Even more importantly, the lack of social depth - not at all due to the difficulty in quantifying social and psychological phenomena yet to be understood in real life - prevents lazy liberal scholars from using it as a citation in a feel ggod piece about how easy it will be to solve our problems if we just acknowledge X-privilege! "Won't someone think of the virtual children!"
Incidentally, did you know that Keynesian economics works perfectly in a city with infinite resources on it's boundaries?
It's certainly an interesting article, Rebecca. It's an uncensored look at young Americans behaving badly. However, different video games reward different kinds of behavior.
I'll give you a couple of benign examples. The extremely well-known Civilization genre of games has been popular for decades. While Civ games are partly war games, they're equally focused on building a many-faceted civilization. Civ building means focusing on keeping your citizens happy, educated, productive, earning money -- and even environmentally green.
In the less well known Tropico series of games, you've got to make some money. But the Tropico games are equally focused on keeping your citizens happy -- in terms of food, shelter, medical care, entertainment, places to worship, safe from crime, etc.
I have yet to hear about a video game anywhere near as evil or depressing as real life is. The 1% keep getting richer and more powerful, while the 99% are lied to and manipulated very effectively by their corporate rulers, using the corporate media. How popular would a video game be if it tried to simulate such a reality?
Beta Testing Fascism: How Online Culture Wars Created the Alt-Right