BeIR/webis-touche2020 huggingface dataset:
Realism

As soon as the person stops watching the film, playing the game or listening to the music then this feeling disappears. It is an unreasonable claim with no evidence. It is also difficult to assume that realism plays a part when it is largely in the hands of a controller with buttons that need to be pressed. Reality is far removed when you need to press the 'x' button in order to pull out a weapon. And despite realistc graphics, video game worlds are far from realistic. AI has never been very good. Usually the player is much stronger than the typical enemy he fights. Serious negative consequences for things like murder rarely exist. Even getting yourself killed is rarely the setback it is in real life. Overall, they present challenges to be beaten rather than a believable representation of the real world
No games influence their players

If games influenced us, we all would have been tennis players when Pong was out, munching ghosts when Pacman was popular and jumping around after mushrooms dressed as plumbers when the Mario Brothers were on our screens for the first time. I strongly agree that video games do not influence players, because I play violent video games like Splinter Cell and Street Fighter 4 for about 2-4 hours daily, and I am one of the most mildest kids in my school. Just read these links if you want proof that the cause of violent video games cause violence is a myth (Be sure to read the tamiu.edu link. Cold hard proof).: http://www.physorg.com/news5758.html http://www.pbs.org/kcts/videogamerevolution/impact/myths.html http://learningames.wordpress.com/2011/04/05/are-studies-related-to-video-games-and-violence-biased/ http://www.science20.com/news_releases/video_games_and_violence_are_studies_biased http://videogames.procon.org/ http://www.gamepolitics.com/2008/04/12/comparing-violent-crime-to-violent-game-releases http://videogames.procon.org/sourcefiles/Olson.pdf http://www.theesa.com/facts/violence.asp http://www.tamiu.edu/~cferguson/VideoGames.html http://www.geek.com/forums/topic/violent-video-games-do-not-cause-violent-people http://www.upgradereality.com/video-game-violence http://www.video-games-for-healthy-living.com/5-reasons-to-let-your-kids-play-video-games.html
The violence in games isn't represented negatively, but instead shown to be rewarded

GTA is only one type of game. There are many games that are not like this at all. Many RPGs such as the Ultima series have a morality system that discourages random killing and stealing, if only because the town guards kill you. Other games, such as Baroque, have situations in which the flow of the plot is seriously changed or negatively affected by killing the wrong individual or by killing a character where there is another option. Most characters in RPGs at some point have to question their actions, make a moral decision or mourn the loss of their fallen.
Withdrawal, lack of exercise(low endorphin release), loneliness etc etc

"Young children by becoming addicted or playing these games constantly withdraw from society,they become more shy and less aware of true reality ,they live in a 'fantasy video game-like' land, by not enteracting with other kids they become less aware of what and who they are suppose to be like,and unconsiously perceive things differently and falsely...they become less inclined to study and focus on technology which is a constantly drawing factor."- [[https://debatewise.org/debates/1322-does-mobile-innovations-negatively-affect-young-people#point_6406_headline]] Socially retarded behavior incited by self-imposed social exclusion; is an image every movie around the 'American psycho'-genre exploits. There is a truth to it, being depressed or a loner doesn't make you a murderer but many many murderers are depressed loners to begin with. Video games may create an unnatural attachment with fellow players, enthusiastically discussing video game missions to kill; can lead to planning real crimes. The sense of achievement derived from owning a game, is akin to patting yourself on the back for beating the game or killing the bad guys. Celebrating such negative skills should be frowned upon in a civilized time.
Both experimental and non-experimental research have shown that violent video games damage young people.

Many researchers (Ask, 1999; Funk, 1993, 1995; Provenzo, 1991) conclude that there is no causal link between violent video games and aggressive behaviour. Other influences, such as social environment, family background and peer pressure cause aggressive behaviour. Additionally, even if video games might create violent thoughts, according to researchers there is no reason for these thoughts to display themselves in action more than the aggressive thoughts caused by frustration in non-violent video games, or by the fast pace of action films (rather than their content). The small number of people who would be affected by such aggressive thoughts are people who probably already are habitually violent.
I think it does

In my opinion violent video games do cause crime because I have heard news that there was a guy that was playing Call of Duty Modern Warfare 2 and he ran away from home. It was caused because he was playing Call of Duty when he was on Xbox live. He was missing for 2 weeks and his parents didn’t check up on him or cared about him. 2 weeks later they found the child dead in the forest. But I do think that it only accrues to different types of children. So I do think that violent video game cause crime.
Youths are impressionable

Young people are influenced by everything and have less experience so a violent video game with no consequences could have adverse affects on their actions in real life. For instance gta (grand theft auto) in 1999 columbine young kids were influenced by guns and knives there were two young boys shot over 10 kids in the cafatirea and then shot them selves.Even though some people have enough power to just play the game some people like to follow and become like the characters.
IDK

I think there are a bunch of already existing debates on this. They basically mention Columbine, soldiers with mental problems and some hormone released while playing games that makes people more aggressive social recluses. Countered by video games require intelligence, give kids a reason to hang out (most have at least two consoles) and how cases of extreme violence are rare but can be attributed to other factors that reportedly instigate violence as well. [[https://debatewise.org/debates/320-violent-video-games-music-and-films-are-resulting-in-an-increase-of-violent-behaviour-and-crimes-in-the-real-world]] [[https://debatewise.org/debates/872-are-video-games-promoting-violence]] [[https://debatewise.org/debates/1322-does-mobile-innovations-negatively-affect-young-people]] Obviously gamers and video game producers, support their proliferation, they're addicts and money-makers: Please cite unbiased sources next time.
Columbine

"Games teach one the patience and buffoonery of loss. You learn that you win some and you lose some. And that at the end of the day it is just/only a game. Columbine was tragic but an example of a few abnormal occurrences. To stop eating because somebody choked on a meal and died, is not logical" [[https://debatewise.org/debates/1322-does-mobile-innovations-negatively-affect-young-people#point_6470_headline]] Addiction to anything is detrimental to one's health and being. It's not exposure to violence but overexposure, period. You have too much to drink, you will have liver problems. Too much sugar will give you diabetes. Too much fruit/vegetables will give you vitaminosis... And who can put it better than Ginny? Video games, arouse the carnal instinct to fight,grow and reach to a place beyond yourself that you would never, otherwise have had the rage to reach out for, let alone get in finale. [[http://www.youtube.com/watch?v=6YRCrh92wnc&feature=related]]
The violence in games isn't represented negatively, but instead shown to be rewarded

Crimes committed in games like 'Grand Theft Auto IV' are rewarded by monetary gain. On many occasions, the greater the crime committed, the more money is given out. Due to the way such violence is glamourised (murders accompanied by witty catchphrases etc) there is little to suggest that such actions are in any way criticised. In cases where individuals are not well-enough informed (or morally-minded) to see the ills of violent behaviour, games like this merely enforce their notion that it is an acceptable way to act.
the more you see killing, the higher possibility you are going to kill some one.

OK, this is an extremely weak argument. Just because you see killing dose not make it more likely to kill someone. I, an avid gamer, who plays many hours of games a week, and I hardly even feel the slightest incline to go out and even punch someone. It all depends on family history and how you have been effected by the people around you.Also it can depend on your mental condition
Both experimental and non-experimental research have shown that violent video games damage young people.

Both experimental and non-experimental research have shown that violent video games damage young people playing them in both the short and long term, leading to criminal and anti-social behaviour. Exposure to violent video games causes aggressive thoughts and feelings. It also creates unwanted psychological arousal and belief in a ‘scary world’, especially among young children. This is particularly significant as video game graphics develop to become ever more realistic. The effects of violent video games are even worse than those of films and TV because of the interactive element that exists in video games. In addition, most video games are played alone, whereas cinema and television are usually a social experience, allowing social pressures to filter the experience of violence upon the viewer.
Rate of violence has been steadily dropping as violent games are being released

This website (http://www.ojp.usdoj.gov/bjs/glance/tables/viortrdtab.htm) shows a steady decrease in violence from 1973 to 2005 in the United States. Surely if violent games were the basis of violent crimes, the numbers would have increased? If other factors were present when violence went down, then it stands to reason that the same factors would be there when violence went up. They didn't just disappear.
Gun/knife Crime

A point has been made that violence has always existed, that it is human nature. The producers of big money media are just realising what an untapped area of the human psyche could be made profitable. Our interest in crime is why there are such games, music and films, NOT the other way round. Look at the army. When we've had speakers in school they always come across as being in the army is a good thing even on TV the adverts for being in the army. I wonder how many of the people who joined the army as a results of speakers or Tv would follow a video game There is no way that someone would walk out of their house after plying GTA and robbing a police car and running over people then the car blowing up after a certain amount of time. The chances are very minute. In addition, there doesn't necessarily have to be a link between the two. This is a case of potential correlation, not causality. Just because they are both climbing, you cannot logically say that they are related.
IDK

You never know. It all depends on the kid not the game. Here all all of my links for no: http://www.physorg.com/news5758.html http://www.pbs.org/kcts/videogamerevolution/impact/myths.html http://learningames.wordpress.com/2011/04/05/are-studies-related-to-video-games-and-violence-biased/ http://www.science20.com/news_releases/video_games_and_violence_are_studies_biased http://videogames.procon.org/ http://www.gamepolitics.com/2008/04/12/comparing-violent-crime-to-violent-game-releases http://videogames.procon.org/sourcefiles/Olson.pdf http://www.theesa.com/facts/violence.asp http://www.tamiu.edu/~cferguson/VideoGames.html http://www.geek.com/forums/topic/violent-video-games-do-not-cause-violent-people http://www.upgradereality.com/video-game-violence http://www.video-games-for-healthy-living.com/5-reasons-to-let-your-kids-play-video-games.html Well, there is hardly anyone else to comment on, considering that 90% of boys and 40% of girls have video games, not much of America is left. Also, look at your own studies before you call ours biased. And seriously, you cited this website? Where ANYONE can post? Fail.
Parents are responsible for raising their kids correctly.

The parents have a responsibility to their children, to help them understand the difference between fiction and the real world. It sounds like a simple distinction, but if not established the boundaries of acceptable behaviour break down, especially during puberty when there is an increased urge to perform risky behaviours. f parents dont look at the safety ratings of games, movies or the PA warning on CDs, then they are not being aa responsible adult. It is not the creators fault or the medias fault that the parent was lazy, ignorant and/or careless to buy something for their OWN child. Whos in the wrong? The media, or the parent neglecting whats right and wrong for their child?
Columbine

Two superior-minded grammar-correcting high-school students splayed bullets all over their classmates in a video-game style shootout. Disasters like Columbine resulting from gamer-competence are existential proof that video-games are a recipe for disaster. We are teaching our children to be violent by exposing their impressionable minds to dangerous graphic nonsense.Take away something you're addicted to and withdrawal symptoms occur. [[http://thelede.blogs.nytimes.com/2007/07/05/tieing-columbine-to-video-games/]] Most video games are not educational. Most video-games feed a natural blood-lust to select and destroy. Children are taught that winning is everything whatever the cost. Save/spare our children.[[https://debatewise.org/debates/1322-does-mobile-innovations-negatively-affect-young-people#point_6470_headline]]
Violent video games do not only affect individuals but also society as a whole.

Society has decided to embrace violent video games, which as a result are very profitable. These games are written for adults, rather than children, and the ratings system warns of any violent content. In a modern world, the role of protecting young people should lie with responsible parents who know their kids best and take an active interest in their leisure time, discouraging or barring them from unsuitable activities. In this case, there is not enough justification for governments to intervene in people's leisure time.
Before the video games were invented, there was no such things as war and homicides

Seriously look at World War 1 and 2. And look at countries that don't have video games like Somalia... Somalia have pirates, and no laws because everyone is killing each other in that shit country. BTW you should be worrying about countries where people that are able to buy guns in their store. Guns kill, video games don't! For some reason i can't make a nay point...
violent video games never put anyone in physical danger

violent video games never put anyone in physical or mental danger there harmless fun besides if parents didn't want there child playing violent video games they wouldn't get them in the first place you said yourself the problem is the parents. Stop blaming the media. I grew up plying said "violent" video games and watching "violent" movies and even wrestling. Listening to "violent" music. Im not a violent person, or an angry person. I was always told the difference between "entertainment" and "reality". The Root cause is the parnets lack of teahing. If you do not eliminate the root cause, you do not eliminate the problem.
Modern video games cannot be fairly compared to traditional childhood play.

Video games are a useful outlet for childhood aggression. Play violence has always been a natural part of growing up, especially for boys. In the past it was considered normal for young people to act out violent fantasies in harmless way, for example with toy guns in games of cops and robbers, cowboys and indians, war, pirates, etc. These games were often inspired by films, television or comic books and magazines, just as computer games commonly are today. Now that these traditional activities are frowned upon and 'enlightened' parents prevent children from having toy guns, aggressive play has simply moved indoors, on to the computer screen instead. Suppressing these natural instincts is not only pointless, it is probably more dangerous to remove yet another harmless outlet for aggression from the young.
No games influence their players

There's a difference between influence/effect and mind-control/indoctrination. Though the gap can be and is bridged all too easily and frequently. Studies have revealed [[http://arstechnica.com/science/news/2010/04/unreal-hormones-males-treat-games-as-social-competitions.ars]] [[http://www.killology.com/gitarticle.htm]] [[http://www.askdrsears.com/html/10/T101200.asp]] the dangers of hype hormones, the release of which is induced by viewing violence, too much exposure also desensitizes players to acts of violence, this can lead to mild to severe mental and physiological problems. [[http://www.impotence-guide.com/psychological-impotence.html]] [[http://www.patient.co.uk/health/Psychosomatic-Disorders.htm]] [[http://en.wikipedia.org/wiki/Placebo]] [[http://childrenshospitalblog.org/are-violent-games-more-damaging-for-children-with-a-central-auditory-processing-disorder/]] [[http://www.positivechoices.com/category/tags/violent-media-use]] [[http://www.healthmonitor.com/news/violent-media-can-desensitize-minds-young-males]] [[http://www.media-awareness.ca/english/issues/violence/effects_media_violence.cfm]] Violent game exposure causes, at the very least a bullying aggressive personality with a self-damaging hyper-competitive blood lust. The idea that mere 'influence' would make us 'experts' is questionable, at best. However, the adverse effects of violent media are known without doubt. Please read/watch 'Prozac nation' if you're still confused about a significant rise in mental problems among young people in parallel with the popularity of violent media and loosening censorship laws. [[http://www.imdb.com/title/tt0236640/]] [[http://www.youtube.com/watch?v=0QWM_Kni6l0]]
Withdrawal, lack of exercise(low endorphin release), loneliness etc etc

Think for a minute, and take a look at all of the online games and games that have multiplayer capability. In fact, take a look at these links: http://www.physorg.com/news5758.html http://www.pbs.org/kcts/videogamerevolution/impact/myths.html http://learningames.wordpress.com/2011/04/05/are-studies-related-to-video-games-and-violence-biased/ http://www.science20.com/news_releases/video_games_and_violence_are_studies_biased http://videogames.procon.org/ http://www.gamepolitics.com/2008/04/12/comparing-violent-crime-to-violent-game-releases http://videogames.procon.org/sourcefiles/Olson.pdf http://www.theesa.com/facts/violence.asp http://www.tamiu.edu/~cferguson/VideoGames.html http://www.geek.com/forums/topic/violent-video-games-do-not-cause-violent-people http://www.upgradereality.com/video-game-violence http://www.video-games-for-healthy-living.com/5-reasons-to-let-your-kids-play-video-games.htm Nadia999 If I had a child, I would let him/her play computer games as I believe it includes some important advantages also. There are some online strategy games which would help them think, plan and decide. For example Rush Hour or Reversi (Othello). In Rush Hour they need to find the obstacles and try to solve them one by one. If adults teach them to do the same in life, computers are a chance for us. They attrack our children's attention. I am an English Teacher and let my students do their homework on computer, I send them their homework as a text message. We cannot turn a blind eye to this fact: They love technology. We cannot seperate them from technology's innovations. The fact that these children became addicted means they were outcasts to begin with. Secondly, when I played video-games/Atari/Sega/play-station/X-box, I had people to play/compete with. Most games of this sort are competitive and do anything but isolate young ones. Getting the latest gaming console/device only 'adds' to a child's popularity. Technically this is a 'no point' and 'withdraw' is a yes point.This calls for a traditional game: 'swap' :P Competition is the core of a global capitalist society, if kids are not going to learn to adjust to and impose each other's superiority from video games, they'll learn from somewhere. Life is a repetitious infinitely looped struggle, the fights you fight today are the fights you fight tomorrow; sometimes you're up and sometime you're down. If video games are a mechanism that help young people cope with the Darwinism of our Hobbesian zeitgeist then good.
Kids can think for themselves, and parents refuse to step in.

Although the games may be impressionable among most youth, they can think for themselves. They know the difference between right and wrong. It's their actions afterward is what causes all of the violence. It's also a parents fault. They let the child become addicted to the game by not letting them get away from the game, thus getting them so addicted to the game that they most likely lose all trace of reality and think the game actually is reality! Everything is dangerous these days, and we do have a right to try and escape once in a while, but that doesn't mean that we can go so far deep into a fantasy world that we totally lose focus on what is real and what is fake. The games become so real that people think that it's how the world works, but it's not!!
I think it does

Wow like 90% of the kids play CoD. Have any of them become serial killers? After what i know serial killers haven't been playing much violent games, maybe if you don't play violent games you become violent? " In my opinion you become violent by drinking water. All the murders I ever heard about have been drinking water. " Pretty much the same logic... BTW in your story the kid haven't done anything wrong... But his parents that doesn't seem to have been playing violent games have ensured that their son died. If there weren't horrible at parenting the kid could still been alive and saved... Actually his parents are criminals that didn't report earlier and get their own son killed.
Incorrect scapegoat

We are focusing on the wrong aspects. The problem lies in the upbringing of the person who committed the crime whether it be in the home or in the community. Responsibility lies with parents - many people play these games and do not conduct themselves violently - the difference is in their upbringing. So do we live our ives thinking that bugs bunny exists? Parents really do need to not only explain to their kid the difference between entertainment and real life/ fake and reality, but they also need to pay attention to the labels that explain the appropriate age group to play it.
Violent video games do not only affect individuals but also society as a whole.

Violent video games do not only affect individuals but also society as a whole. The sole purpose of a player in these games is to be an aggressor. The heartlessness in these games and joy of killing innocent people create a desensitization and disinhibition to violence that can ultimately lead to a more violent society. They are also a very selfish, lonely form of entertainment which undermines the structure of an ordered, interdependent society.