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(2) The ratings guide goes into further detail in its glossary, which informs us that M titles include “depictions of blood or the mutilation of body parts,” non-explicit depictions of sexual behavior, possibly including partial nudity,” and “explicit and/or frequent use of profanity.”
MATURE
Titles rated M (Mature) have content that may be suitable for persons ages 17 and older. Titles in this category may contain intense violence, blood and gore, sexual content and/or strong language.
(1)
chronic exposure to violent video games specifically—and not just frequent playing of any video games—has lasting deleterious effects on brain function and behavior.
Originally posted by Heike
Let us first consider the overall impact on minors of playing video games. Regardless of content, playing video games in general has been linked to decreased physical fitness, obesity, and health problems normally seen in sedentary adults such as postural disorders, tendonitis, and carpal tunnel syndrome. The time spent playing video games has also been shown to correlate inversely to school performance – that is to say, the more time kids spend playing video games, the worse their grades are likely to be. Video games have also been linked to decreased social skills and addictive behavior (doing anything to get the video game “fix”).
The Bartholow study depends not on dubious links between video games and criminal behavior, but stands upon scientifically measured changes in brain activity and function. According to their data, violent video games cause specific and measurable changes in the brain which correlate to being desensitized to violence and lessened inhibitions against aggression. These altered brain responses were also able to reliably predict an increase in aggressive behavior.
A quick google images search reveals many screenshots that are equally as disturbing or more so - some I found showed characters who appeared to be very human spewing blood or having body parts blown off. Studies aside, common sense tells me that spending hours a day shooting realistic-looking people who bleed, lose body parts, and blow up in fountains of spectacular gore are going to have some effect, and it isn’t a positive effect.
Furthermore, even my opponent admits, and seems not to understand the implication of his own statement, that these young boys are learning to “shoot at anything that moves.” Shooting anything that moves is just having fun? Let us fervently hope that none of these young players have access to a gun when they’re in the mood to have some fun. I don’t know about you, but I tend to be something that moves.
What these studies don't take into account are other factors that could be causing them to play video games so much.
Here is a link to another study done as a rebuttal to to that study and others like it
This last part seems something of a slippery slope argument and a "For the Children" cry. … As I said, juvenile crime is on the downhill and also as I said, the games while looking real, don't offer much in the way in realism in terms of how to carry a gun
Source 1
video games allowing teenagers to show off in street races and crash for fun are contributing to a lack of responsibility when they drive real cars, police and experts say.
Source 2
… study revealed that 90% of the juveniles were affected negatively by video games and sought to imitate these games in reality.
Their results indicate that violent video games may play a role in the development of negative attitudes and behaviors related to health.
Why they play the games “so much” is not germane to this debate. The question at hand is, does playing the games have a negative impact?
The studies I have referenced were done by researchers, funded by universities. Your study is funded by a magazine that caters to computer users and gamers.
You are the one who brought up the idea that these video games “teach a kid to shoot at anything that moves,” and I admit that your lack of concern about saying that concerns me.
Children playing FPS games get a lot of exposure to “point and shoot” tactics but no understanding of the dangers or responsibilities of how to handle a real gun. What happens if a child who has been blowing away people in games gains access to a real gun and tries to use it?
Socratic Question #1: Isn’t it healthier for children to be outside actively playing, riding bicycles, skateboarding, etc. than to be sitting in front of a video game?
Australia:
Source 1
video games allowing teenagers to show off in street races and crash for fun are contributing to a lack of responsibility when they drive real cars, police and experts say.
Saudi Arabia:Source 2
… study revealed that 90% of the juveniles were affected negatively by video games and sought to imitate these games in reality.
I feel it is important to the debate. If not for the games being there, these other factors would be pushing kids into other outlets for escapism.
this study which argues for the child's preexisting conditions which lead to them playing the game
However, if it's a study done by a University you desire news.illinois.edu...
some violent games do not necessarily lead to increased real-world aggression. But he and Skoric concede that other types of games and contexts might have negative impacts.
… most minors playing these games are at least 13. By then they should either know the basics of how to handle a firearm or know well enough to stay away.
Sure, it's healthier and its good to be active, but the same could be said of kids who do nothing but sit in there room and study.
Are these teenagers going out and doing these things because of the game, or are they simply attracted to that particular genre because it represents part of what they do?
the games made teens think they were invincible … Video games can have a negative impact on young drivers because it increases their complacency and their indulgence in risk-taking behaviour
Notice, the child psychologist admitted she never played the game.
Also, I would also like to note once again, the average age of a gamer now is in their mid to late 20s, and many older than that as well. So yes, some people's dads are playing Mass Effect.
Brady and Matthews offer what they consider proof positive that violent video games negatively affect a players' blood pressure and lead to uncooperative behavior, permissive attitudes toward violence, alcohol and marijuana use, sexual activity without condom use and hostile social information processing.
Although youth growing up in violent homes and communities may become more physiologically aroused by media violence exposure, all youth appear to be at risk for potentially negative outcomes, according to the researchers.
It’s just a game judgment 1
Heike vs. FSBlueApocalypse.
Interesting debate and one that had many angles to approach from. Heike subbing in didn't seem to slow down her down. FSB had an advantage of an extra time to research his side but it appeared he didn't use it to full affect.
Heike approached it from a very clinical standpoint, which was to be expected given her position. I thought she used her sources in a more efficient manner and used the comparisons to the pharmaceutical and tobacco industries well.
FSB had some holes he could have worked at but seemed to focus on his own side rather than picking apart his opponents. This is generally a good approach in a debate of this nature but it didn't work out for him this time. I think further use of his character limit and the Socratic questions may have helped him but he inexplicably didn't go that route. There were also some studies that he could have used to further his side. The recent one about video games improving doctors hand eye coordination comes to mind.
I also thought that heike did a better job of sticking to the actual subject matter. FSB tried to move the debate in a direction that would have benefited his side but heike remained focused on the core issue and won points for that.
Overall, Heike is the winner.
As an aside, I think in the future, FSB should try to utilize the tools given to him in the debates. Better use of external material and the Socratic questions would go along way to strengthening his positions. I hope to see him continue debating, he seems like a solid fighter.
I have to say this was a very interesting and well fought debate. Both fighters put on a great argument for their case and one that was very much drawn upon generational lines and personal experience.
A couple of things that I must note right off the bat.
Many studies were referenced throughout the course of the debate. This phenomenon is relatively new, as such the studies into the "long term" effects of minors playing "M" rated video games are by definition impossible to quantify. There are obviously many studies from qualified sources on the subject but their validity is hard to gage, and they are often contradictory. This shows me that behavioral science has yet to get a firm grip and understanding of the subject. Thus for the purposes of judging this debate I will choose to disregard them entirely and consider the debate a "push" at the referenced study level.
There was an overt attempt of misdirection from the debate topic from both sides.
FSBA attempted throughout the debate to equate and define "negative impact" as "criminal behavior."
Heike attempted to introduce and associate the general pitfalls of teens playing ANY video game to enhance her position on what is a much narrower topic.
FSBA's first two post were intellectually strong but lacked the necessary citations to back up what were valid opinions.
I did not agree with Heike's declaration that deck was stacked against her and saw it as an obvious and transparent attempt to position herself as the underdog within the debate. The simple fact is that games like movies have an age rating for a reason, and the debate was about minors engaging in an activity that has already been determined inappropriate for their age. Thus the cards were in fact stacked against FSBA and not Heike at the outset of the debate.
However, as the debate developed, Heike gained the upper hand. She exposed FSBA's false logic that one can assume that minors who are negatively affected by playing M rated video games do so as a direct substitute for real life delinquent behavior or a pre-existing phycological condition.
Yet Heike never managed to put FSBA away.
Whilst FSBA kept driving the point that M rated video games are this generation's witch hunt equivalent of Rock n' Roll and violent movies, Heike kept coming back with pleas of, as FSBA put it, "for the children." This further reenforced FSBA's point that her argument was based on a generational gap.
Heike's closing statement demonstrated this tendency to side step the narrow nature of the debate topic:
The pale-skinned, obese teenager with the dark bags under his eyes and wrist braces for carpal tunnel who can’t climb a flight of stairs without getting short of breath, has few if any real friends, no activities, poor grades and poorer study habits will be the first to tell you that his beloved video games are certainly not having any negative impact on him. After all, he hasn’t hurt anyone, stolen any cars, or been in any trouble. What negative impact?
In the end, I believe Heike was unconvincing in showing direct causality between M rated video games and negative behavior in minors.
FSBA needs to improve his technique and provide more citations. His intellectual argument was strong enough to overcome these shortcomings in this debate because of his personal experience and familiarity with the topic. He might not be this fortunate next time.
I make FSBA the winner.
Heike is the winner of this one.
Regardless of who’s right, Heike seemed more convincing in citation, rebuttal and detail, whereas FSBlue came across as an expert in PC-gaming but a rather lazy debater in his first two posts. Lazy because of the first source cited, which linked to a gamers-blog on PC World (as if that’s any credible source for his position) and his later sources did not pick out the relevant snippets as external-source-quotes. This diminished the otherwise interesting and consideration worthy ideas he did bring up. Heike led the debate the entire way and argued with quick-witted logic and a subtle irony. A pleasure to read. While FSBlue showed that playing M-rated video-games does not necessarily lead to crime, Heike convinced of its negative impacts.