¿Por qué nos gusta la violencia en los videojuegos y no en la realidad?

Seguramente que muchos de vosotros estáis pensando que la respuesta es obvia y me diríais algo así como: porque es de mentira, nadie sufre, nadie muere.
Otros contestaríais que depende del videojuego, no es lo mismo la violencia gratuita que hoy en día se nos vende en muchos videojuegos, cuyo principal argumento y objetivo es el mata, mata. Que la violencia que podemos encontrar en otros videojuegos con un contenido más maduro en el que la violencia es una parte más dentro de la historia o acción del juego y no la única. Incluso en algunos juegos, se nos da la posibilidad de elegir entre emplearla o buscar otros caminos, eso sí menos directos, menos fáciles.
La mayoría de nosotros podríamos estar bastante de acuerdo en que la violencia nunca está justificada y que no es una alternativa válida en la vida real, dentro de nuestra sociedad "civilizada".
Todos podríamos afirmar también que a pesar de ello, la violencia vende y en la industria de los videojuegos, lo hace a lo grande, solo hay que echar un vistazo a las listas de los más vendidos, año tras año, para darnos cuenta de ello.
¿Entonces, por qué la consumimos, por qué sí en: los videojuegos, el cine, la televisión… Y no en la vida real? ¿Es que acaso somos unos hipócritas?
Nada más lejos de la realidad, la violencia, forma parte de nuestra historia evolutiva, antes de ser personas "civilizadas", de vivir en sociedades organizadas y regidas por unos principios fundamentales y básicos de convivencia, como los derechos humanos. Eramos seres primitivos, cazadores, clanes de guerreros donde la única ley que imperaba era la supervivencia y el método para lograrla era la fuerza. Sí amigos, la violencia es el método más ancestral practicado por el hombre dentro de su carrera evolutiva para resolver sus diferencias y sus necesidades más básicas.

La naturaleza y nosotros como parte de ella, empleamos la violencia, pero también supimos adaptarnos a los cambios y aprender a medida que fuimos desarrollando métodos más eficientes para: fabricar herramientas, cazar, cocinar los alimentos, observar las estrellas, cultivar la tierra, establecer alianzas con otros pueblos a través del comercio… Todos estos avances forman parte de nuestra evolución y aunque la violencia ha estado y está todavía muy presente en nuestras sociedades, siempre hubo alternativas. Y fue precisamente el descubrimiento de otras soluciones, otras posibilidades y otros caminos los que nos han llevado hasta nuestros días.
Aún así hoy queremos acercarno de la mano de varios expertos, a las primeras "teorías evolutivas" que intentan explicar porque hoy en día todavía nos gusta la violencia, aunque sea "falsa".
Y queremos acercarnos como no, para comprobar qué hay de cierto en ellas y que otros argumentos ya no son válidos hoy en día, aunque nuestra sociedad "civilizada" los practique de forma "justificada" o más bien indiscriminada.
Vamos a ver…
Según el Dr. Aaron Sell biólogo evolutivo de la Universidad de California:
Para comprender las raíces de nuestra fascinación por la violencia virtual es imprescindible mirar hacia atrás en la historia humana. Sell, explica que hay muy buenas razones para creer que la psicología humana sigue siendo relativamente consistente con la de nuestros antepasados:
"las fobias humanas, por ejemplo, son exactamente un reflejo de los numerosos peligros a los que se enfrentaban los cazadores-recolectores en las sabanas de África: caídas, arañas, serpientes, grandes mamíferos, colmillos, extranjeros, etc. Si los seres humanos estamos bien diseñados para los ambientes modernos probablemente desarrollemos: fobias a tomas de corriente eléctrica, a los coches, la comida rápida y las piscinas "… LOL.

La sociedad moderna ha existido sólo desde hace 10.000 años, una escala de tiempo insignificante en la evolución humana. Entender lo que era la vida de nuestros antepasados es importante para entender nuestra propia disposición mental.
Con el fin de que nuestra especie sobreviviera, necesitábamos desarrollar hábitos y conocimientos arraigados que nos ayudara a evitar la muerte, de ahí nuestro temor ahora inútil, a las arañas, por ejemplo.
“La mente humana tiene apetito por la violencia porque hay una gran cantidad de información importante pero difícilmente disponible en estas luchas” dice Sell sobre los adolescentes prehistóricos. "Esto es particularmente cierto para los niños que necesitan aprender habilidades de combate. Obviamente practicarlas en su vertiente menos controlada es altamente peligroso. De esta forma podemos observar las acciones de otros y aprender vicariamente”.
De acuerdo con Sell el Dr Andrew Weaver, de la Universidad de Indiana especializado en el consumo de medios de comunicación y material violento, explica que los niños pequeños parecen ser los más interesados en su contenido violento:
"Los niños, de hecho, practican la agresión con extrema frecuencia. Los adultos normalmente intentarán eliminar aspectos clave de la violencia en estos contenidos, por ello los deportes a menudo no se parecen mucho al combate, pero si se observan las habilidades implicadas todavía reglamentan esencialmente la coordinación mano-ojo, la velocidad al correr, la precisión al disparar, la fuerza y la destreza del arma utilizada (como en el tenis), la habilidad para evadir a los otros, y así sucesivamente" . Todas ellas eran habilidades necesarias para sobrevivir en la antigüedad.
En 2007 el lingüista Steven Pinker impartió una conferencia en la que presentó pruebas arqueológicas que señalaban que nuestros ancestros nómadas eran en realidad mucho más violentos y homicidas de lo que nosotros somos en la actualidad. Los estudios de tribus cazadoras-recolectoras actuales (que viven de forma similar a la de nuestros antepasados antes del surgimiento de la civilización) muestran que la probabilidad de que un varón muriera a manos de otro varón podía ir desde el 15% hasta el 60% en algunas partes del mundo. En comparación, durante el siglo XX en el mundo desarrollado la probabilidad era apenas del 1%, y eso incluye las muertes ocurridas durante las dos guerras mundiales.
Nuestros antepasados vivían en un mundo muy violento lleno de guerras y asesinatos. Los niños crecían con el deseo de practicar el combate y se preparaban mentalmente para los inevitables choques violentos que suponía una gran ventaja para la supervivencia. Lo interesante de esta teoría es lo específica que puede ser para el fenómeno de la violencia en los medios de comunicación. Explica con elegante simplicidad por qué la mayoría de las personas detestan la violencia en el mundo real pero constantemente consumen su falsa versión. Incluso llega a explicar por qué este efecto se concentra durante la adolescencia.
¿Pero hasta que punto toleramos la violencia en los videojuegos?

Pues al hilo de todo lo que venimos comentando, empezamos a rechazar la violencia cuando percibimos grandes dosis de realidad.
Según Weaver:
"En términos de disfrute, en mi investigación he encontrado que la sangre y el gore es donde la mayoría de las audiencias comenzarán a alejarse. No es que la violencia esterilizada es necesariamente agradable, pero al menos si no hay sangre, entonces no tienden a ser rechazado por ella. Pero si la sangre está involucrado, en particular en forma realista, a continuación, la reacción natural es de repulsión. "
Esto nos devuelve a la contradicción y al dilema de por qué nos gusta la "falsa" violencia y repudianos la violencia real.
En mi opinión:
la violencia está en nuestra naturaleza, ha formado parte de nuestra historia evolutiva, es el mecanismo o "instinto" más primario de supervivencia que tienen los seres humanos cuando se sienten amenazados y está presente en nuestras sociedades actuales.
Pero también somos seres sociales por naturaleza y hemos aprendido también a reaccionar de formas no violentas, a sobrevivir y resolver nuestros problemas sin recurrir a ella. Y gracias a eso hemos evolucionado hacia otras formas de ver y entender la realidad más complejas que nos permiten adaptarnos a los cambios y al mismo tiempo plantearnos nuevos desafíos dentro de nuestras sociedades cada vez más avanzadas.
La humanidad debe darse cuenta de que la violencia, solo engendra cada vez más violencia y que la sociedad, como tal, solo tendrá éxito si avanzamos todos juntos, pensando en el bienestar de todos por igual.
La violencia siempre es el camino más fácil:
Cómo os comentaba al principio, las ventas de videojuegos violentos están en lo más alto y en buena parte se debe a que la mayoría de videojuegos que hay en el mercado lo son.
Por supuesto hay una explicación aplastante para ello, que ya comentamos al principio y a la que llegamos en todos los casos y que nos lleva a plantearnos la pregunta del millón, tantos años de evolución para preguntarnos: ¿Qué fue antes la gallina o el huevo?
Según Andrew Hicks, profesor de cultura de los videojuegos en el Columbia College de Chicago:
"La omnipresencia de la muerte en los juegos se debe a la naturaleza del medio. Es ahora, como siempre lo ha sido, más fácil la muerte que la vida del programa."
¿Quizás somos los seres humanos como un programa de tv, un videojuego, una película o un producto que necesita consumirse de forma rápida, porque su tiempo de vida es límitado o depende en gran parte de su éxito? Y si depende de su éxito ¿Que es el éxito para ti?
¿La violencia vende o es el camino más fácil para hacer videojuegos..?

Esto nos plantea la cuestión de si realmente la violencia vende o es el camino más fácil para hacer videojuegos o para sobrevivir hoy en día en nuestras sociedades: ¿Hemos evolucionado realmente? Viendo las desigualdades sociales que existen entre el denominado primer y tercer mundo, seguro que vosotros también tenéis dudas: pobreza, hambre, guerras, enfermedades… ¿Son o no son formas de violencia extrema?
Señores estamos machacando siempre el mismo clavo, consumiendo las mismas cosas, no somos productos, no somos consumidores de envases al vacío. Es hora de avanzar con inteligencia.
El camino más fácil no siempre es el que parece, el mejor camino nos acerca a donde realmente queremos y no nos aleja de las personas.
GAME OVER
Vía | Edge
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