It's interesting how all the overblown controversy around violent video games decades ago can now actually be applied to social media in its current state. It was like some of the pundits were correct in forecasting the potential behavioral motivators from massively popular media, but were incorrect in the degree of harm. Video games with blood and gore were not able to cause upticks in violence, but being exposed to millions of people in one network can cause kids to show up with bruises to school.
I think it's the human factor. People aren't going to empathize with an avatar or 3D model the same way they do with a real person filming themselves with a smartphone. It makes me think that the real bar for extreme content in video games is having a politically opinionated theme, not just subtext (which no AAA studio would ever risk producing) with sufficient realism.
I think it's the human factor. People aren't going to empathize with an avatar or 3D model the same way they do with a real person filming themselves with a smartphone. It makes me think that the real bar for extreme content in video games is having a politically opinionated theme, not just subtext (which no AAA studio would ever risk producing) with sufficient realism.