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This may be an unfashionable point to raise, but as the line continues to blur between CG and live action, we need to check the ethics of the content we're prod
by jaysonelliot 16y ago
This may be an unfashionable point to raise, but as the line continues to blur between CG and live action, we need to check the ethics of the content we're producing.
When I play a racing game for several hours, I have to check myself before I get behind the wheel of a real car.
What does it do to the mind of a twelve year old to not just see hundreds of graphic acts of violence, but to control them over and over again?
- hackinthebochs 16y agoToo bad for the downvotes. Even though we like to pretend this isn't an issue, this point really needs to be addressed. When graphics become a mirror image of reality what does that do for our subconscious to be continually acting out violent acts on real-looking people? I know we like to deny it, but there is a desensitizing effect that violent images has on our subconscious. True to life graphics will probably make the effect even stronger. Where do we draw the line? Should there be a line?
- jaysonelliot 16y agoI appreciate the comment. I think the current kneejerk reaction against violence in video games is uninformed and ideological, but that doesn't mean we should never consider the consequences of technology as it advances. Is a game of GTA on the PS3 going to turn a rational adult into a criminal? Of course not. Is there a difference between the developing brain of a child immersed in a simulation, and a grownup playing a game? I don't think that's unreasonable to ask.
- chadgeidel 16y agoIt's not only unfashionable, it's downright wrong. Studies have shown there is no link between "entertainment" (like comic books, movies, and games) and real-life behavior. Please stop raising this old canard.
- hackinthebochs 16y agoI'd like to see some of these studies you cite. I'd wager you're drawing a far stronger conclusion than the studies warrant. Even a very tiny effect, while inconsequential in an individual, can have an impact on the scale of an entire culture.
- jaysonelliot 16y agoI'm sorry, but you're missing my point entirely. I'm not talking about reading a violent comic book, or watching a movie, or even playing one of the current generation of video games. Please re-read what I wrote. My question is about whether we should consider ethics as technology advances. If we reach the point that we can create realistic simulations, and then put children into those simulations, do we have any responsibility for the content of those simulations? Please don't be so ideological about the issue. It should never be wrong to question things.
- xsmasher 16y agoCan you clarify your point? Is it unethical to make content for adults because children might see it? I would say it's unethical for parents to abdicte their gatekeeper responsibilities to the clerk at gamestop.
- jaysonelliot 16y agoYes, thanks. To clarify, I'm asking whether the creators of content should have any responsibility for the way in which it will be consumed. There's no black and white line that I would draw. Parents ARE responsible for their children's upbringing. Does that relieve the rest of us of all responsibility for the society we create? I don't believe that playing GTA or watching Saw XVIII is going to make anyone a murderer. That doesn't mean I think we should be racing to the bottom, trying to see how far we can take things. To be clear, I consider these issues ones that people should solve for themselves, not ones for the government to get involved in. As far as I'm concerned, any censorship or forced labeling of content is a violation of the First Amendment. It's not the government's job to police, but it should be our responsibility to consider.