Showing posts with label car. Show all posts
Showing posts with label car. Show all posts

Friday, 16 April 2021

Why i'm buying old car brochures

 

For those curious why I posted this photo on the Snacking Otaku Facebook page is because of a subject I'm researching - cars.

Cars are a thing that has a massive fandom, to the point that if you want to research a particular model, there is at least one people out there with encyclopedic knowledge.

Because of such fantom  anything to do with them (accessories, toys, ads, etc) is magpies and kept for prosperity.

Research is one aspect to the Snacking Otaku. The other is graphic design. In the case of cars, there is ample material to read through. But when it comes to designing the resulting nibbles, where do you go? The answer is simple - sales brochures. 

If you ever visit a car dealership you'll find racks of brochures of their products, showing every aspect of the model advertised - their specs, profile images, trim levels, optional extras, etc.

I recently been on eBay finding such brochures on sale and found them selling at agreeable prices - £5 minimum to nearly £40 for rarer ones. This makes collecting brochures a good cheap supplement to collecting actual cars.

So, why am I researching cars? The same way I did nibbles on various video formats. I'm curious about human ingenuity that mostly comes in the form of technology. Be it audio-visual devices, ballpoint pens, and cars, I got an interest in it. I am one of those kids who liked taking things apart to see what goes on inside and wonders how things work.

As you can tell from the photo above of a Ford car range brochure from 1983 the first car I'm going to tackle is the Ford Sierra. I may also cover its predecessor, the Cortina, and its successor, the Mondeo in the future. I already acquired the brochures for research and graphic design ideas.

Wednesday, 4 November 2020

Inktober 2020 - Cars

 Hi all. It's been a while. Been busy, mostly with the Snacking Otaku.

After a four year hiatus I decided to do inktober this year. This year I decided on the subject of cars. 
































This last one was friend request.


Sunday, 13 May 2018

Acts of Cultural Vandalism - One Piece at a Time

Here's something from the draft pile.

Johnny Cash "One Piece at a Time" (1976)

Welcome to another act of cultural vandalism. Today is a sort of small act of vandalism as the subject in question is small. It's the song - "One Piece at a Time" by Johnny Cash. A song about an assembly line worker who decides to get a free car by stealing parts from the factory one piece at a time over a period of a couple of years. It seems a clever idea. The factory could (back then) afford to lose a piece or two a day. It's probability. But this scheme had one huge flaw - where he was working - Cadillac. Why is that a problem? Cadillac is a part of General Motors, a company notorious for the practice of planned obsolescence - the practice of making products that only last a set amount of time in the hope of making customers buy the next new model. Its something many people have raged against since it first came to public attention in the 1930s and attacked in a number of adverts from European carmakers, such as Volvo.

"Beat the System" Volvo ad (1971)

If the man had been working in a factory making, say, Volkswagen Beetles it wouldn't have been a problem. He would have a car that was no different to the ones leaving the factory, as these classic car ads from the iconic DDB Volkswagen campaign clearly demostrate.

Volkswagen ads from DDB (1960s)

But he worked for Cadillac. He desired a Cadillac, like most Americans then. It was this engineered desire (in the form of high quality engineering and shiny chrome) that made Cadillac the aspirational brand. It was the car you saved up for. Its the car you bought to show off that you made it in the world. Its the car rich texans attach bull horns to. You get what I'm saying, don't you? Cadillac was the car everyone wanted if they had the cash. If you made or saved enough, you bought the Cadillac (which may be the reason why Cadillacs are mostly driven by old these days - they saved enough to afford one).

One thing that fuelled that desirability was Cadillac's habit of redesigning their cars every year or so. This made the newest Cadillac look fresh and exciting while the older models (which can be bought more cheaply in the second-hand car market) looked dated and something from yesteryear. It was this that was the biggest flaw in the factory worker's plan. Without realizing, he wasn't collecting the parts to make one single model, he was collecting parts for multiple models of car. Considering the changing shape of the Cadillacs from 1949-73 its astonishing that the factory worker didn't notice the problem until the very end. I mean, I would have noticed that I got a left front wing that has two headlights and a right wing with just one let alone that only one rear wing has a tailfin. But he had the parts and built a car with them anyway. The result was a mutant Cadillac. 

So what did this mutant Cadillac look like? Although a fictional object, an actual car was commissioned for promotional purposes. It featured in a music video for "One Piece at a Time".


In case the video is no longer available, here's a photo of it.


Incredible, isn't it? Although the parts weren't made to fit, with some bodging and tinkering, you can make a car out of any collection of mismatched parts. The very car from the video is currently a museum piece in the Historic Auto Attractions museum in Roscoe, Illinois.

So why this subject you ask? Its because of Cat's gift to Ian. You may remember that Cat destroyed Ian's Ford Cortina by in May 2013 and soon afterwards he was beaten to a bloody pulp by Ian. He had spend months in medical care to recover and during that time decided to make a peace offering. This peace offering is...

It's better that I showed you....
Yelp. What better gift to make up destroying an old Ford than a new Ford made from old Fords.



It took him years, but was it worth it?
CAT - Look, things had been busy with....

IAN - Five years Cat! Five years!

CAT - It's my first time building a car.

IAN - You didn't need to. I bought a new car since you destroyed my old one.
 ----------------------------------------------------------
Yeah, when I first wrote this back in 2013, I was thinking of featuring Cat in a "final sketch" at the end of each post. I had sketched out the car back then. It's only today that I finally drew it!

Five years to finish a joke. 

Hope you all liked the "Frankenford"

Friday, 2 March 2018

Acts of Cultural Vandalism - Objects Have Soul

Ikea "lamp" ad (2002)

The subject of this post was first prompted by this scene from the manga Nura: Rise of the Yokai Clan.




Pages 122-9 of volume 16 of Nura: Rise of the Yokai Clan
(first published by Shueisha Inc. in May 2011, 
translated to English and printed by Viz Media, LLC in August 2013)

(As far as I know, this scene has never been animated. If I'm wrong, please tell me in the comments.) 

This scene involves a very interesting idea from the supernatural.... the Tsukumogami. A tsukumogami is a type of Japanese Yokai that only comes into being and self-aware when a manmade object becomes 100 years old. Depending on the treatment the object gets during their pre-Yokai life, it can be a nice Yoaki (which can be the case for most dolls that belonged to girls who didn't have the bad luck of having a brother who had pleasure torturing them) or an evil Yokai (which can be the case for most cars made by British Leyland).

That well known scene from the "Gourmet Night" episode of Fawlty Towers (1975)

That Austin 1100 Countryman would definitely become an evil tsukumogami if Basil continues battering that poor defenceless thing. It's not his fault his ignition system wasn't assembled at Toyota quality standards. (Before you brand me for taking a shot at Toyota for its recall saga a few years ago, I like to point out that (at the time of writing) I drive an Aygo, a car that wasn't affected by the recall at all :-).)

Wait a minute! I just remembered. Remember that scene from Treehouse of Horror XVIII where Groundskeeper Willie beats up his tractor....

Can't find clip.

Now that is an evil tsukumogami.

The tsukumogami are a notable staple in Japanese popular culture, especially manga that feature supernatural themes, like Nura: Rise of the Yokai Clan (as seen at the start of this entry). In the scene pictured Kiyotsugu (head of the Kiyojūji Paranormal Investigation Squad and student council president of Ukiyoe Middle School of Ukiyoe Town, Tokyo) explains the concept of the tsukumogami while he leads the KPIS in a research trip in Nishikigoi Flea Market. One of their crew is Tsurara Oikawa (a Yuki Onna or "snow woman"). She was there for a different reason. In fact, the KPIS just showed up and spotted her there a page earlier. I won't say why she was there, as it'll take forever and reveal too much of the plot of the manga, but I will say that the the black-haired male Yokai who was teasing Tsurara on page one was Gozumaru. While there Tsurara noticed on sale some old small glass bowls used to serve iced desserts. Liking one dating from the Taishō period (Japan's equivalent to the roaring 1920s) she buys it and soon after purchasing it she makes herself some shaved ice. While enjoying her selfmade cold snack, the glass dish talked and turned into a little female figure - a tsukumogami. With an association of ice between them, the little lass who began her life as a fancy "penny lick" (that was the term those glass serving dishes had in the West and its not a double entendre) called her "master." This made Tsurara think.  She decided to buy all the "penny licks" the stall had and awakened the tsukumogami they became. She was down before, but now she has an entire army of mini Yokai behind her.

While writing this description of the scene, I pondered about all the lonely children, teens and adults out there that are lonely and only have a collection of dolls, plush toys, and figurines as company. Their probably reading this (or the manga I referenced) and now wishing that their "friends" could actually come to life. Sadly, they can't. Objects have to be over 100years old to become tsukumogami, so unless your a serious plangonologist or arctophilist who has managed to acquire figures of the right vintage, it ain't going to happen.

I know, the idea of tsukumogami seem to be just an Asian one, but if you think about it the idea that inanimate objects have souls is a universal one.

Think about it. Think of Toy Story. Think of the people who worship objects, like religious relics or Apple products (imagine that broken iPhone scene from The Cleveland Show (from this episode)). Think about those stories about people who have developed a love interest with (and married) a building.

In fact, think of what came to my mind while I read that scene......

I Know You Got Soul - Machines with That Certain Something 
by Jeremy Clarkson (2005 [pictured 2006 Penguin paperback edition])

Yes, Jeremy Clarkson believes that some machines have a soul. I Know You Got Soul is his praise for over 20 machines from around the world and history including Concorde, the Millenium Falcon, the Hoover Dam, the Arthur satellite dish in Goonhilly, the AK47 assault rifle, the battleship Yamato and (been the patriotic Brit he is) the Supermarine Spitfire. It's probably the only book written by Clarkson that a Guardian reader can read without vomiting (with rage).

Looking through it, the machines he has chosen to cover in this book are machines that do have... what you might call ... charisma. Some "essence" that makes them stand out from the others. It can be easily explained for individual machines, but its hard to sum up generally.

For example, take cars.... (Yes, we're steering towards Top Gear territory.)

Compare the Austin John Cleese beat up earlier with a Trabant. Two cars that (looking at the front) look about the same to the non-car person.


Note: The picture of the Trabant was taken by me inside
Glasgow's Transport Museum years before it moved to the Clyde for its river views. The Austin pic is a random one I found online.


Nearly uncanny isn't it. But which is more attractive? I give you some time to think....

Thought about it? Which one do you like most? 

Based on prejudice against plastics and two-stroke engines (despite it having a better mileage) the Austin will win. The Trabant is not a well-loved car (except to people nostalgic about the the Cold War and the time Germany was split into two countries). They were ugly machines that they were forced to have due to lack of choice and, when the Wall came down, most former East-Germans abandoned them for something better.

And speaking of two-stroke engines and Trabants, here's an interesting Channel 4 documentary from 1997 about them presented by Robbie Coltrane. In it, he is forced by the producer to take out the engine in a Trabant to demonstrate its ease of maintenance. He claims to have done it in less than 23 minutes, but how can we be sure? 

"The 2 Stroke Engine" Coltrane's Planes and Automobiles (1997)

End entertaining tangent.



The Austin, on the other hand, was quite a popular car at its time - the best-selling in Britain. 2.1million Austin 1100s (and its other incarnations made by BL) were sold from 1962-74. Why? Apart from advanced features, like front disc brakes and hydrolastic suspension, or the spacious interior that was about the same in volume compared to the larger Ford Cortina, the Austin looks.... cute. That isn't a surprise, considering that it was designed by the same man who bought the world the cute little Mini. Although the Trabant has a cute face on the front similar to the Austin, it is hindered by the lack of chrome (humans like shiny things).

Why is this relevant to the idea of objects having souls, you ask? Well think about it. In the world of cars some models have an iconic status and these cars are well looked after by their respected owners clubs. As a result, a huge number of these "iconic" cars have survived and are well cherished. But this number is tiny compared to the many more "unloved" models that are slowly dying out every year due to rust and lack of love.

For every Porsche with a careful owner that is safe in a garage they are thousands of Protons with owners of a no-care attitude left out in the rain.

This point hit me recently when I encountered this slideshow from MSN.com entitled 100 popular cars vanishing from UK roads. The last slide was a shock for me, as I have a thing for machines. According to this webpage, the last surviving SEAT Málaga on British roads "died" in 2017. Looking at How Many Left?, they were once hundreds of Malagas in 2001. One of the many millions or so everyday cars made in the 1980s and were still going by the start of this century. 

Although the SEAT Malaga isn't (or should I say "wasn't") a particularly special car, the fact that no example of it exists anymore should be a pain in the heart. Especially for the many people SEAT employed in the 1980s to design it, build its prototype, tool its factory, manufacture it, test it, and then finally sale it. The physical proof of all their work and ingenuity ... no more.

If the SEAT Malaga had been a sports car or a car that defined a time and place in history, its story will have been different. But this story is not unique to cars. It can happen to any human-made object. Clothing, gadgets, furniture, buildings, books, records, they are all subject to the same cultural forces that made the SEAT Malaga disappear, preventing it from becoming a tsukumogami. 

The concept of the tsukumogami came about in a time when very few people had the money to buy new things for the sake of it. Most people owned things that were hand down generations and were only replaced when they finally broke beyond repair.

Then William Painter invented the disposable crown bottle cap and inspired a Mr King Gillette to create his safety razor, featuring cheap replicable blades made to only last a few shaves. Soon manufacturers realized that they could get away with selling people the same product every few years or so with little innovation by just changing its styling. Then they worked out ways to force us to buy the next model (even though we were not that fashion-conscious) by engineering when it'll finally break ... and they won't be able to fix it because only the manufacturers had the right tools and had the monopoly on spare parts, making repairs more expensive than they should. 


I know some like this state of affairs on the grounds of providing employment and guaranteeing that we all get the latest innovations as soon as they become possible to make, but I personally hate it. Not because of the very obvious environmental problems it causes, but also because I hate when an object that once took someone(s) hours or even years to make gets thrown away just because no one wants it or because a bit broke off it. I prefer it (if possible) if that object able to find another owner than buried under a pile of soiled nappies in a landfill site. But that's the world we find ourselves it.
"We have this idea that stuff from the past lasted a long time. But that is because we can only see the stuff that has lasted a long time. We forget about all the stuff we threw away because it was rubbish.  …. Most of us only really know what happened because of what we can see, therefore Medieval England must have been full of cathedrals. It must have been amazing." - James May, The Reassembler (2017)
What is the oldest object you own? I bet most of you own nothing made before the 1980s. And fewer own something made before the 1960s. And fewer still before World War II. So very few of us will have the chance (if it was possible) to experience seeing an object become a tsukumogami. What to know my answer? Its this.....

a 1920s portable typewriter I bought on eBay

So, we have established that thanks to fashion, certain business practises, education, nostalgia, accident and a general sense of an object's time of usefulness as technology changes, the chances of an object made since 1900 becoming a tsukumogami is very slim. Technically, right now (2018) any object made before or during World War I should be now a tsukumogami. Apart form museum pieces, they are objects over a century old that are in the caring hands of the friends and family of their original owners. You may occasionally see them in one of those antique restoration TV shows. So we can assume that most of them will become good tsukumogami. The ones that would have become evil tsukumogamis may have been destroyed by time or carelessness a long time ago.

When I first encountered the tsukumogami back when I read Nura: Rise of the Yokai Clan a few years ago the idea of an object becoming a living being after a certain amount of time intrigued me. But the problem I had picturing it was the 100 year rule. Because its now 2018 the objects that will become tsukumogami are objects from a time period way different from the present. I mean, how many of us have seen (for real) a Hammond Typewriter or a phonograph cylinder? If tsukumogami were real, I have to wait a very long time for objects I'm very familiar with to become them. We have to wait until 2081 for DeLoreans and the first IBM PCs to become them. I bet the artists in Japan who created the many brush strokes depicting tsukumogami would not have imagined that centuries later tsukumogami would be able to perform up to a million instructions per second and travel from 0-60mph in 8.8seconds in a stainless steel shell.

And another thing. If tsukumogami existed, it would make TV shows about antiques look like dramas about human trafficking. And if it did you may think twice before sending your old PC to the recycling centre where it could end up been shipped to the third world to be "recycled." 

Friday, 23 October 2015

The Knife is Getting Blunt Now Gamers

“I think that people who write these sensationist headlines are probably people who have never played a game in their lives. Only 5% of games have an 18-rating. 95% of content is perfectly family-friendly. Games have been made by everybody - male and female, young and old – and those same people are actually playing games. It’s strange to me that something that has such cultural and economic and social impact is portrayed as the Dark Arts.” - Ian Livingstone (from Horizon: Are Video Games Really That Bad?, 2015)
About a month ago the BBC had composed a season of programmes on the subject of all things digital. They include documentaries about Ada Lovelace, Bletchley Park, the future of AI and some archive stuff, including stuff related to the BBC's own contribution to computing history.

One noted highlight was the dramatization of the making of Grand Theft Auto: San Andreas and the shit storm that happened during its development.... and when that hack went viral. What's worth noting about it is that it starred Daniel Radcliffe as Sam Houser, it had no authorization from Rockstar Games (who tried to sue the BBC for trademark infringement and failed (thank goodness as it would have ruined the visual setting if they had to remove all the logos)), and... it was done very well.Only the BBC could have turned such a story into a drama. Both protagonists (Sam and anti-video game lawyer Jack Thompson (played by Bill Paxton)) were treated equally. Sam is a British artist working in America who wanted to make games that'll be as artistic as films - think, Top Gun, Pulp Fiction, Boyz n the Hood. Jack is a devout Christian lawyer from Florida who was alarmed by cases of gun violence involving teenagers and (erroneously) thought that video games like Grand Theft Auto alone was the making them do it. They see their triumphs (Rock Star making San Andreas and Jack meeting like-minded experts to build up his case and getting endorsement from Hillary Clinton) and their disasters (the implementation of that sex scene and its discovery, Jack been disbarred for his out of court publicity of his cases).

The next night followed it up with a Horizon special called "Are Video Games Really That Bad?". It was a survey of research involving video games, from studies proving that violent games do increase aggression in players to studies proving that avid players have better visual processing than non-gamers (they can keep track of more moving objects, like enemies in a shoot-em up).

Now, what is happening here (with the making of these two programmes) is a sign of something significant. For decades the mainstream media has had a generally disapproving attitude towards video games in general. This was mostly because (for a long time) the stereotypical gamer was a young boy who had little of a social life and wanted to do nothing except play his favourite game - usually something violent (with a small dose of misogyny).
But within the past decade (mostly thanks to the Nintendo Wii) that attitude has changed. Thanks to the Wii changing the demographic of gamers overnight, the argument that all gamers are young boys who don't have "a life" no longer holds water. Now the media has to be more careful when referring to gamers in general, otherwise they might accidentally offend their older and female readers/viewers by calling them something that would be more accurately used if referring to drug addicts or men who are very familiar with the term "sexual harassment."

Video games have become an industry that generates billions of dollars, $25.1billion in the US in 2010 alone (at the same time, the recorded music industry only made $16.8billion globally). Like many creative industries, it became the subject of tax relief in the UK in 2012. They have become a major economic and cultural force in the world that can't be ignored. 
Like all industries, they had rocky starts, began with products that are laughably primitive by later standards and later created products that were widely diverse to give everyone something they would like. 
Let's look at the car industry, for example, It began with hand-built "horseless carriages" that barely outran a horse and left the driver all exposed to the elements. Today cars come in all sorts from the Tata Nano to the Bugatti Veyron. 
Video games began as primitive monochrome "move a paddle" affairs that required enough electronics to fill a cabinet. Today games can be played everywhere and come in many sorts, from massive multi-players set during World War II to simple games you can play on your phone while on the train or bus. 

      

   

Also, during the early years of something new they will be people who object to it and blame it for bad stuff. The car faced this in the early-20th century. They were considered by many a nuisance - especially in the countryside, where they had the tenancy to startle horses. The US state of Pennsylvania even had a law that states -
“Any motorist who sights a team of horses coming toward him must pull well off the road, cover his car with a blanket or canvas that blends with the countryside, and let the horses pass. If the horses appear skittish, the motorist must take his car apart, piece by piece, and hide it under the nearest bushes.”
This Punch cartoon from 1901 kind of sums up this attitude.


The same can be applied to video games. As video arcades became popular there was worry that kids would spend more time there than school, leading to disastrous academic consequences. Then came Death Race - the first ever game to be accused of encouraging violence. Despite the primitive stick-figure graphics, the idea of kids driving virtual cars to run over virtual "gremlins" for points alone was enough to begin the decades long argument that video games were  a bad influence for kids (assuming that only kids play video games).

As the video games industry began its growth from its humble origins in the 1980s, the worry about the amount of time kids played games (and their content) led to the first studies regarding it. But it wasn't until the early-1990s that the debate went crazy - when Mortal Kombat (with its near-photo real graphics) was released. As an echo of what happened to American comic books in 1954, Mortal Kombat (and other similar games) were subject to a senate hearing in 1992-3. It had a similar outcome - within a year the regulatory body ESRB was set up to dampen down the moral panic.

However, as the 1990s rolled a number of incidents involving teens causing massacres appeared in the news, and with the increasing levels of realism in video game graphics, a number of vocal people put two and two together, resulting in the situation depicted in The Gamechangers (set in the mid-2000s).

Although video games have stirred controversy for many reasons (from sexist imagery to addiction) the number one thing video games have been accused of is turning players into no-remorse killing machines. Its no surprise due to the popularity of games that feature violence and the added fact that the player is actively doing acts of virtual violence, which makes the debate more unique compared to similar arguments against other "passive" mediums. This is why the "video games cause violence" argument is the focus of this post.

To me the idea that violent video games cause violence in the real world is a prime example of what I call lazy logic. A worried parent hears news about a teen committing a violent crime. That parent sees kids playing games that involve such violence. Puts the two together and thinks video games are the cause of crime. They don't bother to check for other variables that could be responsible, such as economic situation, lack of alternative means to amusement, or (particularly in America) ridiculously easy access to weapons. They just focus on the one viable based on their very limited research.

Looking at this infographic (detailing the 20 types of cognitive biases) people who think video games alone are to blame for violence are victims of anchoring bias, confirmation bias, conservatism bias, a bit of availability heuristic, salience, some bandwagon effect and stereotyping, and a bit of blind-spot bias too. Even (especially in the case of Jack Thompson) some clustering illusion and overconfidence. That's half the whole board. That this can apply to other examples of lazy logic, such as thinking that people with skin rich in melanin are going to rob or kill you or (something I take quite personally) believing that vaccines cause autism.

But it isn't all the parents fault for such cognitive biases. The media can be blamed for moulding them, as this dramatization demonstrates....

from Bart Simpson issue 98 (Bongo Comics, 2015)

Lazy research creates lazy logic.

From the time school makes them write up their own essays, students are taught not to relay on just the first source of information they find. That's anchoring bias. In real life Kent Brockman won't say he did a Google search. News readers usually don't do their own research (they rarely have the time) and relay on the guys who write the script on the Teleprompter - with disastrous consequences. Although the journalists who write articles for print and web have more time for proper research (like this one) they are also prone to the same bias as their on-screen counterparts. Despite this, we trust them fool-heartedly that they did the research before hand. And, if you consider that they look up each others work as "research" it creates a vicious cycle of bias. Social media makes it worse. Taking their testimony as truth (usually without checking their references) commentators post the links spreading the half-baked "truths" further. Just look what happened to Sunil Tripathi in 2013.

Okay, so the people who campaign against violent games are subject to lazy logic and multiple forms of cognitive biases. But what about the scientists who do the studies that prove that games create aggression? Surely they are impartial in the argument, like good scientists before doing an experiment should, right? Sadly, scientists are humans too, and are prone to the same biases and social pressures as anyone else. There is a lot of history in science of "experts" not believing in evidence that contradicts pre-existing notions and looking though a lot of such evidence to find the one piece of "evidence" that proves that notion. A good example of this is Francis Galton (The father of eugenics) who measured the size of peoples heads in the lazy logical reason that big heads equal high intelligence (we now know that this is bullshit). And its still true today. Just look up the debate between string theory and quantum gravity (watch The Big Bang Theory).

Anti-game activists have cited the results of many studies dating back to the 1980s to prove that video games cause violence. They were so many that in 2005 the American Psychological Association produced this statement concluding these findings, giving the argument massive authority.

Lets look at these experiments. In many of these experiments what happens is that a test subject plays a game (violent or non-violent) for a short amount of time (say 15 minutes). Then the test subject is made to play a simple non-violent game with a competitor (who may be real or not). If the test subject wins or the competitor loses the test subject can punish the competitor. This punishment can be a blast of loud noise in headphones, electric shocks, made to eat spicy chilli, dipping their hands into icy cold water or other means like these. The test subject can choose the severity of the punishing, and this is what is used to measure aggression in the test subject. The results of such tests show that playing a violent game (by a small degree) increases aggression in the player.

One duo (Bushman and Anderson) went a step further. They got a group of 257 college students and split them into two groups. One were made to play a first-person shooter while the other were made to play a simple non-violent game. Then the people of both groups were wired up to life sign monitors to measure their emotional levels (like a polygraph test). They were then shown footage of real actual acts of violence (not clips from Hollywood films). According to their results, the people who played the violent game showed lower stress levels when shown the footage than the people who played the non-violent game. This was considered proof that playing violent games "desensitizes" players to real world violence.

In 2003 Anderson wrote this brief for the APA - Violent Video Games: Myths, Facts, and Unanswered Questions. Read it. Its very damming. With the APA backing up the argument the anti-game movement pushed on, leading to the creation of a number child protection laws in a number of US states, including California, which became the subject of this supreme court hearing, which will be referenced later.

It seemed that the gamers were going to loss for good...

..... and then the Wii came along and changed everything. 

Although the Wii didn't directly change the debate, its introduction serves as a turning point in the debate's history. After 2005 studies were done that disproved many misconceptions about gamers.

And then came a bombshell....

The 2008 book Grand Theft Childhood by Lawrence Kutner and Cheryl K. Olson was based on original research that pointed out the the non-significant trend that adolescents that don't play video games at all are most at risk of violent behaviour. It also said that research that show that video games are beneficial have been downplayed or given little media attention. More crucially it criticized previous studies proving the increase in aggression, due to (mostly) researchers confusing signs of aggression from normal teenage behaviour. The authors conclusion is that “parents, politicians, researchers and child advocates probably worry too much about the wrong things, and too little about more subtle issues and complex effects that are much more likely to affect our children”.

Since then, studies that prove the benefits of video game have been given more airings to provide a more balanced argument. Also, a number of experts have seriously questioned the "video games cause aggression" finding, citing one massive contradictory observation....

Although video games have become more graphic and violent since the 1980s, at the same time rates of youth crime have fallen. Yes, compared to popular belief (and the recent increase of incidents with mad men with guns in America) incidents of crime involving adolescents have fallen in the West in the past 20 years.

In the US from 1993 (a year after the release of Mortal Kombat) to 2013 (the release year of Grand Theft Auto V) youth violence fell by 83%.

In the UK (according to this 2013 article from The Guardian) their has been a fall in property crime, despite the economic downturn. According to the data the fall began at about the same time the iPhone was introduced, indicating that the smartphone is giving young people enough distraction to occupy their boredom. Boredom that would have led to acts of actual vandalism (not to be confused with acts of cultural vandalism, like this one).

One voice for this counter argument is Christopher Ferguson. Look him up gamers, he's on your side. Want proof? In 2014 he wrote this damming article as a response to this article by Bushman.

The basis of his counter-argument is the routine activity theory. This theory came about when it was noticed that despite increasing prosperity and implementation of social welfare in western countries after World War II crime rates increased. The theory is that crime isn't the direct result of poverty, inequality or unemployment (the classic reasons fro crime). Crime is in fact something that is caused by opportunity. The increase in affluence increases the opportunities for crime. In the case of violent video games, the players of such games aren't committing crimes at all because the game is occupying them, denying them the boredom that would have given them the opportunity to act out their aggression they gained from playing violent games. Ferguson cites the evidence that crime rates briefly fall as soon as a popular violent game is released as proof of this theory.
“People sometimes get a bit sort of pent up when their playing certain games. But, those high emotions happen when you are watching a football match or when you are arguing about politic. That kind of stuff evaporates in a matter of minutes.” – 
Ian Livingstone  (from Horizon: Are Video Games Really That Bad?, 2015)

So what is causing the increased aggression detected in all the earlier tests? One plausible answer is something very familiar to gamers who have trouble completing a level - frustration.

In 2014 Andrew Przybylski of Oxford University carried out an experiment like the earlier one with one crucial difference - the games the test subjects played. The game he choose was Tetris. Half his test subjects played normal Tetris while the other half played Tetris's evil twin - Bastet. Both games are the same, except for more crucial devilish thing - while in normal Tetris the selection of what piece comes down next is random. In Bastet this selection is done by an algorithm designed to give the player the worst possible piece. After playing the game the test subjects were given the typical icy cold water challenge. Then they were asked how long should someone be given this treatment. People who played Bastet suggested an average of 7 seconds more than people who played normal Tetris. In earlier tests using a violent and a non-violent game comparative variable, this would be evidence of increased aggression. But in this test, this increase came form people who were playing a game with no violence at all! What can be concluded from this experiment is that acts of violence alone don't cause increases in aggression. Przybylski suggests that the real cause of violence in the real world is motive. This makes a lot more sense. Having built-up aggression alone doesn't make you do violent things. You need a motive to act out that aggression, such as frustration from not completing a level, desire of an expensive item that you can't afford or just plain boredom (yes, boredom is a motive, and the most common one that leads to acts of vandalism (including cultural vandalism)).

Lets use this idea to explain one incident that has been used as anti-game propaganda. On 7th June 2003 in Fayette, Alabama 18-year-old Devin Moore was arrested for allegedly stealing a car. While in the police station Devin got hold of an officer's gun and shoot him. He then shoot two other officers and fled the scene in a patrol car parked outside. He was apprehended hours later and convicted for murder. He was sentenced to death by lethal injection in 2005. This case was the one used by Jack Thompson in his lawsuit against Sony (for making GTA available on Devin's PlayStation) in Strickland v. Sony, and was dramatized in The Gamechangers.
First two things worth noting is the location and the fact Devin is an African-American. Anyone with some knowledge of modern American history will know that Alabama is noted for been one of the offending states during the era of racial segregation. Noting that, what actually happened gets a bit more clearer. Then note that his dad has said that he had trouble disciplining Devin in the past, meaning that Devin is a typical teenager who has authority issues.
So you got a teen who has authority issues who is of an ethic group that constantly get harassed by the police. You can now see that there is a clear motive to kill those officers. Its the same one anyone who has been harassed by them develops (without the need of a games console). But the final nail is that Devin was accidentally given the opportunity to act out his revenge - the unguarded gun. If the officer had been more careful and kept his gun guarded from his detainee the death of those three officers will never have happened. And the thing is the circumstances of the incident could have led to any person with a history of police harassment to do the same thing Devin did (regardless of experience with GTA).
And before anyone cites Devin's "life is a video game" quote, I like to point out that he said it after been on the run for several hours in the stolen patrol car. After doing such a thing you tend not to have enough time to think what you going say very carefully and most quotes from criminals after just been caught are usually the first thing they could think off. I think it came to him while in the car when he realized that what he was doing was similar to something in GTA.

The idea that motive is the device that releases aggression and opportunities allow such motives to activate such releases makes a lot more sense than blaming a single "smoking gun" factor as the cause of violence. This idea can be applied to all incidents anti-gamers have used to prove that games cause violence. For example, Eric Harris and Dylan Klebold were victims of bullying before they took advantage of America's easy access to guns and took their revenge in Columbine High School in 1999.

And here's one more piece of evidence. In 2006 Rene Weber scaned the brains of people playing shooter games and found that, although playing the game activated the amygdala (part of the primitive brain linked to aggression), playing the game also activated the anterior cingulate cortex (the part of the brain used to suppressed emotion). This suggests that most gamers are in control of their emotions while playing than popular myth suggest and (and this is my interpenetration) gamer can tell the difference between fantasy and reality.

All this evidence confirms that I have thought for years - the argument that violent video games cause violence in the real world is total irrational reactionary bullshit invented by the media for the purposes of selling newspapers in the 1980s. Like the other piece of bullshit newspapers then said about only gays get AIDS, anyone who continues to preach this nonsense is a moron and deserves what's coming to them.
Although I am not a gamer, I have played GTA many times. I have shot at parked cars to make them explode. I have fired bazookas at the police from a rooftop. I have driven trucks through traffic with careless abandon. And after all of that I have never developed the urge to do such things for real - because I have already done them virtually. With this personal experience I came to the conclusion that instead of causing violence, video games provide an outlet for violence preventing it from happening in the real world. The routine activity theory confirms this theory. Adding the motivation and opportunity trigger theory that explains all crime and the results from brain scans, you have to conclude that the argument that video games cause crime is distracting us from the true reasons for the violence - such as ridiculously easy access to guns.

With all the counter-evidence that has been building in the past decade they are calls for the APA to retract its 2005 statement. However, in August 2015, the APA reviewed the evidence again and came to the same conclusion as before.

Despite this, in 2011 the case Brown v. Entertainment Merchants Ass'n resulted in a significant milestone in the debate - the Supreme Court ruled that video games had First Amendment protection, like many other forms of media. This decision will hamper any future attempts of anti-gamers creating game-targeted laws.

However, looking at the results of a national telephone survey made before the decision was announced, 57% of American voters agreed that the states should have the “right to regulate the sale of video games [that are violent] in order to protect minors; the same way states regulate tobacco, alcohol and pornography.” while 39% agree that “parents should make the decision” about what video games they purchase for their children, and what constitutes “too violent.” Those voters agreed to the statement that “states do not have the right to decide that some video games are too violent for [minors], any more than they have the right to decide what literature or fairy tales are too violent.”
But what is revealing is that men are more likely to agree with the "its the parents responsibility" stand, while women are more likely to think that "the government should step in." Also (not surprisingly) young people are more likely to agree with the stand that the government shouldn't have the right to say what is “too violent for kids.”
With these results one commentator has said that "these results [by the supreme court] put the Court on a potential collision course with the public."

Its been four years since that survey, and (knowing human nature) little will have changed in public opinion by now. Although the scientific evidence is in the gamer's favour, a lot of people in power today are from a generation who were not exposed to video games until later on in their lives - as the subject of damming moral panic news items, leading to some bias in their judgements. The idea has become so engrained in our culture that it'll take generations for the idea to finally die out and be limited to the ramblings of "flat-earthers".

Until then, we will have to witness a number of insanities, such as the video game burning event in Southington, Connecticut in 2013, which was a reaction to the Sandy Hook Elementary School shooting.

Remember that car dismantling law from the 1900s? 

I can think of a law that is enforced today that can be seen in a century from now in the same light as that one. In Germany (thanks to the BPjM) if a game features a character bleeding it has to bleed green blood. Many won't see this law as funny, because today it kind of makes sense, using the logic of our time. It creates a bit of obvious artificiality while playing to remind the player that he is playing a game. Its worth mentioning here.

Today the idea of a law forcing motorists to dismantle their cars if they encounter a horse on the road is seen as a ridiculous over reaction towards new technology from a backward time. Would people a century from now see the attitude that video games cause violence in children in the same way?

I think so. 

Now, if you excuse me, I got virtual cars to steal in San Andreas.
They an't going to crash themselves.

(I have done this a million times and I can testify that 
I have never done this (on purpose) in the real world.)

UPDATE: In March 2016 The Guardian has published an article (written by Rich Stanton) about this subject  that is worth reading, about the flaws in the research. This quote from it sums it up...
“There have been 25 years of research in this area and, for the most part, it’s not very good research” - Dr Peter Etchells of Bath Spa University
CLICK HERE TO READ IT 

In March 2017 a German study was published that proved that playing video games has no long-term effects on a player's empathy. This is the first to look at the long-term effects of such media consumption.