Celebrity
DP Veteran
- Joined
- May 13, 2016
- Messages
- 5,257
- Reaction score
- 761
- Location
- VT, USA
- Gender
- Undisclosed
- Political Leaning
- Undisclosed
Undesirable traits and behavior in society are often falsely attributed to long term exposure to violent, sexual and other types of behavior in video game characters.
These claims have been discredited, although there is some merit to the psychological trauma which can be induced acutely or from chronic exposure to violence and sex.
Are children who use media any more at risk for devolving into immoral behavior from exposure to sex and violence than they are by exposure to inhuman behavior?
Insect behavior, such as the "hive mind" exhibited by swarms is a good example of this. We see this type of behavior in scenes from Independence Day and Ender's Game as well as in StarCraft II: Heart of the Swarm.
The majority of my exposure to violence in media has not been from the news, but from video games, movies and television. The ESRB and MPAA recently gained control of rating video games and movies respectively for consumption by the public. These are examples of self regulation by the industry which has been going on for over half a century. In other industries, it's evident that self regulation is responsible for narrowing much of the ethical decision making that we make in society as parents or professionals responsible for minors.
These claims have been discredited, although there is some merit to the psychological trauma which can be induced acutely or from chronic exposure to violence and sex.
Are children who use media any more at risk for devolving into immoral behavior from exposure to sex and violence than they are by exposure to inhuman behavior?
Insect behavior, such as the "hive mind" exhibited by swarms is a good example of this. We see this type of behavior in scenes from Independence Day and Ender's Game as well as in StarCraft II: Heart of the Swarm.
The majority of my exposure to violence in media has not been from the news, but from video games, movies and television. The ESRB and MPAA recently gained control of rating video games and movies respectively for consumption by the public. These are examples of self regulation by the industry which has been going on for over half a century. In other industries, it's evident that self regulation is responsible for narrowing much of the ethical decision making that we make in society as parents or professionals responsible for minors.