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Violence caused by Movies/videogames

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  • #16
    Again I generally agree, don't get me wrong, but at the same time you'd dictating this is children only. Sometimes there have been more mature people (people in their late teens, twenties and thirties) who've committed these acts and then media grabs hold of an external point (a movie, game, etc.) which gave the person the idea. And it's frequently true. It's not an excuse or a reason for the underlying issue of why they did it, but it was the final catalyst for their final action in the end. If you get what I mean.

    On the flip side these mediums, all of them, inspire people to do new and interesting things (good things) and then because it's fully positive these things can be embraced. Because this happens I'm not ever going to count out the fact that the opposite is possible as well, I think it would be silly to.

    The media as well does latch on to these as buzzword scapegoats when, as you correctly state, there is usually bigger underlying social issues with the individual. But thankfully the police and investigator's generally tend to actually look at a persons complete background and upbringing and not just what they saw or watched in the last week as for reasons on their mindset (media loved bringing up Doom for example in the Columbine killings, but clearly playing videogames was fairly low on a profile of the shooters when they were actually buying guns, making bombs, and writing the sorts of things they were which clearly needed more time and effort).

    Going back to kids though I fully agree. I have a big issue with parents, and this happens everywhere - but I hear more of it in the US, of parents buying games for their kids and then complaining weeks later, at least back at the store they purchased, or at worst publicly when they finally realized what little Johnny was actually playing was Duke Nukem Forever or Splatterhouse or Grand Theft Auto. And then telling people they need better regulation by local or national govt, more information in stores, and the like... when all they needed to do was at least read the information already available or do research online instead of sitting the kid down in front of the TV with a game they clearly shouldn't be playing.

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    • #17
      The rating system exists for a reason, yet I see parents buying 18 certificate games for their children. Which indicates a failing on the part of the parent.
      See you in hell.

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      • #18
        I studied this for a long time with a large focus on the difference between Asian and Western cultures - ultimately its quite simple, it's because of the parents lack of passed down knowledge (which on a larger scale more or less means society's lack of knowledge). Everything that comes down to children is from the parent and society. Movies/games just fill in the gaps and make "children" react to their lack of knowledge.

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        • #19
          I should also add for the record - there are of course individual differences with people that naturally see things differently which the media can easily bring out in various degrees of extremism.

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          • #20
            I believe violent video games should and can be used as guides to show kids the difference between what is right and wrong, what is real and what is merely a projection of pixels on your TV screen. Letting "Little Johnny" play Grand Theft Auto to make an explicit point that killing others without cause will get you arrested and, and in many cases, killed yourself seems useful to me, or to simply show that you can't respawn in real life and real people are actually hurt when you do these things. And with this knowledge, he can safely play and enjoy a game like GTA IV without you worrying that he may develop psychosis (which is a problem independent of playing violent video games, anyway) and go on a killing spree. Same can be done with other games in teaching what is fantasy and what is reality, in games about war, survival in apocalyptic wastelands, survival in a ruined city full of mutants and zombies, etc.

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