Mark J Kline said:
Videogaming, like many internet activities, provides a relatively anonymous way to interact with others. I think this anonymity, combined with the absence of important, behavior-regulating non-verbal cues, creates a powerful disinhibiting effect. By "disinhibiting," I mean the normal social cues and conventions that discourage people from giving free rein to their impulses are absent, or weakened, and what comes out is a full, unfiltered discharge of players' aggressive and sexual urges.
I think this is where the idea of RealID originated from, and unfortunately (imho) where it took a wrong turn. It's not the anonymity that changes you, it's what releases you.
You see, I don't think the disinhibition is a result of those games, but rather a return to our natural states.
I'm sure we could (and have [http://www.escapistmagazine.com/forums/read/18.70218-The-Customer-Is-Always-Wrong]) detail all the little things in our life, from families to strangers that really get our goat. And we turn to our virtual worlds to escape.
The problem being that it's not just the angel that escapes to roam the pastures but the devil as well. (Ego and ID, if you prefer Freud)
While the angel is ballet-dancing with the flaming sword, the devil is remembering all the rude, ignorant people and all the slow, mean service, and all the painful joints, and that girl who 'justs want to be friends'.
Deep inside every adult is a child that wants its tantrums back, and - by god - it's found a place to throw them.
Games, as a whole, are a place where the child inside is allowed to burst free, a playground for sociopathy that the real world disallows. And we all have that malicious spirit within.
It's not so much that the games are dis-inhibitors; it's that real life is such an inhibitor at times. We're born with raging instincts that helped to evolve our race, but society's constraints keep them in. Before computer games, we had Wars.
The problem being that computer games, as a whole, aren't as cathartic as we need. Sniping someone is a burst of power as you become Godlike in your ability - but then it's followed by someone else snuffing your power instantly.
Add to that the fact that your body is spiking testosterone and adrenalin, fueled by caffeine, nicotine and sucrose - and the only release is to get more catharsis - usually by releasing a stream of curses that would paint a sailor turquoise.
It's not just games though, look at road rage. Even though the drivers aren't really "anonymous", that git in the Mini that just cut you up
DESERVES TO DIE!!!!!!!!
Which isn't really the way we have to act in a normal society, but how most of us who commute will feel.
This also ties into the addiction factor, as we can't burn out the catharsis we need within the game, so we keep returning to it; but it's not the game that's addicting us, but our need to RAGE.
What we need to do is to exhaust our devil before we can let our angel play freely, and teenage boys - with their systems jammed full of hormones, e-numbers and strange, moist feelings - have that devil in superabundance.
TL

R Games don't make us get angry, they let us get angry. RL gets us wound up.