| Jordan Laine |
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I think the Activision representative failed at defending some points but I'm not sure if that was because English isn't his first language (even though he spoke it very well) or if he didn't have an informed response ready. He didn't bring up the ESRB Adult Only rating that is akin to the black balling MPAA NC-17 rating. He also failed to accurately criticize the studies that are cited about children's exposure to violence in video games. Most of which have very small a sample size, the data is taken over a short duration and or are extremely dated in relation to the evolution of videogames over the last 10+ years.
As terrible as the ESRB is, they are already preventing children from buying mature games from any major outlet without a parent present. Videogames are as much of a parenting issue as exposure to movies, books, and the internet. The data on whether or not mature games are detrimental to a developing child and if so to what degree is still inconclusive. So holding anyone accountable in the first place might be moot. Supreme Court, do your first amendment thing and shoot this widely accepted bad bill down. |
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| Glenn Storm |
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There is a cultural adjustment taking place, and this debate is caught between two worlds. Gamers have become parents, and the cultural parenting techniques needed to address problems with game themes are taking shape. But, this debate is from a time when games were predominantly simpler, often violent out of convention, and parenting techniques were dominated by a Boob Toob parenting mentality; i.e., "Sit there and watch while I do parent stuff".
' In the end, it's "not all the video game industry's fault; it's not all the parents' fault or responsibility." ' As (another) parent commenting on this article, I take issue with, "it's not all parents' responsibility". Of course it is. The idea that we cannot fundamentally parent without regulation to save us from having to pay attention, talk and reason with our children is ludicrous. Apart from clear mature content labeling and reasonable ratings, if we're to regulate anything in this vein, regulate parenting in absentia. My child and I play all manner of games together, from casual to strategy to board to many made-up-on-the-spot. We also play violent games from time to time; we play war games from time to time. My child is too young to understand all the ramifications of the themes being portrayed, but my child does understand play, rules and win. And we talk a lot about it, we explore together. (And btw, some great design insights have come from those innocent explorations into play of all kinds and the discussions about their themes.) Do I have it all together and have all the answers? Of course not, but I have a dialogue with my child that's open and active; which is a valuable tool that helps me to do my job as a parent. I can't imagine how hard it would be to relate if I wasn't involved with their play. |
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| Dave Endresak |
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As I have stated many times in past comments whenever this issue is voiced, the discussion always fails to focus on a very simple comparison. Specifically, sexually explicit and/or violent content is quite common in many forms of Japanese entertainment for all audiences, including middle school and high school kids. America and certain other markets tend to home in on titles like Rapeplay while ignoring the enormous quantity of yaoi ("shotacon") stuff in Japan created by and targeted for specific segments of the female market, and even when there are public conventions in this country. Also, there is a failure to recognize that a good amount of the sexually explicit and/or violent content in Japanese entertainment that is targeted for male audiences is illustrated and sometimes created by female artists, not male artists, and that the same cannot be said for the equally sexually explicit and/or violent yaoi material (i.e., it is not generally created by male artists and targeted for certain female consumers).
The bottom line is that despite this availability, Japan's society has one of the lowest crime rates in the industrialized world, particularly with respect to violent crimes. Obviously, the idea of media effects through content being a cause of behavior patterns cannot be accurate or Japan would be a sea of violent and depraved people. It's also worth noting that some cultures such as Hong Kong are known to create some very brutal, violent works in their film industy, yet again it can be noted that the overall society does not suffer from masses of violent crimes being committed. I find it laughable that one of the participants claimed that certain studies indicating a causal relationship are "legitimate science." No, they are not. Of course, the same can be said for many published studies in many fields. I have had loads of fun throughout my academic career ripping apart the vast majority of academic research I have read either for course requirements or for my own term projects. |
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| Jonathan Osment |
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Video games are used in schools and in the military to teach. If they were not effective in teaching, they wouldnt be used. That said, if you can teach good things using video games, if you can condition positive and or desired elements from video games....then it also holds true you can teach/condition the negative as well.
There cannot be a magical double standard on this. A child watching the movie Jaws for the first time can result in a traumatic fear of water ( I have seen it happen) and or the ocean. One child who watched the movie Cats Eye started sleeping with blankets over their head because in the movie a troll comes out of the wall and sucks the breath from a child Drew Barrymore. If movies can effect children, even to the point where their conditioning is reinforced as they grow up, then so can games. Games actually have the power to reinforce the negative even more so as it requires interaction. If a child is afraid to do bad deeds in real life because they are scared of what will happen to them, plays a game where they are presented with the choice to do a bad deed and it results in being glorified or nothing happens to the child, that illusion that bad deeds = getting in trouble can be shattered from an early age. After studying the behavioral sciences, my stance on games changed to the position I hold as seen above. There needs to be some level of oversight to keep games that can negatively condition, impact, or teach, out of the hands of children. Just as children shouldnt be in a tittie bar, they shouldnt be playing games that glorify rampant sexuality, violence or any number of things. The further from realism the games are, I think the safer it is however. Super mario as an 8 bit sprite jumping on mushrooms and turtles is a bit different than Duke Nukem gunning down humanoids in a pool of blood, guts and tits. All game types should be sold at retailers, but they shouldnt be put in the hands of those not meeting the requirements for them. It should be as simple as that. |
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