The US currently has 2.2 million prisoners at any given time, more than any other country in the world. And according to the USDOJ, 67.5% of released criminals are rearrested for felonies within the next three years. After subtracting out the 128,000 inmates currently serving life sentences, we are looking at approximately 1.47 million of those 2.2 million being rearrested within the next three years.
Now, we know that the cost of the federal government housing a prisoner comes out to $23476.80 per year. So here is my brilliant plan to reduce recidivism rates and save the taxpayers money: whenever a career criminal is released back into society, give them a copy of World of Warcraft and a free 1 year subscription. This works out to around $160 per person, but I'm sure the government could swing a pretty good volume discount. At this rate, the cost of housing one prisoner for a year works out to around 150 WoW subscriptions.
Simple math tells us that if we could reduce recidivism by just 1%, we could save the taxpayers a huge amount of money, not to mention reduce the level of violent crime in society. And when you consider the average WoW player logs almost eight hours a day, this seems like a very real possibility.
Of course you might say, "But Alex, won't giving career criminals an addictive video game prevent them from getting real jobs?" Yes! But don't forget that the career of a career criminal is committing crime, so this is exactly the idea.
The paper by Yee & Balenson suggests that by tweaking the appearance of the avatar, we can alter the way in which the user behaves. Although further testing is needed, this result suggests that we could potentially rehabilitate criminals by encouraging prosocial behavior online. The authors also talk about SIDE theory in this context. Perhaps by giving prisoners a positive social identity and deindividuating them, we could train them in good behavior. The authors do note precedence for this, saying that people in a dark room were more likely to engage in acts of physical affection, showing that deindividuation can lead to good behavior as well as bad.
As Raph Koster says, "Glory is the reason why people play online; shame is what keeps them from playing online. Neither is possible without other people being present." Perhaps by creating a compelling online experience for former criminals we can subconsciously rehabilitate them, or at the very least keep them in front of the computer. After all, better to have them killing dragons in real game than raping little kids in real life.
While it is only a small part of the picture, I believe that Yee & Bailenson provide an excellent framework for creating a prosocial experience through both their work on Proteus theory and also their new results using the existing SIDE model.
Tuesday, November 13, 2007
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2 comments:
Hi Alex -
Interesting take on WoW avatars. I thought your statements were very powerful and carried a lot of weight. I personally have many close friends who are absolutely obsessed with WoW and I know for a fact that one of them specifically makes the most un-attractive avatars in order to avoid interaction with other players when his main intention is to level his character. However, his other characters that he intends to use to join guilds he makes more attractive so more avatars will approach him and want to interact with him and later extend invitations to join guilds.
Hey Alex,
Too bad the reason prisons cost money is that they're providing the people who live there with the basic means of living (food, shelter, clothing, etc); you can replace the career of a career criminal with WoW, but you're still going to have to buy him food if you don't want him to steal it. Hope I didn't just fall for a long and well-worded joke--
Ken
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