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this post was submitted on 25 May 2024
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I mean, some game studios consult child psychologists and lawyers to better implement addictive gambling-like mechanics without being liable for that. Media does impact the consumer, and the bigger the initial predisposition, the worse the effect, and kids like shiny animated casino boxes. But violent games that do reach the market and aren't dead on arrival are mild in that and can only supplement other, more real problems like mental health issues, trauma, neglect, bullying. And in 99.9% cases it's just an excuse to push them under the carpet. Like, from drawing a line to what makes older demographics cause daily mass shootings. Not videogames, not even guns mostly, but the environment and culture as a whole.
For example? They couldn't consult child psychologists for this purpose. It would be an ethics violation of the highest order and would get any license revoked.
What kind of media? Evidence?
Again, videogames simply do not influence social behavior. It's difficult to find credible non-biased research, but here are a couple of relatively recent articles:
What "older demographics"? "Daily mass shootings"? Where do you live?
All that said, environment does seem to impact social behavior. It's likely a much stronger influence than a recreational activity.
For example?