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Liberty University *

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561

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Medicine

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Dec 6, 2023

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docx

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3

Uploaded by BaronMosquito3267 on coursehero.com

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
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