Philips Magnavox Videogames and the Entertainment Revolution Trigger Happy User Manual
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Trigger Happy
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motivated to kill by their experience of playing that 
game; they are ordered to do so by their superiors. 
Fencing, of course, is a sport whose kinetic form is
derived from a long, bloodthirsty history of actual 
sword fighting, combat and duels. But we class it as a 
morally neutral sport because its content is nonviolent: 
the risk of injury is very low (far lower than with 
boxing), and the intent of the fencer is not to kill or 
maim but simply to win. The same is true of 
videogames. When I am playing Time Crisis 2 or 
Perfect Dark, my intent is not to kill. For there is 
nothing to kill; there are only patterns of light on the 
screen. Similarly, the consequences of my actions have 
no moral content either, because no one dies. 
So to blame videogames directly for childhood
violence is absurd, unless one is prepared also to 
legislate against laser tag, paintball, martial arts and 
even bodybuilding—in fact, every type of recreation 
that could theoretically increase one’s ability to kill 
another human being but has no direct causal 
connection with murderous activity. 
On the other hand, videogames may be one of a
complex of causal factors, any one of which in 
isolation does not produce a killer but which in 
combination become lethal. Clearly, for instance,