| Rodolfo Rosini |
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Nice. What about some statements from arms manufacturers that sell assault rifles at Wal Mart?
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| dario silva |
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Smartest thing ive ever heard Jack Tretton say.
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| Thom Q |
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Its cool that publishers tend to defend their products, although I would have expected at least some of them to have mentioned all studies on the effect of violent games on violence in real life.
Somehow this never get mentioned anywhere, almost like science & studies are a bit taboo, what's up with that? You'd think publishers would like to mention them... |
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| Alan Rimkeit |
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"I don't think our industry is any different than [other fields of entertainment]. You're going to get a herd mentality moving to where the consumer is." - Jack Tretton
He is right. There is little to no difference besides the interactivity of the games. The problem is the people. People have been and always will be the problem and source of the issue. Until people change or are more well managed then this issue will occur as long as humans do. That is a fact and all else, IMHO, is scapegoating. Humans have always been violent. People have always had mental issues. People who are sensitive to violent things such as video games and movies need to be protected. They need to be kept from guns, knives, and other implements of violence. Proper mental health support for people with violent tendencies need to supported by society. Until these things are done for unstable people then everything else is a moot point. |
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| Tahiya Marome |
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If video games were the cause of behavior, there would have been a serious problem in the 80's with people throwing barrels down stairs, or people driving their cars recklessly all over the highways. Mental Illness changes the definitions of reality. Answering why a person with Schizophrenia or Delusional Disorder does something, requires that you know what he or she makes of the world that you think he or she shares with you. That's the point. The mentally ill person DOES NOT SHARE THIS WORLD WITH YOU. They think it means something different than you think it means. Whatever they encounter, a video game, a person, a friendship, a book, a piece of art, a fleeting event, they make of it something their illness causes to be unrecognizable to you. The reasoning they then apply to it, is highly irrational to us looking on because we don't see or feel what they do. They live locked in a mind that makes of this place a kind of strange, unpredictable hell. Depending on the illness that afflicts them, we need to help them contain themselves to places and situations where their misapprehensions don't cause them to act out violently against the world in which their illness defines reality, not the shared perception.
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| TC Weidner |
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As a society, culture, and industry we simply have to stop the glorification of gun violence. We can bicker all we want about what percentage of the blame lies where, but at the end of the day, there is just something wrong about a culture which finds glorification and entertainment so readily in something as awful as gun violence.
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| John Trauger |
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Any influence games and similar gunplay entertainment have are overlaid upon far more broken things.
The US criminal justice system provides a broken risk/reward system for criminal behaviour. We in the games industry would be uniquely equipped to assess this, though our usual focus is how we keep the play playing, not how we get him to stop. The 24-hour New Cycle provides a broken risk/rewards system for "crazy" killings. It holds out the promise of fame and power and crazy doesn't have in life and doesn't mind giving up life to get. This on top of the state of mental health in the US. It's easier to just say "ban guns" and wonder at our own complicity. But not better. |
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| Edward Reeseg |
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While I agree with a vast majority of what was quoted in this article, I'm not exactly a fan of Guillemot's suggestion that the content in these games is meant to be taken lightly. It's very likely that all he meant to say was that video games do not alter reality, and thus should not be seen as some threat, but it also sorta sounds like the age-old cop-out of "games are just for fun, and shouldn't be taken seriously".
While we definitely don't want narrow-minded individuals blaming games for shootings and violence in general, we also don't want to paint the medium as something silly. The content that is put into a game is the responsibility of the creator, and that's something we need to be mature about and own up to. Violence for the sake of violence, as was previously said, is often entirely unnecessary. While it may sell more games, or appeal to a more mature audience, should we cater to such a group mentality if all it does is lower the artistic value of the work to the point of being something the public can consider a fad, rather than an art form? There's not a single reason why we can't point out the fact that the notion of games causing violence is foolish while at the same time defending our right to say that what our industry creates can be artistic, and not just something that's meant to be taken lightly. It's not enough to just say that the industry isn't causing the violence; we have to make it clear that violent video games are as much to blame for this violence as The Catcher in the Rye was to blame for the shooting of John Lennon. Sick minds will twist creative works in a way that was never intended by the creator, nor could be imagined by a healthy person in the same circumstance. That's an issue all it's own that needs to be addressed, but that seems to have been discussed quite a bit already. |
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| Joshua Oreskovich |
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There would have been a serious problem in the 80's with people throwing barrels down stairs.
http://www.whatsonningbo.com/tag-boys%20jump%20off%20building%20to%20fly%20like% 20Superman.html |
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| Dave Levison |
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I'm proud to have worked on many games in my career and I'm a proud parent. I think what we have are problems with our culture overall. Gun violence in video games is just one ingredient. Easy access to guns, lack of mental health resources, bad parenting (put Johnny in front of a video screen for hours so I can do the things I want to do), and graphic gun violence in all media forms. I think we need to take a good hard look at all these things. The particular problem with video games is that unlike movies and TV, the user is actually in control of virtually killing people with guns. However I think parenting, mental health care and access to guns probably have more to blame. Plenty of kids grow up playing these games for hours and don't kill people, but the current combination of these ingredients in our country are producing more killers I think.
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| stevanne Auerbach |
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I can recall being in the showroom in NYC when Nolan Bushnell introduced Pong and felt it was going to change game playing. It did!
Now if we could only harness all the artists and creative people and powers that be to focus on learning and play, fun and education, helping kids to solve problems, understand how cars work etc. etc. etc. I would be very glad to see the evolution of technology. Anyone else agree and interested to do something about changing the paradigm of killing and destruction to make a huge shift in the games being created these days? |
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