![]() ![]() That game was blamed for all that's wrong with the world, but now that that generation is in their mid 20's, how come nobody's looking at them and saying "strange, lots of these people went on to be successful."? WTF?ĥ.) Why aren't we seeing studies that look at well balanced adults that grew up on games? My generation had Mortal Kombat, and that created quite a controversy. I wouldn't mind if this research was being used to find ways to improve child education through TV/Games, but instead it's being used to hang it. If kids are so weak willed that TV tells them what to do, how come there weren't millions of Jackass'esque attempts?ģ.) How come advertising isn't a much stronger tool? If it's so easy to control kids minds, then why aren't commercials causing big headaches for society?Ĥ.) Why has it been so freaking hard to find a link? It's hard to imagine that there's any children in the USA that don't have access to a TV, yet despite 40 years of exposure, they're still chasing this one. I might be able to jump on this GTA causes violence bandwagon if not for a few things:ġ.) Where's the increase in violence? Why aren't we seeing a flood of copycats?Ģ.) The show Jackass has had a couple of copycats. These stories are starting to irritate me. If they took a lot of samples, it's actually less, being 2-to-1 more likely (67% probable) instead of 7-to-3 more likely (70% probable). The important thing to realize is that the violent behavior displayed by the teens that play GTA is not statistically different than random chance. Guess what? The probability I'll select a person with a PB&J is more than twice that of a PB. Now, if I were to randomly select one person out of the group, observe his sandwich, then put him back into group, and repeat, the number of PB&J's would be about 70% and PB's would be 30%. If I gave a sample group peanut butter and jelly sandwiches, but didn't put jelly on 30% of the sandwiches, I'd have 70% PB&J, and 30% PB. However, a lot of care is always required in interpreting statistics. Later on, the article does paraphrase that this does not show causality. Excerpt: Although the study showed twice as many boys who had played the criminal adventure game reported having been in a fight in the last year, the survey's authors cautioned that did not prove a link between game violence and real-life behavior.
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