside the message. Violence is easier for VR programmers to create, lessening the need for creativity about the social, psychological, or artistic aspects of the scenario. Examples abound where art and reality have been blended so as to blur the boundaries between fiction and reality. Computer scientists are exploring the concept of mirroring reality. The author concludes somewhat ominously that VR players transcend the passivity of the audience member of the traditional media. They become part of the violence itself; the medium merging with the messenger. 26 references
Main Term(s): Computers
Index Term(s): Criminology; Media violence; Video imaging; Visual communications
Note: This paper was presented at the International Conference on Violence in the Media: Prospects for Change, held on October 3-4, 1994, in New York City. The conference was sponsored by St. John's University.
To cite this abstract, use the following link:

*A link to the full-text document is provided whenever possible. For documents not available online, a link to the publisher's website is provided. Tell us how you use the NCJRS Library and Abstracts Database - send us your feedback.