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originally posted by: SaturnFX
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.
Kids aren't allowed to play those games. ESRB ratings.
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.
Its okay to be out of touch, gramps.
originally posted by: howtonhawky
Why else would they train drone operators using the same tech.
Get it kids joining the military that have gaming skills will be used to employ new technology that is based off the same skills gained while playing. Many times the operations carried out behind the screen end with deadly results on enemies in real time warfare.
originally posted by: Iconic
originally posted by: amazing
I think that there will always be a subset of our population with a predisposition to snapping. Most people will not, but some will. What puts them over the edge?
This here, is what I meant by purely circumstantial. The guy who shot up the movie theater, he liked to drink Mountain Dew. So did the Florida shooter; as did McVeigh. Did Mountain Dew contribute to those crimes? No. It did not. It was purely coincidental, circumstantial, that they enjoyed the pop.
It's also purely coincidental, circumstantial, that some shooters play violent games.
How many hours of GTA do somali warlords play before they raid a village?
originally posted by: amazing
That's where the video games come in. I don't let any of my son's play GTA and I never will. I don't let them play call of Duty either. I believe there is a link. It's also a lack of empathy that these games bring on.
Games like GTA holds a mirror to the real life acts of humans
originally posted by: Iconic
I've read in a few posts lately (I just came back to ATS lately, took a hiatus), and saw more than a few people who are STILL pushing the old, tired scapegoat of "Violent video games" being a contributing factor to a rise in violence.
This, is empirically, statistically, and demonstrably false. It has been proven, time and time again, that this is not the case.
Every bit of information, every source, that will tell you otherwise; is completely and utterly either circumstantial or based on a specific happenstance.
When violent video games came out on to the market, there has been a steady decline in violent crime since. That's a BASIC fact. That alone defeats the entire argument, but don't just take it from me. Here are some links.
No Evidence to Support Link Between Violent Video Games and Behavior - ScienceDaily
The findings suggest that there is no link between these kinds of realism in games and the kind of effects that video games are commonly thought to have on their players.
It's Time to End the Debate About Video Games and Violence - The Conversation.com
A key element of that problem is the willingness of professional guild organizations such as the APA to promote false beliefs about violent video games. (I’m a fellow of the APA.) These groups mainly exist to promote a profession among news media, the public and policymakers, influencing licensing and insurance laws. They also make it easier to get grants and newspaper headlines. Psychologists and psychology researchers like myself pay them yearly dues to increase the public profile of psychology. But there is a risk the general public may mistake promotional positions for objective science. In 2005 the APA released its first policy statement linking violent video games to aggression. However, my recent analysis of internal APA documents with criminologist Allen Copenhaver found that the APA ignored inconsistencies and methodological problems in the research data. The APA updated its statement in 2015, but that sparked controversy immediately: More than 230 scholars wrote to the group asking it to stop releasing policy statements altogether. I and others objected to perceived conflicts of interest and lack of transparency tainting the process.
originally posted by: crayzeed
I've said this before and I'll say it again. THE biggest evidence EVER to repute the collation of exposure to violence that leads to violent behavior is not what anybody ever refers to. Look, think and collate.
During WW2 there were millions of people ,men, women and children (16 million American service personnel) were exposed to real violent, gory and soul destroying violence. Therefore according to this erroneous theory there ought to have been an avalanche of deadly and violent behaviour from civilians and service personnel. Yet was there? NO, no and no again.
There will always be the odd ones with a screw loose that might be set off by a violent video game but by the same token it might be any innocent activity that flips their switch.
originally posted by: Thecakeisalie
originally posted by: amazing
That's where the video games come in. I don't let any of my son's play GTA and I never will. I don't let them play call of Duty either. I believe there is a link. It's also a lack of empathy that these games bring on.
Settle down Helen Lovejoy, where does video game violence come from? real life. Games like GTA holds a mirror to the real life acts of humans, Jack the Ripper, Jefferey Dahmer, Charles Manson-all preceded violent video games. Blaming satirical violence does not make violent video games an influence.
I recently played Metal Gear Solid V but do I hide in a box and attack civilians? no.
originally posted by: 3NL1GHT3N3D1
a reply to: amazing
Same could be said with guns or cars, no? A mentally unstable person who gets their hands on a gun or car might end up killing people, does that mean they (guns and cars) are the reason people are killed? Nope, just like video games aren't the cause or reason.
originally posted by: 3NL1GHT3N3D1
a reply to: amazing
A mentally unstable person is mentally unstable before they play a game though. Playing a video game is no different than taking a gun to the shooting range or driving a car at high speeds for fun, they all influence people in different ways.
Maybe shooting a gun at a gun range inspires someone to practice on live targets or driving a car really fast on an open road influences someone to test their skill even more on a busy street? You can't say that driving cars fast and shooting guns at a range don't influence mentally unstable people any more or less than video games.