Congressman Introduces Video Game Warning Label Legislation 208
Gamasutra reports that Congressman Joe Baca (D-CA) has introduced legislation that would require video games with a rating of T or higher to have a warning label that alerts buyers to the dangers of simulated violence. The warning would read: "Excessive exposure to violent video games and other violent media has been linked to aggressive behavior." Congressman Frank Wolf (R-VA), who introduced similar legislation in 2009, co-sponsored the bill, and said, "Just as we warn smokers of the health consequences of tobacco, we should warn parents — and children — about the growing scientific evidence demonstrating a relationship between violent video games and violent behavior. As a parent and grandparent, I think it is important people know everything they can about the extremely violent nature of some of these games.”"
Citation Needed (Score:5, Insightful)
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Especially as this is going to be the thin end of the wedge. By putting a warning label on it and getting the population to accept that, it then legitimises their complaints and fears about computer games leading to restrictions and bans in the future.
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I would also like to see warning labels on politicians. I can prove direct links between a number of politicians and real world violence. In fact the number of people killed by crazy video gamers is insignificant next to the number of people killed by the actions and policies of political leaders in the US, UK, China, Russia, and much of Asia
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Well if tobacco warnings are anything to go on, I would also expect to see "Warning: Video games can make you blind"
You're thinking of porn, not video games.
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Did you know that knives have been linked to murder? Next time you have a steak, you should perhaps just let your kids eat with their hands.
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That's why our ancestor have invented chopsticks some 3000 years ago.
Re:Citation Needed (Score:5, Informative)
A quick [google.com] search [nih.gov] shows many articles on the subject. While I didn't read all of the, a quick look showed that many are observational, prompting the famous "causation != correlation" argument, but some are intervetional and show a causative link between video games and aggressive behavior. /. there have been a few articles on the subject, many [slashdot.org] showing [slashdot.org] positive [slashdot.org] correlation, but some [slashdot.org] didn't show a connection. As someone wrote [slashdot.org] before me, given so much evidence, can we still cry vehemently against the "weak science" regarding video games and violence? Aren't we better than other groups that do not let evidence stand in the way of a good argument?
On
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What you'd need to show is that a "peaceful" population, when subject to "violent" video games, has a higher rate of people switching from "peaceful" to "violent" than a population that is not subject to "violent" video games.
Any reasonable study would need to eliminate the fact that people with violent tendencies already would probably choose to play a "violent" video game.
I personally fall into the camp that sees video games and other media not as a cause of violent behavior, but merely a catalyst: media
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While I generally think the same as you (i.e. "...video games and other media not as a cause of violent behavior, but merely a catalyst"), some of the studies are not just correlational, but, like I mentioned in my OP, also experimental. For example [clark.edu]:
Two studies have examined the effect of video game violence on aggressive cognition. Calvert and Tan (1994) randomly assigned male and female undergraduates to a condition in which they either played or observed a violent virtual-reality game or to a no-game control condition. Postgame aggressive thoughts were assessed with a thought-listing procedure. Aggressive thoughts were highest for violent game players. Although this supports our GAAM* view of video game effects, we hesitate to claim strong support because it is possible that this effect resulted from the greater excitement or arousal engendered by playing the game, rather than the violent content of the game. More recently, Kirsh (1998) showed that 3rd- and 4th-grade children assigned to play a violent video game gave more hostile interpretations for a subsequent ambiguous provocation story than did children assigned to play a nonviolent game. This also supports GAAM.
* GAAM - General Affective Aggression Model
As I said earlier, it's easy to just continue on saying "correlation != causation", and other great-sounding slogans, but isn't it time we took a more level-headed look at the issue?
P.S.
And no, I'm not part of the "thin
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Experimental or not, it still doesn't explain why a large portion of video game players aren't actually violent. I mean, we're talking about correlation right now, correct? The group of people that become violent (or their violence is merely triggered) from playing a violent video game (or viewing violent media) appears to be abysmally small.
Not to mention that even if people start thinking violent thoughts because they played/viewed violent media, merely having violent thoughts isn't a reason to ban/censor
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In another post I wrote:
Maybe if we took a random group of people, X percent will be violent. If we add video games, X+Y% will be violent. How large is this Y? I don't know, and I suspect it's not much (in comparison to X), but that doesn't mean Y is 0. Probably video games pushed those who have a borderline tendency towards violence, a bit over the border.
That seems, to me, a good explanation why only a subset of violent video game players become aggressive.
In your reply you shifted the argument from "do violent games promote aggressive behavior" to "why do they cause aggressive behavior and what is the magnitude of the phenomenon?". Those are important questions, and I agree with you that if the effect is small, there might not be a need for such drastic actions as TFA suggests. However, most people on this thread are still debating
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It is not valid to assume that just because violent games are correlated to certain thoughts, then they are necessarily correlated to violent actions as well. That's a pretty big leap.
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And no, I'm not part of the "think of the children" group. I think parents should take care of their children, not the government. That doesn't mean parents shouldn't have all the relevant information at their disposal.
Why do you think that? I'm not illiberal but it seems to me that we need to enforce basic standards of parenting, and in fact we do, which is why there are laws against child neglect and abuse. So what I'm getting at is this; if these games are harmful to children, then parents who let their children play them clearly aren't doing their job.
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Good luck trying to enforce that.
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Why so abstract? Real life is messier than that, the video games are not being sold just to "peaceful" populations. Why set up such an arbitrary definition?
I personally fall into the camp that sees video games and other media not as a cause of violent behavior, but merely a cata
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some are intervetional and show a causative link between video games and aggressive behavior.
Let's accept that this is true, for sake of argument. Who is to say that the violence in the video games is the cause? I know that I personally can get aggressive shortly after playing a video game, but it's tied strongly to my sense of excitement or frustration. A violent video game where everything is a big joke (like Saints Row 2, for example), and almost nothing is terribly challenging or frustrating makes me feel far less aggressive than, say, a nonviolent game like Mario Kart. Competitive games in
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My father is not overweight, he exercises regularly and doesn't eat junk. However, he still has Diabetes. Does it mean obesity, lack of exercise and bad diet are not risk factors for Diabetes? Anecdotal evidence does not disprove this theory.
We can look at video games as risk factors for violent behavior. I am not saying violent games will turn everyone into a blood-thirsty maniac; or the converse, that playing "The Funny Adventures of the Care-Bears" will make everyone nice and cuddly. I do say, that the m
Re:Citation Needed (Score:4, Informative)
If we go back a bit, there was one study that showed a decrease in aggression following viewing violent media (Feshbach, S., & Singer, R.D. (1971). Television and Aggression, Jossey-Bass, San Francisco) but I haven't seen any replications of that experiment and one study will not counteract the findings of so many other studies. If we have 50 studies that show a link and 1 that shows the opposite, I'd give more weight to the 50 than the 1 (although the 1 could be correct).
If you want to look at some other studies we find there is a link between aggressive attitudes (but maybe not behaviors) and video games: Wei. Effects of playing violent videogames on Chinese adolescents' pro-violence attitudes, attitudes toward others, and aggressive behavior. CyberPsychology & Behavior (2007)
However, this is the most important thing. It has been reliably demonstrated (e.g., Cantor. Media violence. Journal of adolescent health (2000)) for a lot of years that exposure to media violence is associated with increases in "antisocial behavior, ranging from the trivial (imitative violence directed against toys) to the serious (criminal violence), with many consequential outcomes in between (acceptance of violence as a solution to problems, increased feelings of hostility, and the apparent delivery of painful stimulation to another person)." (Cantor, 2000). This goes above and beyond what is explained by kids who are inherently more aggressive seeking out more aggressive entertainment ("there is strong evidence that the relationship between violence viewing and antisocial behavior is bidirectional"). This type of research has been going on for 40 years now (it really started with Albert Bandura's Bobo doll experiment). While none of these studies are perfect, there is much more evidence to suggest that exposure to violence via media (t.v., movies, and even games) can lead to an increase in aggressive thoughts and behaviors in children.
Is it worth putting a warning label on games? No, but just because the whole video game violence and aggression thing isn't popular on Slashdot, doesn't make it untrue. Anyway, as a whole there is more evidence suggesting a link between increased aggression and viewing real or simulated violence than there is against it.
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Don't be a pedant. "there is a link" and "there is not a link" are considered opposites.
The poster did not say "inverse" or "reverse" or "opposite outcome".
Survey appreciated.
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The e
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As I keep saying... (Score:2)
As I keep saying, if people just imitated what they see on the screen, then a chunk of those who grew up with PacMan would be popping pills in the dark to the sound of repetitive music... err... wait a minute ;)
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"Linked" is a very vague term. It does not imply causality. Of course, "aggressive" does not equal "criminal." So basically it is a warning that "Use of this product may be associated with behavior that is legal, but that some people don't approve of."
"The opposite" has not been shown in the kind of behavioral tests that this refers to. Of course, it is incontrovertible that as video games sales have increased, and as video game violence has become more realistic, the incidence of real-world violent crime h
Re:Citation Needed (Score:5, Insightful)
However, they have been shown to cause aggressive behavior in children and young teens (who are still learning what is socially acceptable behavior).
Even a child's mind is not that fragile (let alone a teenager's). Given the number of children and teenagers that play violent video games, the amount of them that are violent and possess minds that are that fragile appears to be abysmally small and not worth worrying about.
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Even a child's mind is not that fragile (let alone a teenager's). Given the number of children and teenagers that play violent video games, the amount of them that are violent and possess minds that are that fragile appears to be abysmally small and not worth worrying about.
Really? You think you'd have the same opinion if your kid got knifed or caught a stray bullet due to an escalated situation caused by some other child's aggressive behavior?
Once again, we need some data and more importantly we need a good statistical analysis of the data done - i.e. separate out contributing factors so that we can say "x additional bloody nose fights, y additional emergency room admissions, and z additional deaths per year are casually linked to violent video games per played child hour."
O
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I wouldn't blame videogames for the other child being aggressive.
And "linked to" violent video games isn't good enough.
If you went back to the 1930s-60s I would bet you could link smoking to driving accidents. Because most everyone smoked, most everyone in an accident would have been a smoker. So it was more likely a smoker would get in an accident.
Smoking didn't cause most of those accidents, had nothing to do with them. There has been nothing showing that violent video games cause anything.
I bet they coul
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And "linked to" violent video games isn't good enough.
Exactly.
The earth rotates around the sun every time a murder is committed. They're linked! Ban the sun!
"linking" video games to childhood violence is equally stupid. I bet the kids also ate breakfast that morning. Perhaps they shouldn't, as all violent offenders eat and therefore eating has been linked to violent behavior.
Now, all that said, I'm not trying to say that it's appropriate to let Johnny 8-year-old play GTA. It's not, for any number of reasons
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I'm just saying that blaming the game for murder is as dumb as blaming Pac Man for making you over eat.
Obligatory 90s joke: If video games had any effect on kids, they would have grown up gobbling pills, running around in the dark and listening to repetitive music.
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You think you'd have the same opinion if your kid got knifed or caught a stray bullet due to an escalated situation caused by some other child's aggressive behavior?
1) Correlation does not equal causation.
2) If that happened, the other child was likely mentally unstable to begin with. Even the most naive children are able to differentiate most forms of fiction from reality, let alone teenagers. And even more children are able to differentiate the two if they have decent parents.
3) Even if I were to change my mind because something similar to that happened, that would prove nothing more than the fact that I would have a biased point of view.
4) It truly is odd given the
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Really? You think you'd have the same opinion if your kid got knifed or caught a stray bullet due to an escalated situation caused by some other child's aggressive behavior?
And *you* think that if that happened I'd immediately go hunting for a scapegoat? I hate these kinds of arguments. Whenever someone says "What if X happened to YOUR child?" it's equivalent to saying "I think that you're either a complete hypocrite or that you've given no thought whatsoever to your point of view."
relationship between violent video games and... (Score:2)
Re:relationship between violent video games and... (Score:4, Funny)
Everything except pay for it!
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Pretty much.
I often wonder whether those "parental advisory" stickers are a warning or an ad.
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Its an Ad.
I can't remember who started it, but some enterprising rap artist I think it was started slapping those on his records, and not because he was forced to. Guess what? Kids couldn't get enough. Probably was also good music, but I'm certain that the sticker helped. I've seen kids whose CD collections barely have anything without that sticker on it.
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Sorry, I forgot to put a past tense on that... I don't anymore.
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I correct
You accidentally a word.
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I correct
You accidentally a word.
I disagree.
Priorities (Score:5, Interesting)
Huge unemployment, wars still raging in Iraq/Afghanistan, debt at crippling levels, and people losing their homes at huge levels, great to see the important stuff like video games is being addressed.
But...
Every time a politician brings this up, it just shows how out of touch (old?) they are. Hopefully this won't be too much of a problem in not too many years as people who grew up gaming end up in positions of power and see that it's just a pastime. Golfing/Tennis/few rounds at the bar. It's just so not worth spending any time over, and shows they probably shouldn't be holding any positions where their opinions matter if this is the best they can come up with on something todo.
Re:Priorities (Score:5, Insightful)
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I definitely agree....with so many other things that are important....including economic/social issues...this should be the least of everyone's worries.
wonder if this "joe" fella is influenced by /.'s most despised character...Jack Thompson.
funny and ironic that his last name is phonetically similar to the Japanese word "" ("baka") which means stupid/idiot.....
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I'm pretty sure in some native american dialect "Thompson" means "funny man in funny dress acts like a moron".
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It probably is, but just like a 10,000 person police force does not assign all 10,000 officers to solving the current most heinous unsolved crime, Congress can multitask.
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Congress can multitask.
Guess you slept through all of December, huh? There were a large number of members of Congress that refused to do anything until their single priority was dealt with.
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Good luck with that.
The group of people that think video games are not just for children or that geeks are cool is a very limited one and the impression that it is a generally accepted feeling is an inaccuracy merely reinforced by our own ranks. Kind of like if you spend all your time swinging, you might start to think that swinging is something far more accepted by society than it really is, because -- of course -- you're around a subset that is into it all the time.
I remember a very specific incident with
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Hmm, good points.
But even so, even if not gamers now, it's still been experienced far more than it used to be? People who used to play games when younger and then got bored, moved onto other stuff, didn't kill/maim anyone, isn't that also a valid argument that his type of stuff is pure bunk?
But I'd even argue that the amount of 'gamers' is bigger than people think. Maybe even themselves. Ok, they may not sit around and play WoW/CoD for 16 hours straight, but they might have a few sessions of Angry Birds
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The Wii and iPhone games has already changed this. It is a matter of statistical fact that there are more female gamers now than male, and both sexes more games over 30 than under. It is only because the industri is so slow at adapting that you still see most games marketed at the old stereotypes.
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Thank you!
This judgemental attitude is also specially true of anime, because our parents grew up on western cartoons, clearly aimed at juveniles, and they just do not know that there are more mature issues, lots of blood, killing, sex and all in today's anime because we wouldn't normally show it to them, and they ain't gonna see that on primetime TV. Anime is becoming a hit with kids in the US thanks to US networks' cementing it this past decade, and it will take very long before those kids realize that the
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The group of people that think video games are not just for children or that geeks are cool is a very limited one and the impression that it is a generally accepted feeling is an inaccuracy merely reinforced by our own ranks. Kind of like if you spend all your time swinging, you might start to think that swinging is something far more accepted by society than it really is, because -- of course -- you're around a subset that is into it all the time.
On what are you basing this? Surely not personal experience.
I remember a very specific incident with a girl who is a good friend of mine.
Oh.
While most gamers are adults and the average age of gamers is around 35 years old, most adults are not gamers.
Could you be more specific? Are you counting all adults? When you say "most" do you mean greater than 50%? What's a gamer exactly? What if a person plays Wii tennis? Do they not count?
If you're an adult - especially once you're out of your 20s, you are bordering on being a pathetic curiosity to the rest of the grown-ups around you, who see you as less responsible and less mature merely for what you spend your recreational time doing.
Maybe to the grownups around *you*. My boss perked up with interest when I talked about getting a Kinect, and he had been interested in a Wii a few years back. And I discover all the time that coworkers and clients are interested in games.
Imagine if you spent your childhood reading a lot of great books or maybe hiking and you said "I'll probably stop reading books and going on hikes when I'm 23".
And yet I can't he
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We used to say this about pot in the '70's.
Good luck.
So a new scare will come by (Score:2)
So a new scare will come by.
See, the original scare of something that's turning children into delinquents was... comic books. Nowadays we'd probably laugh and say it causes at most keeping one's virginity, but in 1954 Fredric Wertham made a whole book out of and massaging dubious anecdotes and flawed logic into "proof" that kids imitate every all those antisocial acts from comic books. Some not even as much actually having anecdotes to show any link, but just reproducing gruesome comic-book panels out of co
Wake up call to Congressmen (Score:2)
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In other words, there is no causal link. The videogames can merely serve as a trigger, much as any frustrating activity could.
The years of bullying or the abusive parent were the causal link.
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+ There is, of course, absolutely no correlation between violent movies, music, games, books, art and actual acts of violence, which makes the legislation even more idiotic.
Actually, there is.
[...]
There even has been shown pretty conclusively that people who play the games tend to feel more aggressive (I can't recall if it was in general or just for a period of time afterward).
Don't you think that's a tad important? But he didn't say "more aggressive". He said "actual acts of violence".
The key was, though, that it wasn't enough. It was the equivalent of screwing up an exam you thought you did well on, or having your parents tell you to go to your room because you didn't finish your broccoli. Sure, you're "angrier" or "more aggressive" from those things, but it isn't enough to cause extreme behavioral changes.
So no correlation to actual violence?
Something else has to be present first. Combine violent video games with years of bullying and an abusive parent and you might end up with a reaction, but video games by themselves are not enough, nor are violent movies, violent music, anything like that.
What about the abusive parent or years of bullying? Are those enough? If so, what do video games have to do with it? That's like saying "combine dynamite with a lemon cream pie and you have a deadly explosive". If all video games do is cause short term aggression (wish you could remember.....), I fail to see how you could draw a meaningful correlation to a
I propose another warning (Score:5, Insightful)
Re:I propose another warning (Score:4, Insightful)
This, in conjunction with the NASCAR rule (politicians must wear a suit with their corporate sponsors' logos on it)
Re:the NASCAR rule (Score:2)
Shares? (Score:4, Interesting)
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Does he have shares in a games company
Actually, I have a political friend who has theorized the reason they keep going after video games is because there's not a strong video game lobby yet, and they want a piece of the industry's pie from lobbying. Sort of like a "You want us to stop going after video games? Lobby for it (with cash)" type of situation. I'd say that a dirty and corrupt motive, but given that we're talking about politicians... well, you know.
Growing Evidence?? (Score:2)
I've discovered the link! (Score:2)
meh, flamebait here (Score:2)
Honestly, politicians can introduce legislation all they want, doesn't mean it'll go anywhere. This guy's just flamebait. I'd be more concerned if the bill had like 20 or more co-sponsors. I'm not sure of the hurdles one has to jump through to get legislation to the floor but I doubt it's that many.
Aggressive behavior? (Score:2)
A large majority of the population at large, even people who would usually be considered 'normal', must be aggressive, then. There's few people that don't view violent material. But, then again, they're not aggressive or violent. Most of them are just 'normal' people, with very few who aren't. The average persons' mind is likely not so fragile as to be altered by mere entertainment, violent or not. If the average mind truly was that weak, society would likely have destroyed itself by now (well, there would
Violence & aggression are natural (Score:2)
Many aspects of society are built around violence and aggression - especially sports. Sports is basically the main outlet that most people had up until recently to get this natural aggression out of their system. Knute Rockne (who won "one for the gipper") recognized this in the 20's as the Notre Dame football coach when people wanted to crack down on football and violent sports. I saw the film Knute Rockne, All American recently and was struck by this point in the film and its similarity to today's attitud
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Yeah, but I was mainly talking about violence. The number of people who play a video game and then go out and murder someone is very, very small indeed. Aggression has always been common.
Like Denis Leary said about cigarettes... (Score:2)
Fine. Put a warning on the games. It lets me know which ones are the good shit.
(Yeah, I kno
Warning (Score:5, Insightful)
Excessive warning labels may lead to a distrust of warning labels.
Violent video games labels (Score:2)
Excessive exposure to violent video games labels and other violent media labels has been linked to aggressive behaviour like impulsive buying of violent video games and other media.
In other news.. (Score:2)
WARNING: Excessive exposure to life has been linked to death.
Fox News? (Score:5, Insightful)
I saw a study recently that showed Fox News viewers held significantly more incorrect beliefs about recent news than viewers of other channels, and that this effect scaled with the amount of viewing. Very neatly showed a causal effect. If it had been about a food additive and brain damage, we'd already have people screaming about a ban. Perhaps there should be a mandate that Fox carry a disclaimer at every ad break: "Studies show that watching Fox News results in you believing things that aren't true." The research is just as solid and incontrovertable as the research on violent video games.
So, parents, give your weak kids violent games? (Score:2)
I can see it now, you have the kids that are non-agressive and withdrawn suddenly being encouraged to play violent video games in the hopes their increased agression will be better than having them be withdrawn. Considering how poorly many children are raised, I can see this being done by parents who hear about this and want more outgoing children.
Reality is probably the opposite (Score:2)
I think violent/aggressive games are an outlet for the natural violent/aggressive behavior that everyone has (some more than others of course). In other words, if you give a kid who is violent and aggressive toward others in real life violent video games, by taking out their aggression in the game perhaps they'll show less of it in real life. Kind of like how football players fit a certain stereotype - they're outgoing and aggressive both on and off the field.
I don't have any studies to back it up, but it s
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Military recruiter warninng labels? (Score:2)
Frankly... (Score:2)
Frankly, I see nothing wrong with rating systems for games like they have for movies and I would even support warning labels too... IF there is actually corroborating evidence of what the label claims. Show us multiple independent peer reviewed and verified studies and then, yeah, label to your heart's content.
In the meantime, focus on your country's astronomical debt/deficit and maybe think about ending those useless wars of yours (drugs, terrorism, etc).
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ESRB = rating system for games like they have in movies.
It already exists and is in wide use. In fact, it's quite effective.
Stupid shit like this make Democrats look lame (Score:2)
I'm a progressive liberal minded person but dumb shit like this makes Democrats look like fucking out of touch assholes.
We dont need a label on a videogame. It's not cancer... get the fuck over it. GET TO WORK ON UNIVERSAL MEDICARE FOR ALL ASSHOLE.
No wonder (Score:2)
Perhaps this could be put to better use on C-Span (Score:2)
Do any major game companies not support ESRB? ESRP ratings already list why they are rated whatever they are rated in fact its not just for teen and up titles. As for adding a warning that video games lead to aggression is absurd, participation in sports can "lead to aggression" should football helmets have the warning too. Driving on the highway has been shown to cause aggression in some people, perhaps we need the warning on cars as well. Hell politicians tend to piss me off more often than not...perh
What about books? (Score:2)
Perhaps this law should also apply to books. Books containing violence, homosexual behavior, etc should have similar warning labels. For example, "The Catcher in the Rye" has been linked to two famous political assassins, so perhaps readers should be informed. And The Bible would be X-rated if there was a book rating system at all.
Now that I think about it, perhaps ideas should be rated and labeled too. Ideas can be a poison, leading to violence. But how can we label ideas? Do we need to label people?
You know I'm fine with this (Score:3)
I'm totally OK with this. Just so long as they post the same notice on the Bible/Torah/Qu'ran/Insert religious script here. After all, so many wars/acts of terrorism have been done based on the words in these books (or their interpretations).
Also all sports games. Fights break out, even at little league games. So we'd better put warnings there.
Or we could grow up and stop using such cowardly words as 'linked' - anyone can 'link' any two random things without any evidence. For cigarettes there were causal studies and medical evidence of the effects before the warning labels went on. We should hold everything to the same standards - either anecdotal crap will suffice and we can 'link' any two things we choose, or we can have research done by psychologists/sociologist and actually prove things before we do this crap.
Aggressive == Less Passive (Score:2)
"Excessive exposure to violent video games and other violent media has been linked to aggressive behavior."
Excessive exposure to violent video games and other violent media has been linked to reduced passive behavior and a greater likelihood of standing up for yourself and the rights of yourself and others.
E.g.: witnessing a terrorist act on an airplane has lead to a reduced likelihood of cowing to the demands of terrorists hijacking airplanes.
Only based on rating? (Score:2)
Wow, I read this, and it says nothing about actual content, only the rating that the ESRB gives a game. That means we're going to see violent video game warnings and labels on fucking GUITAR HERO and ROCK BAND games. What the fuck? Text of the bill:
A BILL
To require certain warning labels to be placed on video games that are given certain ratings due to violent content.
Be it enacted by the Senate and House of Representatives of the United States of America in Congress assembled,
SECTION 1. CONSUMER PRODUCT SAFETY COMMISSION REGULATION.
(a) Regulation- Not later than 180 days after the date of enactment of this Act, the Consumer Product Safety Commission shall promulgate regulations to require the warning label described in subsection (b) to be placed on the packaging of any video game that is rated T (Teen) or higher by the Electronics Software Ratings Board.
(b) Warning Label Content- The warning label required under a regulation issued under subsection (a) shall be placed in a clear and conspicuous location on the packaging of the applicable video game and shall state: `WARNING: Excessive exposure to violent video games and other violent media has been linked to aggressive behavior.'.
(c) Video Game Defined- As used in this Act, the term `video game' means any product, whether distributed electronically or through a tangible device, consisting of data, programs, routines, instructions, applications, symbolic languages, or similar electronic information (collectively referred to as `software') that controls the operation of a computer or telecommunication device and that enables a user to interact with a computer controlled virtual environment for entertainment purposes.
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Well, since the ESRB isn't a government organization, they could just remove the rating of "T" (or redefine it to be the highest rating) and make a new one to replace it..
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Cars (Score:2)
Cars need giant warnings painted on the driver's side door about the dangers of driving. And there should be a huge penalty for painting over or removing the warning after you buy it. They kill a fuckload more people than "simulated violence" does.
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Hell T.V. and movies glamorize violence as much if not more than video games do.
But Heaven T.V. is so boring!
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In MY heaven, there's porn & violence on TV all day. Plus, they give free samples.
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No, on Apple it should say:
Warning: Product use leads to lock-in, reduced consumer freedom, and sharply diminished cash reserves. Excessive purchases have been linked to confused thinking and Stockholm syndrome.
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WARNING!: Flammable gas under pressure. Keep away from heat above 49C(120F). Keep away from face when lighting. Do not keep lit continuously for more than 30 seconds. Be sure flame is out after each use. KEEP AWAY FROM CHILDREN.
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President Bush 1.0 has made sure that will NEVER happen.
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allow paragraphs