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Grand Theft Auto is a 3rd-person action game, not a 1st-person shooter (FPS). As you noted, Quake is a FPS, as are the Doom, Unreal, and Half-Life series.

It's interesting you call Second Life a non-violent virtual space. Isn't it as violent or non-violent as its users want it to be? Aren't there plenty of weapons for sale in Second Life? I think the main reason there isn't more overt violence in Second Life is that the platform is not responsive enough to satisfy players of FPS or action games.

There probably is a correlation between griefing and violence. Griefing often manifests as a form of aggression, even if not physical agression. Is "psychic violence" possible?

Good point about SL being what you make of it.

There are of course folks who engage in violent games within the SL platform, from war recreations to sword play. SL is big enough that I rarely run into those sorts of residents. I'm more part a of the academia, non-profit, artsy-fartsy crowd.

SL is also a third-person view, normally. You only see a FPS view in "mouselook" mode, which is used very rarely, mostly when filming machinima.

Very few people carry weapons in SL, outside of the consensual violence areas. Very few people drive combat vehicles (or any vehicle, since you can fly and teleport inherently, and vehicles perform poorly).

However, griefing is unrelated to the violence or graphics of other games played. It's the same behavior as found in text MUDs. Some people spend their time being social, some by exploring, some by building, and some by annoying people. This may express itself as pseudo-violent "Player Killing", but even without combat, the griefers will use whatever is available to annoy. The grid attacks are identical to MOO and MUSH self-replicating object attacks 20 years ago.

Thank for making this valuable information available to the public.

im a rock legend

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