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originally posted by: whywhynot
a reply to: Iconic
Yes I did read the entire article and yes I do employ critical thought and have probably for longer than you have lived.
Probably not much rape and torture, although it makes me wonder how they think they can move on to that if it doesn’t exist, but a large number of the video games use extereme violence, constant killing and mayhem to keep their users engaged.
The article specifically states that only adults were tested and without extremes such as rape and torture.
I’m simply saying that the study will not be complete until it is tested on the age group that actually plays it the most with the actual games that they play.
It’s not a period face it, it a work in progress.
originally posted by: burdman30ott6
originally posted by: Iconic
When violent video games came out on to the market, there has been a steady decline in violent crime since.
Don't stop there. While American gun sales were booming, firearm crime in the US dropped tremendously. Over the same period movies and music got more violent, yet violence itself was declining. Yet you take America's murder capitals and can see they are, not coincidentally, also among the most stringent firearm restrictive communities in the country.
Bottom line, LIBERALS are the problem. Not entertainment, not tools, it's environment and people.
originally posted by: 3NL1GHT3N3D1
a reply to: Lumenari
I just recently moved to Whitefish about 6 months ago. Montana is a beautiful state, wish I had moved sooner.
Just thought it was cool to hear there are others out here that visit ATS, it being the least populated of the states and all.
The potential negative effects of violent video games on adolescent antisocial behavior, and youth violence in particular, is a highly debated issue, both in academic circles and among the general public and policy makers. However, to date, the research is inconclusive largely due to methodological problems (emphasis added) Ferguson recruited 302 mainly Hispanic youth between the ages of 10 and 14 years, from a small Hispanic-majority city population on the border of Mexico, as part of a larger study of youth violence. They were interviewed twice – once at the start of the study and again 12 months later.
Bottom line, people are the problem. Not entertainment, not tools, it's environment and people.
originally posted by: scraedtosleep
a reply to: bally001
Have you asked your kids why they are doing those things?
If yes, then what did they tell you was their issues?
Did they tell you it was because of the games?
originally posted by: whywhynot
You added the term period to your title, It’s not so period. Better do testing on the ones that are playing those games, kids.
Demographics. As of 2016, the average age for a video game player is 35, a number slowly increasing as people who were children playing the first arcade, console and home computer games continue playing now on current systems.
originally posted by: whywhynot
You added the term period to your title, It’s not so period. Better do testing on the ones that are playing those games, kids.