gumboot
lorcutus.tolere
- Joined
- Jun 18, 2006
- Messages
- 25,327
1. does this influence extend beyond being "slight"? I.e. how significant is it?
There is an influence, but it's minimal, and drowned out by a plethora of other far more significant influences.
2. what responsibility does this place on video game makers?
None, that I can see. At least, not unless all other manufacturers and artists are likewise required to take responsibility for the actions of those who might use their products.
In New Zealand, we have legally binding age classifications for all media, including video games. The game manufacturer doesn't really have to do anything, as they government will classify it. As I understand it, there's already a classification system in place in the US, like there is in film.
3. if the influence is way more than just "slight", then should violent videogames be banned?
If the influence were significant (relative to other influences), then yes, some sort of action should be taken to restrict video game violence. But since the influence isn't significant, there's no justification to restrict them.
Also, what does a videogame need to have to be called a "violent" game for the purposes of banning? And it's also possible, perhaps, that some games should be banned while others shouldn't, so what criterion should be used to determine that?
Obviously, if their influence was significant, any restrictions should be based on what exactly it is that has said influence.
The same question could be asked for violent movies, violent paintings, violent novels, etc.
Of course.