GTA: San Andreas and psychological consequences

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Discussion Overview

The discussion revolves around the psychological consequences of playing the video game Grand Theft Auto: San Andreas, particularly concerning its violent content and potential influence on youth behavior. Participants explore the implications of virtual actions, the distinction between reality and imagination, and the role of parental supervision in moderating children's exposure to such games.

Discussion Character

  • Debate/contested
  • Conceptual clarification
  • Exploratory

Main Points Raised

  • Some participants express concern that the game's violent actions, such as house robbery, could negatively influence impressionable youth, leading them to mimic such behaviors.
  • Others argue that children can distinguish between virtual actions and real-life consequences, suggesting that playing the game is merely a form of exploration and role-playing.
  • A participant mentions that the fear of children becoming criminals due to video games is exaggerated, emphasizing that kids learn limitations through play.
  • There is a viewpoint that some children, particularly those with difficulties distinguishing reality from fantasy, might be more susceptible to the game's influence, highlighting the importance of parental guidance.
  • References are made to real-life violent incidents, with some participants suggesting that video games could serve as a training tool for violent behavior, while others question the validity of linking video games to such actions.
  • Some participants note that the discussion often references past incidents, like Columbine, to illustrate concerns about the influence of video games, but there is disagreement about the accuracy of these claims.
  • One participant argues that blaming video games for violent behavior is overly simplistic and ignores the complexities of upbringing and individual responsibility.

Areas of Agreement / Disagreement

Participants do not reach a consensus. There are competing views on whether video games like GTA: San Andreas have a direct influence on youth behavior, with some asserting that they do and others arguing against this notion.

Contextual Notes

Some participants highlight the role of parental supervision in moderating children's exposure to violent video games, suggesting that the responsibility lies with guardians rather than the games themselves. Additionally, there are references to the speculative nature of linking video games to real-life violence, indicating that the discussion is nuanced and complex.

  • #31
Pengwuino said:
I find myself constantly coming back to PF after a while of leaving to check the new posts :D but i do leave...

In GTA, its just... play play play play, nonstop, can't stop, WONT STOP!
That sounds familiar, the game plan now is that my bf will play play play play, nonstop, and when he finally finishes the game: never touch the x-box again. Ofcourse I don't agree and think it would be nice if he could do some other stuff in between (he literally sits down at 7 pm and plays until 2 am.. everyday, unless he has to cook).


Smurf said:
Did you try taking off your clothes and blocking the TV?

Be creative and you'll get him away from it. :biggrin:
That does work, for a while, until withdrawal kicks in: "must.. play.. gta.." :bugeye:
 
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  • #32
i think it is not a problem of video games creating a violent society but rather the converse. We are constantly bobarded with images of war and violence in the news and on TV, video games are only a side effect of that.

why is it that movies such as Saving Private Ryan can be shown on Cable TV were people ahve there heads blown off and entrails hanging out when one nipple could condem a show. What is the sense of that?! Is a constant portrayal of violent deaths better than a nipple, a piece of the human body?

not saying that movies are moraly wrong, this stuff hapens in real life, but that it is unfair to put the blame on vidio games andunfair that some things are deep ok when others are forbiden by censors.
 

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