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Vesayen
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GTA is not going to send you on a killing spree, video games don't turn you into killers.
Crappy parents, usually turn you into serial killers.
A game where you play the role of a thief and a murderer and they glorify and try to justify his actions amoung his peers as socially acceptable, *IS* harmfull for impressionable children.
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Vesayen
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Promoting violence and theft as an acceptable social norm, is worse then nudity.
I'm not a prude and I am not making this argument from a religious stance. The morality of nudity is subjective.
Its not just that you SEE violence and theft, that is NOTHING new heh. In GTA 2 you stole a bus, killed the driver, then filled it up with passengers and drove it to the hotdog factory-you watched the tourists get out and then, scream as they were shreded.
They made no attempt to make this seem real, and no attempt to make it seem acceptable.
San Andreas tries to promote violence and theft as a perfectly acceptable social norm in a REALISTIC way NO other game i've ever played has and as you can imagine i've played alot of games in the 15 years i've owned computers.
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Snotty
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Without going into too much detail, one of the plot arcs concerns clearing crack cocaine off of the streets, which the protagonist seems to do for moral reasons
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Pyrodrew
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Irresponsible, greedy and evil people are the #1 problem to wars, but games like Civilization and Risk don't help. I'm not suggesting banning Civilization or Risk, just they promote war and genocide in impressionable minds where as trying to live peacefully in those games will often get you and your civilization killed.
quote: GTA is bad not because of the violence, it is bad because it glorifies it for personal gain |
Lots of movies and games (like Civ) glorify violence with it leading to personal gain.
quote: It's not that simple. Sociological studies have shown that TV shows (and by extension, video games) have definite impacts on how people see things. |
GTA also involves this ficitional protagonist dying and being arrested for his actions. If a kid believes all the other parts of the game they couldn't ignore this. Maybe GTA showing the player dying on the screen impacts an impressionable mind to realize the same consequence could happen to them for doing such actions?
quote: In a crappy situation with crappy parents however, this could definatley help push a kid over. |
Or it could turn the kid into a computer game nerd wasting tons of hours playing computer games rather than have the kid bored hanging out on the streets with questionable crowds.
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molly bloom
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Lundenwic
Oct 2001 time: 15:31
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quote: Originally posted by Sava
it's like feeding a humpback whale a teaspoon of sugar |
I don't believe it is.
If a child grows up on the margins, then a game which is designed to be extremely attractive, and can be played by one person for hours at a time, and which shows violence against the person and property glorified, and theft rewarded, must exert a degree of influence on an impressionable child.
If there is no other model of more acceptable behaviour being inculcated or demonstrated, then how does that child learn which is better ?
The behaviour from their frequently solitary games, where to succeed you are more violent, or more rapacious than your opponent ?
Or a more socially acceptable, less predatory form of behaviour ?
I suggest instead of your model of a not quite diabetic cetacean, a rat being fed endorphins instead.
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Atahualpa
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Hawthrone
Mar 1999 time: 06:31
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Ofc there is an effect! Humans are designed to receive inputs, work with them and produce an output. So every input you receive and pay attention to gets processed. Every processing changes something and if you take into account the "petting for behavior that is acceptable" and "punishing for behavior that is unacceptable" type of learning (which is very basic and IMO present in all thinking animals), you'd come to the conclusion that a game like GTA has a negative effect in such that it is opposite of what society teaches.
OFC, we know we have to differ between persons on which this has a smaller effect than on others, but since we cannot decide that on an individual by individual basis, because we do not have the tools to create any measurement, we must strive to find an acceptable barrier in terms of ages as we can assume that the longer we live the less effect an input has on us.
In some cases this is unfair, in some cases this is fair. Ideally we'd have the parents who could decide, but I think they'd need help from rating organizations and such and also need to exert control over their children, which they in turn would have to follow. This still doesn't guarantee to be totally fair and since the control of the parents _probably_ breeds more negative emotional consequences than that of a impersonal greater authority, I think it's better to let them handle it. For now.
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