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Liberty University *
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561
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Medicine
Date
Dec 6, 2023
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docx
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Uploaded by BaronMosquito3267
Hi L,
I appreciated your discussion regarding the responsibility of violent media creators for
violent acts committed in response to their creations. I personally argued in my post that media
creators do not owe a duty to care for victims of crimes related to such media. However, you
make some excellent points in your post that are hard to argue. It is clear to me from my own
research and what I have read through other posts why this topic is so widely debated.
You make an excellent point that, over time, violent video games have become more and
more realistic. This can be seen clearly in the development of Virtual Reality technology. With
the use of Virtual Reality headsets, an individual is essentially transported into a different
dimension where everything on the screen in front of them seems real. One benefit of the realism
of Virtual Reality is the ability to escape our own reality for a period of time. A study conducted
in 2020 found that Virtual Reality technology aided senior citizens in doing so, which reduced
feelings of anxiety and depression, effectively improving their overall well-being (Appel et al.,
2020). However, along with these tremendous benefits of Virtual Reality technology also come
great risks.
In a 2019 study, researchers examined the link between increased exposure to violent
video games and acceptance of aggression in those who play. It was found that individuals who
spend more time playing violent games find aggressive behaviors more acceptable and tolerable
(Hilvert-Bruce & Niell, 2020). Researchers of this study concluded that the normalization of
these behaviors was a predictor of increased aggression. I hypothesize that, due to the hyper-
realistic nature of Virtual Reality, there is an even greater risk for the normalization of aggression
when violent media is depicted through this medium. However, I still hold my view that the
responsibility to censor young and/or sensitive parties from such media should not fall on the
creators.
In your post, you make the point that 64% of parents do not consider age
recommendations before allowing their children to consume violent media content. However, we
know that the media is rated by professionals, and parents do have the ability to determine the
appropriateness of any content before purchasing. If a parent fails to do their research before
providing their child with inappropriate content, the responsibility for any crime committed as a
result should fall on them alone. Proverbs 18:15 states, “The heart of the discerning acquires
knowledge, for the ears of the wise seek it out” (
New International Bible
, 1978/2011). As
Christians, it is important that we do not allow evil into our hearts. However, we can only know
what to push away if we seek out knowledge first. Parents and individuals purchasing any type
of media content should ensure that before doing so, they are fully aware of what they are
purchasing and any potential effects the content may have.
References
Appel, L., Appel, E., Bogler, O., Wiseman, M., Cohen, L., Ein, N., Abrams, H. B., &
Campos, J. L. (2020). Older adults with cognitive and/or physical impairments can
benefit from immersive virtual reality experiences: A feasibility study.
Frontiers in
Medicine, 6
, 479192. DOI:
https://www.frontiersin.org/articles/10.3389/fmed.2019.00329/full
Hilvert-Bruce, Z & Niell, J. T. (2020). I’m just trolling: The role of normative beliefs in
aggressive behaviour in online gaming.
Computers in Human Behavior, 102
, 303-311.
DOI:
https://www.sciencedirect.com/science/article/pii/S0747563219303310
New International Bible
. (2011). Zondervan. (Original work published 1978).
Ratings Process - ESRB Ratings
. (2019). ESRB Ratings.
https://www.esrb.org/ratings/ratings-process/
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