Violent Video Games and Furry Culture: Why so many trans kids are becoming killers

I would probably never know about this “furry” culture of sexual deviants if it weren’t for my grandchildren.  My oldest grandson came across them online while researching video game information.  Furries, as they are called, are people who like to dress up in animal costumes in public.  And that’s important because the killers of Charlie Kirk and his boyfriend were participants in this culture, as they would dress up for conventions and play video games that involved anthropomorphic animals having sex.  And of course, as the furry condition is a tremendous psychological concern for public health, we are dealing with a homosexual relationship with a couple of guys who had built up so much hate for the godly purity of Charlie Kirk that they made a move to murder him on a college campus.  And we are seeing a trend among many killers who are going through the same problem, killing people, as video games have desensitized them to killing without any genuine concept of consequences.  If you have read the text messages between Tyler Robinson and his boyfriend, Lance Twiggs, who is in the process of trying to convert to a woman, you will find that they were bizarrely out of touch.  So much so that people naturally think it was a fake narrative created by the deep state to hide the real killers, because it seems so outlandishly coherent, considering this kid just committed one of the most memorable assassinations the world has ever seen.  So a transsexual element is at play yet again, in addition to the furry culture obsession.  The killer of the Minneapolis church attack was a trans kid, and we know now that the assassination threat against Bret Kavanaugh of the Supreme Court was a man trying to become a girl.  So what’s going on here, and how is the gaming culture producing all these young killers?  It’s a question that goes way beyond free speech. 

I’m far from a person trying to reform the video game industry, but we’re no longer talking about Pac-Man here when we talk about video games and how they try to stand out from a very harsh crowd in the marketplace.  I saw the recent Wolverine preview for an upcoming video game, and it’s really very violent.  I have been alarmed at the level of violence in video games as developers have gotten away with more and more violence; there is no question of a desensitizing effect.  The popular game of Fortnite has more cartoon violence, but Call of Duty, Grand Theft Auto, and now this Disney-owned Marvel game, Wolverine, are very violent, where bones are ripped from the bodies of victims ruthlessly.  It is not a stretch to think that a small percentage of the population that plays these games is being desensitized to violence and is losing touch with reality.  I’ll repeat it, I used to write screenplays and I would submit them to studios and agents in the 1990s.  And I had a lot of mainstream people tell me that my screenplays were too violent for a mainstream audience, which Hollywood was a part of at that time.  They had a responsibility to the public good, that’s what they told me.  They would say to me I was a talented writer, but that resorting to so much violence took away from that talent, and they had a responsibility to the public not to be so graphic.  Then I saw Kill Bill and other Tarantino movies, and I mentioned to them that my work wasn’t any more violent than Tarantino’s.  And there really wasn’t an answer except that they said Tarentino’s violence was more comic book, and not as realistic as mine.  So, a line was being drawn, and watching that preview for Wolverine certainly was the result.  The self-censorship in the entertainment industry was ending about the time I mentioned, and it has devolved into what we see today, which is a very violent entertainment culture. 

For young people without strong father figures or good family structures, video games can distort reality.  And this Tyler Robinson supposedly came from a loving family.  Once he developed a sexual relationship with another young man, and they started crossing lines that society would judge them harshly over, they retreated into the violent world of video games, and we know that because those traits were marked on the shell casings from the gun used to murder Charlie Kirk.  We should be all over these traits because they keep repeating, the mode of operation for many of these killers is that they are involved in transexual practices and spend their free time on violent video games.  And when you spend many hours playing violent video games like Lance Twiggs did, there is a desensitization toward violence that ultimately becomes a psychological problem.   When kids delve into this rabbit hole, a trait emerges from this furry culture: the idea that people can be anything they want if only they wish it.  It’s consistent to make mistakes in a video game, where, if you wish, you can change the avatar of your character into anything you want to be.  And that is without question happening in these trans cases, where people make mistakes their families might look down on them for, and they turn to furries or trans sex to change their public image from mistakes they are ashamed of.  When society has opinions about those mistakes, they retreat into the world of video games, where you can be anything you want, you can change your name, and you can hide from society behind mass violence.  Given the frequency of these occurrences, this is a significant problem. 

This is one of those cases where treacherously evil acts are hiding behind conservative values, such as limited government oversight of the video game industry, allowing market forces to work out the problems.  Or to have a libertarian approach to sexuality.  We are told by those creating vile content that more oversight of these industry norms is intrusive.  Therefore, the attacks are occurring behind the values we advocate as businesspeople and conservative, market-driven economic values.  We’re not supposed to have an opinion on this topic because we support free markets, and in the free market, people want violence.  Just as we are supposed to accept that people want to smoke dope, or do other detrimental behaviors, that do not suit healthy mass psychology.  But that’s the thing, and it goes back to my days of writing scripts, when I was told that something was too violent, the standard was to go back and make the scenes less so, but just as impactful.  Violence is often used to make a point forcefully.  It can be necessary, but it can also serve as a creative crutch to avoid the details of actual artistic integrity.  Just like grotesque sex, violence is lazy in trying to appeal to our animal instincts.  And killing is a primal instinct we all have.  But we are expected to overcome that violent trait for something better.  And when we have artistic expression that feeds the fears and anxieties of a young generation with various insecurities, bad things can and do happen.  This video game culture is feeding them in a very negative way, and some of them are turning to actual killings.  And they are becoming desensitized to the world, especially once they start really embarrassing themselves with sexual practices they could never get their families to accept, and changing their public image like a video game avatar never solves their insecurities.  And before they turn to suicide, they are turning to mass social violence, which video games helped fuel their fantasies.  And we are now seeing a whole generation turning to violence and perversion to hide their mistakes, which they have never learned to deal with.  And it’s a really big problem that won’t go away on its own.

Rich Hoffman

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