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Anderson
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http://xnxxbeeg.in.net/ www.xnxx.com They do, as he's explained, you've misunderstood. I think your reasoning is that because there has been a decrease in crime rates games don't affect violence or aggression. But then that would indicate that you haven't thought about it enough if I'm honest. You're missing the other variables. Increased alcohol rates and depression could be in part affected, or maybe all the statistics that don't get reported… like how angry the average gamer is underneath, but myriad other factors stop them from committing criminal acts. I understand you think that it literally means 'see criminal violence, do criminal violence = crime statistics rise' but in actual fact, the best place for you to look is comment boxes. If you pop over to Gamespot right now you will see something interesting, a 9/10 review of the game with thousands of seemingly hilarious comments that aren't actually hilarious at all. They include threats, personal attacks a whole swathe of different sorts of cyber-bullying. All because someone didn't give the neat new toy all the kids are playing a perfect score (many other reviews have given it much less, aside from the winning 10's) – this is not evidence, as much as your crime statistics aren't. We're in comment boxes, and you're using the name 'Frobnoid' to represent yourself. Gamers trawling around the new unliking comments that disagree with them and liking ones that don't; I imagine there is a lot of aggression underlying the choice to do that and to take the time out of the day and the precious little time we're afforded on this earth… all over reviews and what is now called discourse on consumable media. Yes you can hashtag #firstworldproblems or #embarrassinggamers or all of those other things floating around but in truth it's just kind of sad.
Posted on Sat, Oct 5, 9:26 pm
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