Magix said:
Can someone point me in the direction of any actual arguments as to WHY young people seeing violence/sex/etc "messes them up"? Because I fail to see any correlation.
I used to think that way - but now I have three kids and my attitude has changed somewhat. Three things are apparent to me:
Firstly - given the choice, most children will play games and watch content non-stop and never do anything else. It's like gorging on sugary foods. The young cannot make sensible decisions about long-term health and well-being (honestly a lot of adults cannot either). Before the age of 25, most humans have not completed the formation of their risk-taking and decision-making faculties. Young children (and even teenagers) would benefit from an older person to help them make better choices about exercise and skills/interests outside of consumption of digital media.
Secondly - immediately after playing games with violent/aggressive content, my kids' behaviour changes. They are more prone to argument, excitable, and moody. The amplitude of these changes is linked to the type and pace of game. A button masher like "Castle Crashers" has a noticeably greater impact than a slow building game like "Minecraft". In bursts, the visible effects are relatively short-lived, but you do wonder if longer-term exposure will have some kind of impact. I do not believe that playing a game depicting guns will make someone more likely to pick up a real one and start shooting people - I am somewhat more concerned that it may have a more subtle, but nonetheless adverse impact on mental health. After a long play session I am more disconnected from people and anti-social, more prone to insomnia and if I am depressed, it definitely hinders any recovery.
Thirdly - the young are curious about sex and swap stories and information in the playground. Many of them have older brothers and sisters and also parents who have more liberal attitudes to sex. Also they have increasingly access to mobile data devices and ubiquitous Internet access. Even so - misinformation is rife - access to pornography has never been easier.
Noting these observations (I hesitate to call them facts) - as a parent you have to set down rules about acceptable duration of play and acceptable type of content for a given child/age. I don't know any parent who does not do this - although the nature and extent of the rules varies from household to household.
For myself and my own family, I am more concerned about sexual content through media other than games. Honestly in-game depiction of sex is tame and usually in some kind of narrative context compared to some easily accessible web-sites. I have a deep desire that my kids learn about sex and sexuality from my wife and I, rather than from kids in the playground, some dubious pornographic web-site or anonymous contributor to a bulletin board or chat room.
I am more concerned about in-game and associated cyber-bullying than I am about exposure to other bad language, but I am more bothered by bad language than I am about playing game with guns and soldiers. Multiplayer games with comms/chat is a risk area for me. I have seen the effects of bullying online and it can lead to depression, self-harm and suicide in some cases.
Of all of these factors I am least bothered by violent acts in games. However I think the impact of violence in games is varied by several factors and I put these up for debate:
- distance: RTS games are played "at a distance" from visceral action and so have less of an impact
- fidelity and realism: Modern high-definition graphics and attempts at realism combine for greater impact
- choice: Content where violence is the first/only resort have greater impact than one where other play styles are possible
- humanity: The less human the enemy, the less the impact
- control: Games where you press the trigger/button to attack have more impact that games of position where the units/character attacks for you.
- sound: Effective use of sounds can create strong emotional responses in people - crying, screams, pleas for help
- language: Language can be a strong indicator for realism
So, for example, an RTS like "Dawn of War" is played at a distance against an inhuman enemy and it's clearly high-fantasy with martial music and ridiculous language with few swear words. However, violence is the only option and it is over-the-top gory. You can pause the action and adopt a slow pace. The units fight for you. I let my eight year old play this.
Skyrim is First-person/third person and so is "close" with a realistic style (albeit fantastical), enemies are often humanoid - although many are dehumanised (undead/monsters) - there is a wide degree of freedom of play style (you have to work very hard not to kill anything). Sound is often used to evoke fear in a player - language is clean, as far as I can tell. I let my ten year old play this with some agreements about whether the assassins guild is an appropriate job.
Battlefield 3 is first-person with a realistic style against obviously human enemies with little/no dehumanisation (full-face helmets or balaclavas). Violence is the only option. Sound is explosive and dramatic and intense. Language is foul with a rich vocabulary of swear words and phrases. Multiplayer is the best way to play. I won't consider this for a good number of years yet.
It's difficult to know what the right age to allow access to these things. With adult involvement and the right kind of relationship with your kids, almost anything can be used as a positive life lesson. However, unobserved and lengthy play time with games outside of the recommended age range is risky and not making best use of games as a way of building a relationship with your children.