F5F Stay Refreshed Software PC Gaming Rules about age limits for games are confusing...society seems off!

Rules about age limits for games are confusing...society seems off!

Rules about age limits for games are confusing...society seems off!

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jellyThePro
Member
105
06-22-2016, 03:34 PM
#21
Setting age limits in media isn’t mainly about the intensity of violence or language. It stems from young people’s limited ability to understand and evaluate such content. There’s a lot of information available, but some is poorly organized—please forgive any oversight. For someone around 20, there are important lessons in written form. Let’s consider three age categories: 5, 10, and 15 years old.

A five-year-old has a broad imagination and is usually well-guarded by parents and community members. Why? Because they tend to accept whatever they see or hear as factual. Allowing them exposure to mature material could normalize harmful behaviors like violence or aggression. If given the chance, they might adopt such attitudes. Children who have experienced war zones or harsh environments often carry lasting emotional scars—constant nightmares, mistrust of authority figures, and difficulty distinguishing reality from fiction.

Adults, on the other hand, understand that games are often fictional. For children, this distinction is still developing. At ten years old, you begin to doubt the truthfulness of stories—like not believing in Santa Claus. This makes them more open to mature content. A 12-year-old might handle games rated for older teens better, though it’s still important to avoid overly graphic violence. I personally played GTA at age ten; my younger brother was seven. Looking back, we shouldn’t have permitted those games. However, since we’d already played Worms, I think my parents were okay with it. The key is whether someone is open to content that shows extreme brutality or horror elements.

For individuals who enjoy horror or mind-bending experiences, restrictions may not be effective. I once played HL1 at twelve and experienced nightmares afterward. Ultimately, it depends on the person. I prefer games without graphic violence or intense horror. The main concern is whether restrictions are necessary to protect young minds, and if so, they should be guided by parents, teachers, or others.
J
jellyThePro
06-22-2016, 03:34 PM #21

Setting age limits in media isn’t mainly about the intensity of violence or language. It stems from young people’s limited ability to understand and evaluate such content. There’s a lot of information available, but some is poorly organized—please forgive any oversight. For someone around 20, there are important lessons in written form. Let’s consider three age categories: 5, 10, and 15 years old.

A five-year-old has a broad imagination and is usually well-guarded by parents and community members. Why? Because they tend to accept whatever they see or hear as factual. Allowing them exposure to mature material could normalize harmful behaviors like violence or aggression. If given the chance, they might adopt such attitudes. Children who have experienced war zones or harsh environments often carry lasting emotional scars—constant nightmares, mistrust of authority figures, and difficulty distinguishing reality from fiction.

Adults, on the other hand, understand that games are often fictional. For children, this distinction is still developing. At ten years old, you begin to doubt the truthfulness of stories—like not believing in Santa Claus. This makes them more open to mature content. A 12-year-old might handle games rated for older teens better, though it’s still important to avoid overly graphic violence. I personally played GTA at age ten; my younger brother was seven. Looking back, we shouldn’t have permitted those games. However, since we’d already played Worms, I think my parents were okay with it. The key is whether someone is open to content that shows extreme brutality or horror elements.

For individuals who enjoy horror or mind-bending experiences, restrictions may not be effective. I once played HL1 at twelve and experienced nightmares afterward. Ultimately, it depends on the person. I prefer games without graphic violence or intense horror. The main concern is whether restrictions are necessary to protect young minds, and if so, they should be guided by parents, teachers, or others.

F
fiona12
Member
139
06-30-2016, 07:01 AM
#22
Surprised by this situation. Even among university students, having a smoker around can spark some to try smoking themselves. We're discussing 18+ individuals here. If even adults are swayed by their peers or friends, then it's clear that kids following the wrong crowd will likely end up doing what they see others do. Many of my friends didn't smoke initially, but being with smokers made them start. It wasn't because of a game like GTA V, but possibly because it encouraged more aggressive behavior. Still, if you're surrounded by delinquent friends, you might join in. I agree, but the 15-year-old group has really grown younger—like a COD club full of kids. Protecting a 10-11 year old from Call of Duty is tough; they can easily meet up with friends and play games. With kids accessing computers or hanging out at homes, you lose control over their activities. From age 12 onward, the teenage years stretch up to around 18, and depending on friends and moods, things can quickly spiral out of control—such as playing games in the library.
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fiona12
06-30-2016, 07:01 AM #22

Surprised by this situation. Even among university students, having a smoker around can spark some to try smoking themselves. We're discussing 18+ individuals here. If even adults are swayed by their peers or friends, then it's clear that kids following the wrong crowd will likely end up doing what they see others do. Many of my friends didn't smoke initially, but being with smokers made them start. It wasn't because of a game like GTA V, but possibly because it encouraged more aggressive behavior. Still, if you're surrounded by delinquent friends, you might join in. I agree, but the 15-year-old group has really grown younger—like a COD club full of kids. Protecting a 10-11 year old from Call of Duty is tough; they can easily meet up with friends and play games. With kids accessing computers or hanging out at homes, you lose control over their activities. From age 12 onward, the teenage years stretch up to around 18, and depending on friends and moods, things can quickly spiral out of control—such as playing games in the library.

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frankenado
Member
60
06-30-2016, 08:44 AM
#23
Similar locations would likely follow a different educational approach and monitoring system. Unless "friends" are significantly older, they too have guardians responsible for supervision. The same applies to public spaces where such activities occur. Are librarians accountable for the content they supply to minors? Yes, there are often scenarios where parents or others aren't present, yet rated games remain available. That’s not the focus here. We’re addressing whether ratings and oversight matter. Having supervision or not doesn’t alter the idea that restrictions and ratings serve as important guidelines. If we shouldn’t block minors from certain content, then it’s up to parents to recognize what they might encounter. In short, those of us who grew up in the 80s and beyond will be more aware of these boundaries and their significance.
F
frankenado
06-30-2016, 08:44 AM #23

Similar locations would likely follow a different educational approach and monitoring system. Unless "friends" are significantly older, they too have guardians responsible for supervision. The same applies to public spaces where such activities occur. Are librarians accountable for the content they supply to minors? Yes, there are often scenarios where parents or others aren't present, yet rated games remain available. That’s not the focus here. We’re addressing whether ratings and oversight matter. Having supervision or not doesn’t alter the idea that restrictions and ratings serve as important guidelines. If we shouldn’t block minors from certain content, then it’s up to parents to recognize what they might encounter. In short, those of us who grew up in the 80s and beyond will be more aware of these boundaries and their significance.

M
MaddiBlake
Member
241
07-01-2016, 01:32 PM
#24
I had some thoughts about the game "Soldier of Fortune." It came out when I was in high school, and I found a genuine copy on eBay. At that time, it was known for its intense and explicit violence. I really enjoyed scenes like cutting off body parts with a machete, blowing holes with a shotgun, and confronting someone who was clearly in trouble. The game had some repetitive storytelling that became less believable later, but it was entertaining at the time. If I could raise a child, would I allow them to play it? Probably not if they started bragging about violent acts online. It made me think about how we should understand discrimination before making such judgments.
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MaddiBlake
07-01-2016, 01:32 PM #24

I had some thoughts about the game "Soldier of Fortune." It came out when I was in high school, and I found a genuine copy on eBay. At that time, it was known for its intense and explicit violence. I really enjoyed scenes like cutting off body parts with a machete, blowing holes with a shotgun, and confronting someone who was clearly in trouble. The game had some repetitive storytelling that became less believable later, but it was entertaining at the time. If I could raise a child, would I allow them to play it? Probably not if they started bragging about violent acts online. It made me think about how we should understand discrimination before making such judgments.

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