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Does violence in video games contribute to real life violence?

Results so far:

Yes
39% 2382 votes Total: 6179 votes
No
61% 3797 votes

by Jan G.

Created on: June 20, 2009   Last Updated: June 29, 2009

Have you ever brought to bed, some visual images and flashes of the video game you played, which you'd have difficulty shaking off before falling asleep? Have you made mistakes in life and for that very brief moment, no more than a subconsciously millisecond perhaps, when you made a mental struggle for a reboot button, going where is the reboot; or if only I could".

The two faces to this era of "speed of light" pace of communication and technological conveniences, one is where you accomplish with one click of a button, the other is the instant regret of not having deliberated further.

Life is as how our five senses receive it and our brain were to perceive what the senses receive. As you would have understood from the movie "The Matrix", our brain makes no distinctions between real and unreal, it does not actually matter to this central processing unit.

When the human CPU is perceiving saturated floods of stimulation to 'reload', 'lock on target' or 'kill or be killed', how much mental discipline is required or meditation required before and after gaming? How about compelling the enforcement of Parental Guardian for real? No parent, no gaming.

We're assuming the greater influence of gaming on younger ones, for one thing, they have loads more time to game than adults. You might realise too, children of a younger age are easily influenced subconsciously or unknowingly, meaning the child does not consciously know that he is being influenced, they might imitate violence or vulgarity, as much as he'd be imitating singing and dance. How to tell the young ones to see violence, be it a game of hammering groundhogs, and not to practice violence, live groundhogs are not for hammering. The line between reality and what is not.

Gaming is possibly as addictive or more so than the television, in the same line as a source of mental feed, but with greater interactivity and means to achieve. Young adults at stage of adolescence and rebellion, is unable to consciously fight addiction. Addiction is an escape from reality and why not? It's as much of a 'real' world as you would immerse yourself in a high definition block buster movie, that adrenaline rushed two hour.

Food for the mind, we are what we eat. Well said and perhaps it applies to the mind too. Our passively receptive brain and sense put to the test of differentiating real world's things we could do while exposed to a great extend, put to the test by virtual unreality, the do not bring to the real world wrongs.

How confused had it been for the first game programmers, they must had create something out of never at all, I'd think games are exaggeration of life and its frustrations, yet at its accentuated we are not to imitate. Irony of it all, we are not to imitate ourself in its virtual portrayal. Or has real life violence contribute to violence in gaming too?

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