"It's outrageous that a company like this would try to desensitize our children," Lynch said.I'm not positive, but I'm pretty sure their goal is to sell games and make money, not desensitize our children. Which brings up another feature I enjoyed about this article.
"It's like ghetto-ish, I like that," said Bronx seventh-grader Jesus Martinez, 13.
Brooklyn seventh-grader Nashalie Ledesma said she would try the game "just for the fun of it, to see how it is, explore the violence."
"It's just a game," said Ledesma, 12. "It's not like I'm gonna do it in real life. I don't have the guts to do it."
I really don't think the opinions of some preteens needs to be added to this article. They just really don't matter. They don't even matter in the calculation of how many games get sold, at least they shouldn't. This game is rated M for mature, which means it's the equivalent of an R rating. Would you ask a 12 year-old if he thought Apocalypse Now is worth seeing? I hope not.
Also, can we get past the whole shock value thing here. Just because it's pushing the bundaries of decency, doesn't make it a good game (ditto for movies). There are a lot of FPS (first person shooter) games out there, but there's only one Half-Life 2.
On a more positive side: I came across this article. It's all about how scientists have study the effects of gaming on the brain and have discovered that it's actually beneficial.
Gee's studies show that players learn pattern recognition from puzzles and enemies or bosses; they learn system thinking, i.e. they learn how a game is structured, or how an enemy is attacking, or how to solve logic or physical puzzles. They even learn patience.
See, so go let your kids play videogames, just be mindful of what they're playing.