Sorry for this negative topic. Don't take it to heart,
but at the same time, please discern.
Our recently joined member Omnisense's website jogged my memory, that "gee once weren't you following a case like that too?",
in regards to James Holmes.
MASS MURDER AND MASSIVELY MULTIPLAYER ONLINE ROLE PLAYING GAMES (MMORPG)
Well, some of the people I don't enjoy very much (on the Internet), some former friends, seem very happy about the verdict of the Holmes trial and are anxious for the sentence to be delivered/commenced. Regarding that, I'd like to say, everyone has hangups, but really, gloating over the result of a trial isn't a very endearing human trait. It's actually very primitive and indicative of sociopathy. Sociopaths gloat over other people's trials because they think they themselves are too smart to get caught. Not so.
A better idea is trying to understand what went wrong, because even dealing with the delicate science of the mind,
there remains the ghost of cause and effect, probability, tendency, and catalyst.
I did a Google search on recent articles dealing with James Holmes' break with reality correlating strongly to his World of Warcraft addiction.
There was nothing new released on that subject since 2012, according to the search.
Either there is no interest, it's a dead topic, or Blizzard Entertainment paid off the press, just like other big money organizations (BMGF is a good example of an organization caught red handed bribing the press, as described by Seattle Times).
I would like to discuss the actual chemistry at play,
when we are chanced by a potential mass murderer (can we call it a Snapper?) whose latent condition is exacerbated by violent video games.
Namely, the issue of whether the person would ultimately have killed without the catalyst of violent video games.
What does the word mean, at its root?
What is its essence?
VIDEO
GAMEvid·e·o
ˈvidēˌō/
noun
noun: video; plural noun: videos
1.
the recording, reproducing, or broadcasting of moving visual images.
VIDEO GAMEgame
ɡām/
noun
noun: game; plural noun: games
1.
a form of play or sport, especially a competitive one played according to rules and decided by skill, strength, or luck.
BRAINWASHvid·e·o game
noun
noun: video game; plural noun: video games; noun: videogame; plural noun: videogames
a game played by electronically manipulating images produced by a computer program on a television screen or other display screen.
DOPAMINEbrain·wash
ˈbrānˌwôSH,ˈbrānˌwäSH/
verb
gerund or present participle: brainwashing
make (someone) adopt radically different beliefs by using systematic and often forcible pressure.
"the organization could brainwash young people"
SEROTONINdo·pa·mine
ˈdōpəˌmēn/
nounBiochemistry
noun: dopamine
a compound present in the body as a neurotransmitter and a precursor of other substances including epinephrine.
ADDICTIONser·o·to·nin
ˌsirəˈtōnən,ˌserəˈtōnən/
nounBiochemistry
noun: serotonin; plural noun: serotonins
a compound present in blood platelets and serum that constricts the blood vessels and acts as a neurotransmitter.
SIMULATORad·dic·tion
əˈdikSH(ə)n/
noun
noun: addiction; plural noun: addictions
the fact or condition of being addicted to a particular substance, thing, or activity.
"he committed the theft to finance his drug addiction"
sim·u·la·tor
ˈsimyəˌlādər/
noun
noun: simulator; plural noun: simulators
a machine with a similar set of controls designed to provide a realistic imitation of the operation of a vehicle, aircraft, or other complex system, used for training purposes.
VIOLENCE
TERMINALvi·o·lence
ˈvī(ə)ləns/
noun
noun: violence
behavior involving physical force intended to hurt, damage, or kill someone or something.
TERMINAL ILLNESSter·mi·nal
ˈtərmənl/
adjective
adjective: terminal
1.
of, forming, or situated at the end or extremity of something.
"a terminal date"
synonyms: final, last, concluding, closing, end
"a terminal bonus may be payable when a policy matures"
of or forming a transportation terminal.
"terminal platforms"
Zoology
situated at, forming, or denoting the end of a part or series of parts furthest from the center of the body.
Botany
(of a flower, inflorescence, etc.) borne at the end of a stem or branch.
2.
(of a disease) predicted to lead to death, especially slowly; incurable.
"terminal cancer"
Terminal illness is a disease that cannot be cured or adequately treated and that is reasonably expected to result in the death of the patient within a short period of time. This term is more commonly used for progressive diseases such as cancer or advanced heart disease than for trauma.
http://www.recoveryranch.com/articles/g ... th-issues/
http://kotaku.com/5903501/the-life-of-a ... f-warcraftVideo Game Addiction
Video game addiction—although not officially recognized by the latest Diagnostic and Statistical Manual of Mental Disorders (the DSM-5)—is known to share many traits with drug and alcohol addiction. Gaming increases the size of the reward center in the brain, meaning that gamers get a huge dopamine boost when playing. Dopamine is central to many addictions, including cocaine dependence and compulsive gambling, so the fact that it’s implicated in gaming adds a great deal of weight to the idea of video game addiction. Like drug addicts, video game addicts continue to play despite abundant negative consequences and often destroy their careers and relationships because of the time they dedicate to the habit.
Blizzard appears to be deleting threads and conversations about Breivik that pop up on the World of Warcraft forum. One thread asking if anybody had ever interacted with Breivik was immediately deleted.
http://www.dailymail.co.uk/health/artic ... paths.html
Researchers tested the men for levels of a substance called 5-HIAA, which is produced during the breakdown of the chemical serotonin.
They also tested for another substance called HVA which is produced during the metabolism of dopamine.
Dopamine influences aggressive impulses and serotonin regulates dopamine.
The study found that psychopathic traits were significantly linked with higher levels of HVA and lower levels of 5-HIAA.
Read more: http://www.dailymail.co.uk/health/artic ... z3hAuxgv8b
Follow us: @MailOnline on Twitter | DailyMail on Facebook
http://www.foxnews.com/tech/2013/09/12/ ... deo-games/
'Training simulation:' Mass killers often share obsession with violent video games
By Mike JaccarinoPublished September 12, 2013
James Holmes:
https://en.wikipedia.org/wiki/James_Eagan_Holmes
Before WoW:
After WoW:
James Eagan Holmes (born December 13, 1987) is an American convicted on multiple counts of murder and attempted murder in relation to carrying out the 2012 Aurora shooting that killed 12 people and injured 70 others at a Century movie theater in Aurora, Colorado, on July 20, 2012.[5]
http://www.dailymail.co.uk/news/article ... orado.html
The classmate told the Daily Mail: 'James was obsessed with computer games and was always playing role-playing games.
'I can’t remember which one but it was something like World of Warcraft, one of those where you compete against people on the internet.
'He did not have much of a life apart from that and doing his work. James seemed like he wanted to be in the game and be one of the characters.
'It seemed that being online was more important to him than real life. He must have lost his sense of reality, how else can you shoot dozens of people you don’t know?'
Read more: http://www.dailymail.co.uk/news/article ... z3hAvy1bMG
Follow us: @MailOnline on Twitter | DailyMail on Facebook
http://www.womenofgrace.com/blog/?p=15524
Aurora Shooter Obsessed with World of Warcraft Video Game
Posted on July 25, 2012 by SBrinkmann
Just two weeks after posting a blog on this site about the dangers of role-playing video games such as World of Warcraft, the man accused of killing 12 people in a murderous rampage at a movie theater in Aurora, Colorado is said to have been obsessed with similar games.
According to the Daily Mail, a former classmate of accused Aurora shooter James Holmes, said that among other reasons why Holmes might have snapped before going on the July 20 shooting spree is that he lost touch with reality from too many hours spent in role-playing video games. - See more at: http://www.womenofgrace.com/blog/?p=155 ... BzfAL.dpuf
http://thenextweb.com/insider/2013/01/1 ... addictive/
[youtube][/youtube]A quiet killer: Why video games are so addictive
Mez Breeze by Mez Breeze Tweet — 12 Jan '13, 05:00pm in Insider
In an article in The American Journal of Psychiatry, author Jerald Block outlines the following set of criteria to help define game addiction:
excessive use, often associated with a loss of sense of time or a neglect of basic drives
withdrawal, including feelings of anger, tension, and/or depression when the computer is inaccessible
tolerance, including the need for better computer equipment, more software, or more hours of use
negative repercussions, including arguments, lying, poor achievement, social isolation, and fatigue.
remember, no cell phones in the court room
Game Companies Selling "Fun Failure" According to Journalists and Doctors:
It is generally accepted that a successful game contains the key elements of a sense of fiero (intense satisfaction in achieving an aim) [and] a feeling of ‘fun failure’ when one nearly achieves that key aim (leading to one trying again and again), and clear feedback in how one is progressing.
http://thenextweb.com/insider/2013/01/1 ... addictive/
Are game companies inciting addictive behaviour?
Attentional bias may partially explain why gamers willingly spend enormous amounts of time pursuing in-game goals that may seem juvenile or escapist to non-gamers. But do the companies that design the games also need to shoulder their fair share of responsibility for providing vehicles for such addictive, or compulsive, behaviours?
Andrea Phillips agrees that some game developers do deliberately create games that encourage excessive behaviours, where “it’s common for a game design spec to talk about making a game ‘more addictive’ in positive terms, as shorthand for ‘highly engaging and fun to play’.”