9
   

DEGENERATING STANDARDS OF ENTERTAINMENT

 
 
Merry Andrew
 
  1  
Reply Wed 3 Jun, 2009 07:09 pm
@OmSigDAVID,
Quote:
When I was around 4 or 5, I was younger.


Really?

Quote:
I was somewhat aversive to these representations of death.


My, my. What big words you've learned to make up.





0 Replies
 
ebrown p
 
  1  
Reply Wed 3 Jun, 2009 07:54 pm
@Foofie,
Quote:
The period before the "WWII movies" depicted a quality and civility of life that we will never see; maybe no one will ever see (again).


You do know these movies are works of fiction, right?

The "quality and civility of life" you see in those movies never did exist.
OmSigDAVID
 
  1  
Reply Wed 3 Jun, 2009 07:56 pm
@ebrown p,
ebrown p wrote:

David wrote:

(That movie was obscene, because it showed a T Rex eat an attorney.)


Quote:
And this is obscene... why?

Because attorneys are NEVER supposed to be eaten by T Rexes.
0 Replies
 
OmSigDAVID
 
  1  
Reply Wed 3 Jun, 2009 08:04 pm
@ebrown p,
ebrown p wrote:

Quote:
The period before the "WWII movies" depicted a quality and civility of life that we will never see; maybe no one will ever see (again).


You do know these movies are works of fiction, right?

The "quality and civility of life" you see in those movies never did exist.


What leads u to believe
that the civility did not exist ?





David
ebrown p
 
  3  
Reply Wed 3 Jun, 2009 08:41 pm
@OmSigDAVID,
Right now, there is more civility than ever.

We have ended lynching, we accept that homosexuals have rights, we give every child the opportunity to get a decent high school education, we protect women and minorities in the workplace, we have ended institutional racial segregation, we don't have child labor or old people dying of starvation and have greatly improved housing and lending equality.

Name me a time in our history when America has been a more civil place than it is right now?
OmSigDAVID
 
  1  
Reply Thu 4 Jun, 2009 01:08 am
@ebrown p,
ebrown p wrote:
Quote:
Right now, there is more civility than ever.

We have ended lynching, we accept that homosexuals have rights,
we give every child the opportunity to get a decent high school
education, we protect women and minorities in the workplace,
we have ended institutional racial segregation, we don't have
child labor or old people dying of starvation and have greatly
improved housing and lending equality.

Name me a time in our history when America has been a more
civil place than it is right now?

Of course, I must agree with u as to historical changes
in the political environment. My differences with your vu point
are of nomenclature and semantics.

I think of *civility* as pertaining to matters of personal etiquette,
rather than changes in the citizens' political and economic
relationships with one another.

In my vu, if movie makers or TV producers choose to avoid
showing gory and shockingly grotesque images to the public,
and do not broadcast obscene language in their dramas or comedies,
thay thereby treat their audiences with greater civility,
as distinct from altering their legal obligations to one another.

Historically, the period in the USA before the 2nd World War
(i.e., 1789 to 1941) was more concerned with politeness,
whereas now we have a more casual affect in America.

I am not completely certain that I shoud have chosen
exactly 1941 as the cut off date; I can see other points of vu
as to the end of more formal civility; the end was not abrupt.





David
0 Replies
 
aidan
 
  1  
Reply Thu 4 Jun, 2009 01:57 am
@Green Witch,
David - I used to think that the cowboys or Indians were really dying too. I remember asking my dad how much they got paid- becuase I thought it must really have to be a lot of money for them to agree to getting killed in exchange.
(that was before abstract thought and logic kicked in - I think I was about five. I can remember my brother making fun of me for YEARS about that little piece of concrete reasoning)
green witch said:
Quote:
I don't believe Columbine happened because of violent videos. However, I do think they were part of the weaponry.

This is an interesting article that was in Slate. I think it highlights the fact that like most things, there's more than one factor involved, but if someone has a predisposition to a certain sort of behavior anyway - the addition of what would be a seemingly innocuous stimulus in anyone else, could cause a totally different reaction or response in certain people.
Quote:
Don't ShootWhy video games really are linked to violence.
By Amanda SchafferPosted Friday, April 27, 2007, at 4:10 PM ET

On The Daily Show on Thursday, April 26, Jon Stewart made short work of the suggestion that the Virginia Tech shooter, Cho Seung-Hui, might have been influenced by violent video games. (Cho may or may not have played the popular first-person-shooter game Counter-Strike in high school.) A potential video-game connection has also been dangled after past killings, to the irritation of bloggers. The reports are that shooter Lee Boyd Malvo played the game Halo before his sniper attacks around Washington, D.C., and that Columbine killers Eric Harris and Dylan Klebold loved Doom. Does the link between video games and violence hold up?


Pathological acts of course have multiple, complex causes and are terribly hard to predict. And clearly, millions of people play Counter-Strike, Halo, and Doom and never commit crimes. But the subtler question is whether exposure to video-game violence is one risk factor for increased aggression: Is it associated with shifts in attitudes or responses that may predispose kids to act out? A large body of evidence suggests that this may be so. The studies have their shortcomings, but taken as a whole, they demonstrate that video games have a potent impact on behavior and learning. Sorry, Jon Stewart, but you needn't be a fuddy-duddy to worry about the virtual worlds your child lives in.


Three kinds of research link violent video games to increased aggression. First, there are studies that look for correlations between exposure to these games and real-world aggression. This work suggests that kids who are more immersed in violent video games may be more likely to get into physical fights, argue with teachers, or display anger and hostility. Second, there is longitudinal research (measuring behavior over time) that assesses gaming habits and belligerence in a group of children. One example: A study of 430 third-, fourth-, and fifth-graders, published this year by psychologists Craig Anderson, Douglas Gentile, and Katherine Buckley, found that the kids who played more violent video games "changed over the school year to become more verbally aggressive, more physically aggressive," and less helpful to others.

Finally, experimental studies randomly assign subjects to play a violent or a nonviolent game, and then compare their levels of aggression. In work published in 2000, Anderson and Karen Dill randomly assigned 210 undergraduates to play Wolfenstein 3-D, a first-person-shooter game, or Myst, an adventure game in which players explore mazes and puzzles. Anderson and Dill found that when the students went on to play a second game, the Wolfenstein 3-D players were more likely to behave aggressively toward losing opponents. Given the chance to punish with blasts of noise, they chose to inflict significantly louder and longer blasts than the Myst kids did. Other recent work randomly assigned students to play violent or nonviolent games, and then analyzed differences in brain activation patterns using fMRI scans, but the research is so far difficult to assess.

Each of these approaches has its flaws. The first kind of correlational study can never prove that video-game playing causes physical aggression. Maybe aggressive people are simply more apt to play violent games in the first place. Meanwhile, the randomized trials, like Anderson and Dill's, which do imply causation, necessarily depend on lab-based measures of aggression, such as whether subjects blast each other with noise. This is a respected measure, but obviously not the same as seeing whether real people hit or shoot each other. The longitudinal work, like this year's elementary-school study, is a useful middle ground: It shows that across the board, playing more-violent video games predicts higher levels of verbal and physical aggression later on. It doesn't matter why the kids started playing violent games or whether they were already more aggressive than their peers; the point is that a year of game-playing likely contributes to making them more aggressive than they were when they started. If we had only one of the three kinds of studies, the findings wouldn't mean much. But taken together, the body of research suggests a real connection.

The connection between violent games and real violence is also fairly intuitive. In playing the games, kids are likely to become desensitized to gory images, which could make them less disturbing and perhaps easier to deal with in real life. The games may also encourage kids (and adults) to rehearse aggressive solutions to conflict, meaning that these thought processes may become more available to them when real-life conflicts arise, Anderson says. Video games also offer immediate feedback and constant small rewards"in the form of points, or access to new levels or weapons. And they tend to tailor tasks to a player's skill level, starting easy and getting harder. That makes them "phenomenal teachers," says Anderson, though "what they teach very much depends on content."

Critics counter that some kids may "use games to vent anger or distract themselves from problems," as psychiatry professor Cheryl Olson writes. This can be "functional" rather than unhealthy, depending on the kid's mental state and the extent of his game playing. But other studies suggest that venting anger doesn't reduce later aggressive behavior, so this thesis doesn't have the most solid support.

When video games aren't about violence, their capacity to teach can be a good thing. For patients suffering from arachnophobia, fear of flying, or post-traumatic stress disorder, therapists are beginning to use virtual realities as a desensitization tool. And despite the rap that they're a waste of time, video games may also teach visual attention and spatial skills. (Recently, a study showed that having played three or more hours of video games a week was a better predictor of a laparoscopic surgeon's skills than his or her level of surgical training.) The games also work for conveying information to kids that they will remember. Video games that teach diabetic kids how to take better care of themselves, for instance, were shown to decrease their diabetes-related urgent and emergency visits by 77 percent after six months.

Given all of this, it makes sense to be specific about which games may be linked to harmful effects and which to neutral or good ones. Better research is also needed to understand whether some kids are more vulnerable to video-game violence, and how exposure interacts with other risk factors for aggression like poverty, psychological disorders, and a history of abuse. Meanwhile, how about a game in which kids, shrinks, and late-night comics size up all these factors and help save the world?
OmSigDAVID
 
  1  
Reply Thu 4 Jun, 2009 02:06 am
@aidan,
aidan wrote:

Quote:
David - I used to think that the cowboys or Indians were really dying too. I remember asking my dad how much they got paid- becuase I thought it must really have to be a lot of money for them to agree to getting killed in exchange.
(that was before abstract thought and logic kicked in - I think I was about five. I can remember my brother making fun of me for YEARS about that little piece of concrete reasoning)

OK, Rebecca;
as long as u caut (cawt ?) on.




green witch said:
Quote:
I don't believe Columbine happened because of violent videos. However, I do think they were part of the weaponry.

Quote:
This is an interesting article that was in Slate. I think it highlights the fact that like most things, there's more than one factor involved, but if someone has a predisposition to a certain sort of behavior anyway - the addition of what would be a seemingly innocuous stimulus in anyone else, could cause a totally different reaction or response in certain people.

U think its like drinking?
Some drunk runs amok,
whereas someone else is peaceful after drinking more.



Quote:
Don't ShootWhy video games really are linked to violence.
By Amanda SchafferPosted Friday, April 27, 2007, at 4:10 PM ET

On The Daily Show on Thursday, April 26, Jon Stewart made short work of the suggestion that the Virginia Tech shooter, Cho Seung-Hui, might have been influenced by violent video games. (Cho may or may not have played the popular first-person-shooter game Counter-Strike in high school.) A potential video-game connection has also been dangled after past killings, to the irritation of bloggers. The reports are that shooter Lee Boyd Malvo played the game Halo before his sniper attacks around Washington, D.C., and that Columbine killers Eric Harris and Dylan Klebold loved Doom. Does the link between video games and violence hold up?


Pathological acts of course have multiple, complex causes and are terribly hard to predict. And clearly, millions of people play Counter-Strike, Halo, and Doom and never commit crimes. But the subtler question is whether exposure to video-game violence is one risk factor for increased aggression: Is it associated with shifts in attitudes or responses that may predispose kids to act out? A large body of evidence suggests that this may be so. The studies have their shortcomings, but taken as a whole, they demonstrate that video games have a potent impact on behavior and learning. Sorry, Jon Stewart, but you needn't be a fuddy-duddy to worry about the virtual worlds your child lives in.


Three kinds of research link violent video games to increased aggression. First, there are studies that look for correlations between exposure to these games and real-world aggression. This work suggests that kids who are more immersed in violent video games may be more likely to get into physical fights, argue with teachers, or display anger and hostility. Second, there is longitudinal research (measuring behavior over time) that assesses gaming habits and belligerence in a group of children. One example: A study of 430 third-, fourth-, and fifth-graders, published this year by psychologists Craig Anderson, Douglas Gentile, and Katherine Buckley, found that the kids who played more violent video games "changed over the school year to become more verbally aggressive, more physically aggressive," and less helpful to others.

Finally, experimental studies randomly assign subjects to play a violent or a nonviolent game, and then compare their levels of aggression. In work published in 2000, Anderson and Karen Dill randomly assigned 210 undergraduates to play Wolfenstein 3-D, a first-person-shooter game, or Myst, an adventure game in which players explore mazes and puzzles. Anderson and Dill found that when the students went on to play a second game, the Wolfenstein 3-D players were more likely to behave aggressively toward losing opponents. Given the chance to punish with blasts of noise, they chose to inflict significantly louder and longer blasts than the Myst kids did. Other recent work randomly assigned students to play violent or nonviolent games, and then analyzed differences in brain activation patterns using fMRI scans, but the research is so far difficult to assess.

Each of these approaches has its flaws. The first kind of correlational study can never prove that video-game playing causes physical aggression. Maybe aggressive people are simply more apt to play violent games in the first place. Meanwhile, the randomized trials, like Anderson and Dill's, which do imply causation, necessarily depend on lab-based measures of aggression, such as whether subjects blast each other with noise. This is a respected measure, but obviously not the same as seeing whether real people hit or shoot each other. The longitudinal work, like this year's elementary-school study, is a useful middle ground: It shows that across the board, playing more-violent video games predicts higher levels of verbal and physical aggression later on. It doesn't matter why the kids started playing violent games or whether they were already more aggressive than their peers; the point is that a year of game-playing likely contributes to making them more aggressive than they were when they started. If we had only one of the three kinds of studies, the findings wouldn't mean much. But taken together, the body of research suggests a real connection.

The connection between violent games and real violence is also fairly intuitive. In playing the games, kids are likely to become desensitized to gory images, which could make them less disturbing and perhaps easier to deal with in real life. The games may also encourage kids (and adults) to rehearse aggressive solutions to conflict, meaning that these thought processes may become more available to them when real-life conflicts arise, Anderson says. Video games also offer immediate feedback and constant small rewards"in the form of points, or access to new levels or weapons. And they tend to tailor tasks to a player's skill level, starting easy and getting harder. That makes them "phenomenal teachers," says Anderson, though "what they teach very much depends on content."

Critics counter that some kids may "use games to vent anger or distract themselves from problems," as psychiatry professor Cheryl Olson writes. This can be "functional" rather than unhealthy, depending on the kid's mental state and the extent of his game playing. But other studies suggest that venting anger doesn't reduce later aggressive behavior, so this thesis doesn't have the most solid support.

When video games aren't about violence, their capacity to teach can be a good thing. For patients suffering from arachnophobia, fear of flying, or post-traumatic stress disorder, therapists are beginning to use virtual realities as a desensitization tool. And despite the rap that they're a waste of time, video games may also teach visual attention and spatial skills. (Recently, a study showed that having played three or more hours of video games a week was a better predictor of a laparoscopic surgeon's skills than his or her level of surgical training.) The games also work for conveying information to kids that they will remember. Video games that teach diabetic kids how to take better care of themselves, for instance, were shown to decrease their diabetes-related urgent and emergency visits by 77 percent after six months.

Given all of this, it makes sense to be specific about which games may be linked to harmful effects and which to neutral or good ones. Better research is also needed to understand whether some kids are more vulnerable to video-game violence, and how exposure interacts with other risk factors for aggression like poverty, psychological disorders, and a history of abuse. Meanwhile, how about a game in which kids, shrinks, and late-night comics size up all these factors and help save the world?

aidan
 
  1  
Reply Thu 4 Jun, 2009 02:37 am
@OmSigDAVID,
Quote:
OK, Rebecca;
as long as u caut (cawt ?) on

yeah, eventually (I'd spell it cawt if you want my fonetic input)
Now I just think a lot of them exchange their souls for it.
Quote:
U think its like drinking?
Some drunk runs amok,
whereas someone else is peaceful after drinking more.

Yes, the scary thing is though that a person never knows what their particular response will be until they've experienced it.
I have to say, I kept video and computer games out of my house - mostly because I couldn't stand the noise, and I wanted my kids to be outside. But if I hadn't and I knew my kid had showed a somewhat obsessive tendency to play those games and then grew up to be a violent person - I'd feel remiss- as if maybe I'd not done my job by encouraging other and more productive, less violent past times.
solipsister
 
  1  
Reply Thu 4 Jun, 2009 03:13 am
DEGENERATING STANDARDS OF ENTERTAINMENT

this is as low as i've been
0 Replies
 
ebrown p
 
  1  
Reply Thu 4 Jun, 2009 05:33 am
@aidan,
Quote:
Each of these approaches has its flaws. The first kind of correlational study can never prove that video-game playing causes physical aggression. Maybe aggressive people are simply more apt to play violent games in the first place. Meanwhile, the randomized trials, like Anderson and Dill's, which do imply causation, necessarily depend on lab-based measures of aggression, such as whether subjects blast each other with noise. This is a respected measure, but obviously not the same as seeing whether real people hit or shoot each other.
...

The connection between violent games and real violence is also fairly intuitive.


These two lines from the article you quoted say everything. The author admits that the studies she cites don't prove anything.

Then she falls back on saying it is "intuitive"; which basically means we have to accept it without critical thought.
wandeljw
 
  1  
Reply Thu 4 Jun, 2009 07:54 am
What about the millions of kids who are fans of Harry Potter or the millions of young women enthralled by the Twilight series? Will they become prone to violence?
0 Replies
 
aidan
 
  1  
Reply Thu 4 Jun, 2009 08:24 am
@ebrown p,
You don't have to agree with it - I just said I thought it was interesting, and I do.
0 Replies
 
OmSigDAVID
 
  1  
Reply Thu 4 Jun, 2009 12:48 pm

Any citizen of any age
is free to turn his attention to whatever he likes,
regardless of whether anyone else alleges that
it makes him violent or not. If this entails the
purchase of a game, the funding needs to come
from somewhere. A parent, or just a casual
friend or stranger is within his rights to say:
"not with MY money" if so he chooses.

If the said citizen thereafter becomes violent, then
his conduct may occasion civil or criminal liability.





David
0 Replies
 
OmSigDAVID
 
  1  
Reply Thu 4 Jun, 2009 12:56 pm
@aidan,
aidan wrote:
Quote:
Now I just think a lot of them exchange their souls for it.

Enlighten us ?
0 Replies
 
genoves
 
  1  
Reply Fri 5 Jun, 2009 03:15 am
@Foofie,
You are correct, Foofie. And the dialogue was much better. Now that directors can rely on "special effects" they don't have to work so hard to show human interaction. In my mind, the Treasure of the Sierra Madre was one of the greatest movies ever made. I pray they never do a sequel.
0 Replies
 
 

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