Mike is 13 y/o and by some magic, we can predict that they are effected negatively by violent entertainment. they suffer a bit because they can't play the trendy teen games with their friends, but lets not trip too much, they are an unknown stranger after all... so there isn't much relevance to you and me, i mean, us, as there's a chance that we aren't effected by violent media but some are, apparently

if you read the above papers, now you know that, despite some controversies and bias lurking on some studies analyzed, violent media poses (even if small) risks of making people violent & aggressive. how about the lack of bigger studies for its effects on prosocial behavior? despite literature mentioned at the 1° paragraph treating this, what do you conclude by this? if there's a demographic that can consume violent entertainment without any effect and some can't, does its solution lies on morality? is it a problem of inclusion? what scares Mike the most is violence and aggression outcomes controlling the helm of research, even when we may have (as controlling some variables like "does the participant doesn't consume any type of violent media? when they stopped consuming it? when was the last time? what's the statics/metrics for comparison of violent, aggressive and prosocial behavior occurrence in people who don't consume violent/aggressive/competitive media at all? are self or indirect reports safe, as awareness of impacting your favorite hobby, like playing competitive shooters video-games, may effect answers?" are difficult... specially when according to Signorielli and NTVS, between 1993 and 2001, 60% of TV programs had some form of violence; 37% of commercials aired during children's show, contained violence/aggression... what is the popularity/accessibility of truly non-violent/aggressive entertainment? ESRB categorizes 'free for everyone' content that contain "minimal cartoon, fantasy or mild violence and/or infrequent use of mild language") an unknown field evaluating its effects on anxiety and depression...

what's boring about activities like mountaineering, having sex, jamming with instruments, fermenting food, talking, cooking, co-op games, gardening, pinball, surfing, 3D-printing, ham radio, cycle-touring etc.? and if you ever decide to push your moral bar higher, please, ditch competitive entertainment too (i swear you aren't missing anything :) but we can't back this with research


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