Everyone seems to view morals as a fixed concept. Morals are subjective to society. Saying that exposure to violent video games prevents moral learning doesn't really have a concrete definition.
I'm sorry if i missed something but your point is essentially that people are justified as acting the victim when a study like this comes along because if we don't then it will be taken as fact and abused, ultimately to our misfortune. correct?zerobudgetgamer said:ConvincingJohn said:Here is a study (a study, not a divine decree of universal truth) that suggest that: Children who are already in bad environment and have a big exposure to violent video games (or indeed any violent media) may find a number of violent acts acceptable. Therefore it is probably a bad idea to ignore age ratings on games.
And this apparently pisses a lot of you off. That the media you proclaim as you own, is held in the same regard as TV, movies and books. It seems to me that the study is saying that video games are just as influential as any other thing. Not more. Not less. Just as much as every other goddamn thing.
As for those attacking the science. It seems that lot of you have got your hermeneutics, mixed up with your natural science. I?m no scientist, but I do have some experience in doing behavioral studies with children. The thing is, there are no ultimate answers in this kind of thing. Only tendencies. You then look at those tendencies and try to figure out why they are there. Then you most likely discover new tendencies, and so on and so forth. Point is, from what I have seen, this study seems legit, if a little vague. But that?s behavioral science for you. Also, I?m going to take a safe guess and say that these people probably know more about doing these kinds of things, than most people on this forum.(No need to show me your resume, I said most)
Here is an idea. If you are so pissed at the science and so sure that violent video games, have absolutely no effect on kids, then how about funding you own study.
And for those of you that played violent video games and grew up the most empathic/sympatric/ level headed guys. Good for you. No seriously kudos. But is it really so unthinkable that things could have turned out otherwise. I consider myself to be in the same group (those that turned out okay), but I also am very aware of the dangers of escapism.
Some of you guys seriously need to stop acting like fucking victims. Especially in cases like here, when nobody is attacking you. Perhaps the reason that videogames have become the big bad child corrupting scapegoat, is that it is the one community that flies into a rage every time somebody even hints at it?
The main issue why the gaming community flies into a rage at each and every one of these studies is because they're used as ammunition for anti-gaming lobbyists trying to impose restrictions on the industry. And the problem is they always, ALWAYS take the study out of context. You said it yourself, this study is about children who are already in bad environments. You can stop it right there. Almost every violent outburst "spawned" by video games was caused by children living in negative environments, usually for most of their lives. But politicians and lawyers are trying to use these outbursts, and these studies, to say that ANY child, REGARDLESS of their background, living/school environment, etc., CAN and WILL snap into a violent rage, SOLELY because they play violent video games (outside of their age range).
Now, the reason why we "act like fucking victims" is because if we don't speak up at the ludicrous nature of some of these studies, others will try to use them as undisputed fact, once again twisting the context of the study to suit their means and try to impose restrictions that need not be placed. These children are playing violent video games that in all likelihood are rated M, and as such were not designed with the intent of being played by younger gamers. Now, any gamer knows that there's always a chance that a kid will get his hands on a game that's rated higher than their age, but that should not fall on the industry. If a child sneaks in to an R-rated movie without parental consent, should we blame the creators of the movie? No. We may blame the theater itself for not keeping better track of things, but ultimately it falls on the parents who neglected to keep an eye on their kids.
The issue is this: When studies like this crop up, they are used to impose restrictions on the industry itself, the people who make the games, not the people who sell them. I have never been opposed to having GameStop require an ID to purchase an M-rated game, or to just flat-out refuse to sell them to minors. This is a simple procedure to help keep kids from gaining access to games above their age rating without their parents' consent. If a parent wants their kid to play an M-rated game, then there's nothing really stopping them, same as if they want their kid to see an R-rated film. But when a kid gains access to a game that may be too violent for them, and they do change because of it, parents never want to take responsibility, and thus turn to studies like this to try to vindicate themselves, to place the blame elsewhere so that, god forbid, someone calls them out on their own parenting skills.
I don't see your point, morals are subjective within a society, however we all live in extremely similar societies and our morals are relatively constant within them. One simply has to look at the society that the speaker is from and then they know the context within which the morals are being violated. In this case we all hold very similar views of violence, namely that it should only be used in self defense and even then only as a last resort. Yes there is variance within our societies, and members of our societies, but the norm, in reference to morals is what was being considered in this study, and so variance is irrelevant.Direwolf750 said:Everyone seems to view morals as a fixed concept. Morals are subjective to society. Saying that exposure to violent video games prevents moral learning doesn't really have a concrete definition.
It seems like common sense though. I don't think we need a study to prove it, but it is nice to see some more information. More studies will need to be made and hopefully with impartial funding.HG131 said:Not legit. They had too many variables.Brainst0rm said:Hey, a legitimate study! Look at that.
I would hope that gamer parents are even more aware than average ones that you need to control what young children are exposed to, especially in an interactive medium like ours.
I agree with you. I'd also like to add that most of us have a good idea on what they mean when they refer to "moral learning". It's true; we can debate the idea conceptually. But let's get real for a moment.timeadept said:I don't see your point, morals are subjective within a society, however we all live in extremely similar societies and our morals are relatively constant within them. One simply has to look at the society that the speaker is from and then they know the context within which the morals are being violated. In this case we all hold very similar views of violence, namely that it should only be used in self defense and even then only as a last resort. Yes there is variance within our societies, and members of our societies, but the norm, in reference to morals is what was being considered in this study, and so variance is irrelevant.Direwolf750 said:Everyone seems to view morals as a fixed concept. Morals are subjective to society. Saying that exposure to violent video games prevents moral learning doesn't really have a concrete definition.
*edit* oh yeah, also a fixed view of morals is not an un-useful view for most people. We rarely travel outside of our society and so rarely need to consider the fact that others have different morals that are arguably no more wrong or right than ours are. It's completely understandable and in fact expected that people view morals as constants, especially within their own society. After all, I expect that it is the stability within society it's self that encouraged this idea.
Yeah, but that was not what this study was saying. It was actually saying the opposite. (well..yeah..kinda). I have no problem with people calling bullshit on a bogus study, but in my mind this just wasn?t the case here. I seemed like solid research. (All though I will add, that since the method in the study is mostly undescribed , this probably has more to do with it fitting into my worldview, than anything else. As said, hermeneutics can be a *****, since it is all more or less subjective)zerobudgetgamer said:But politicians and lawyers are trying to use these outbursts, and these studies, to say that ANY child, REGARDLESS of their background, living/school environment, etc., CAN and WILL snap into a violent rage, SOLELY because they play violent video games (outside of their age range).
And a lot of other stuff
I don't know if they're saying it *is* the sole cause. It looks like they're just showing that there's a significant correlation, which by no means says that it's the only thing that desensitizes kids.ZeZZZZevy said:The details about this test seem unclear, and the lack of a good control group also concerns me. The youth of today are desensitized for a lot of reasons, saying that video games are the sole cause is just silly.
Kids growing up in this day and age are exposed to a lot, once could even say that the nightly news desensitizes kids through its reporting of terrorist attacks, major natural disasters, etc. So by their logic, the news is causing as much damage to youth as video games, and there isn't even a rating system governing that!
The moment you walk outside your door, you enter a different society. What may be acceptable inside your house is not acceptable outside it. The differences may be small, but they are there, and that makes them different. Now as far as "extremely similar societies", quite simply, no, we don't. Any small group of people has different customs than another group. Any group you label as "weird" or "unusual" or anything else is a society that is different than your own. Now some may call these all part of the same society, and they are just outliers, but the difference is arbitrary.timeadept said:I don't see your point, morals are subjective within a society, however we all live in extremely similar societies and our morals are relatively constant within them. One simply has to look at the society that the speaker is from and then they know the context within which the morals are being violated. In this case we all hold very similar views of violence, namely that it should only be used in self defense and even then only as a last resort. Yes there is variance within our societies, and members of our societies, but the norm, in reference to morals is what was being considered in this study, and so variance is irrelevant.Direwolf750 said:Everyone seems to view morals as a fixed concept. Morals are subjective to society. Saying that exposure to violent video games prevents moral learning doesn't really have a concrete definition.
*edit* oh yeah, also a fixed view of morals is not an un-useful view for most people. We rarely travel outside of our society and so rarely need to consider the fact that others have different morals that are arguably no more wrong or right than ours are. It's completely understandable and in fact expected that people view morals as constants, especially within their own society. After all, I expect that it is the stability within society it's self that encouraged this idea.
This is not just mature rated games. Mario has violence without consequence too [http://www.gearfuse.com/wp-content/uploads/2010/08/super-mario-comic.jpg]. The ratings tend to be based on whether a game has realistic biology, sexual themes or obscene language. I think realistic biology should result in a lower rating than a game where you can just kill loads of things and they disappear afterwards. I can imagine a kid after playing mario stamping on a dog thinking it would just disappear when it died. Maybe this study will show that the idea of violence as being only with realistic biology needs to be rethought. And let's not begin to talk about whether rescuing a princess is a better narrative for a child than a game about realistic human issues.the research suggests that children - particularly boys - who are frequently exposed to these violent games are absorbing a sanitized message of 'no consequences for violence' from this play behavior,"
First strike medal goes to the damn Ninja.Mettking said:That last line really needs to be taken to heart. That sums up most of my arguments right there.