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Comment Re:Because stealing cars and murdering people is f (Score 1) 22

"My New Moral Panic is righteous but your Old Moral Panic is not."

Social Media Pros:
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Social Connection & Social Support
Many teens report social connection and support as a benefit of social media.
        Around 74% of teens aged 13-17 reported that social media made them feel more connected to their friends.
        Many teens report that they use social media to establish new friendships or romantic relationships. Teens also use social media to maintain existing relationships, with close friends, acquaintances, and family members.
        A large review of many research studies found that teens use social media to seek social support, and that those with high levels of online social support also reported high levels of self-esteem.
        Further, social media and the Internet can be used a safe space to gain social support, particularly for those who do not have offline support. Many report that they can use social media to connect with others who share their identities.

Identity, Self-Expression, Self-Affirmation, and Community Support
Adolescents commonly use social media for emotional self-expression, to express their opinions, and for self-discovery. Girls often report benefits of social media related to self-expression; in particular, around 71-72% of adolescent girls of color who use TikTok and Instagram report that they see content that is identity-affirming to their race at least monthly.

An experimental study found that looking at their own social media profiles helped young adults to understand themselves, boosting their self-esteem. Teens also say sharing personal thoughts online helps them express their feelings.

Social media can be used as a safe space to gain social support, learn through each other’s stories and find validation through shared experiences. Further, teens who participate in online fandom communities emphasized how they could use the communities safely and anonymously if desired, they could explore, experiment, or discover themselves in an authentic way, and they reported self-acceptance when using the communities.

Interest-Driven Exploration & Information-Seeking
Teens, as they develop more independence, can pursue new ideas and hobbies online or follow educational, health-related, or inspirational accounts.

Up to 47% of girls aged 13-15 reported using social media to learn or discover new things to explore their interests (Common Sense Media, 2021). Teens and young adults commonly use social media to seek out information, often related to schoolwork, and use search engines and social media to find health advice.

Empowerment / Civic Engagement / Social Activism
Teens can use social media to learn more about causes they care about, engage in activism and connect with communities on and offline. Many teens report that they use social media to learn about different points of view, show support for social or political causes, and take action via social media on issues they care about.

One study of young people from Hong Kong found that those who used social media creatively (eg, creating videos or music, sharing a personal blog) were more likely to express and engage in politics, both online and offline. Another study of teens aged 13-17 found that the more teens used Instagram, TikTok, Facebook and X (formerly Twitter) the more likely they were to be interested and engaged in politics.
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Video Games Cons:
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Con 1: Violent video games increase the likelihood of violence in kids and teens predisposed to or already exhibiting anger and aggression.

While playing violent video games does not cause kids and teens to become violent, playing the games can trigger someone predisposed to violent behavior.

As psychologist Lisa Damour explains, “if we think about kids sort of arraying themselves on a range of how violent they are, [then] violent video games are going to move your kid up a notch. And so what it means is, if your kid is prone to express anger through violence, playing [violent] video games is going to increase the likelihood they’ll do that.” [31]

The American Psychological Association confirms “there is a small, reliable association between violent video game use and aggressive outcomes, such as yelling and pushing.” Even if this behavior isn’t outright violent, it is still behavior that society should want to prevent and which kids and teens should avoid. [32]

Furthermore, kids and teens can be exposed to bullying, racism, homophobia, and misogyny in violent video games, as well as unscrupulous and predatory advertising. Teens who play video games report that they “have been harassed or bullied” (43 percent), “have been called an offensive name” (41 percent), “have been physically threatened” (12 percent), and “have been sent unwanted sexually explicit things,” according to a 2024 Pew Research poll. [21] [26]

Our children’s games should not involve and reenforce the same harmful experiences kids are experiencing in real life and which parents and schools diligently try to protect them from.

Con 2: Video games are addictive and addiction can lead to mental health issues.

Video games may be an outlet for releasing, feeling, and regulating emotions, but they can be highly addictive, and youth can be highly susceptible to them. As science shows, the brains of kids and teens are still in development, especially the prefrontal cortex that enables them to make reasonable decisions. Many kids and teens are simply not mature enough, physically and socially, to curb and control their gaming habits, especially games that tantalize them with violence and sex. Even adults, who should know better, can have trouble resisting an addiction to gaming. [44]

In fact, the World Health Organization (WHO) has defined video game addiction as a disorder and included it in the International Classification of Diseases 11th Revision (ICD-11). Called “gaming disorder,” the WHO says it is “characterized by impaired control over gaming, increasing priority given to gaming over other activities to the extent that gaming takes precedence over other interests and daily activities, and continuation or escalation of gaming despite the occurrence of negative consequences.” [33]

According to recent reports, 1 in 10 gamers exhibit addictive behaviors and 8.5 percent of gamers aged 8 to 18 are outright addicted to video games. As a Stanford University study concludes, “video game addiction [is] a serious threat to the mental health, growth, and development of many adolescents afflicted by it.”[24] [43]

“Playing a video game, much like many other addictive substances or behaviors, suppress our amygdala and our limbic system,” says Dr. Alok Kanojia, co-founder of Healthy Gamer. “These are the parts of our brain that experience negative emotions. What we see with unhealthy gaming is a cycle . . . let’s say I’m being bullied at school, let’s say I’m not doing great in my classes, so how do I manage those negative emotions? I’m going to shut them off through video gaming. And then this creates a vicious cycle.” So instead of regulating and dealing with emotions, video games can be used to suppress and ignore them.[34]

Another potentially vicious cycle: kids and teens who have social anxiety may be attracted to video games because the games do not require social interaction and, conversely, video games may cause social anxiety in players by virtually eliminating real-world social interaction: the lack of face-to-face interactions while playing video games can exacerbate social anxiety in both groups. Plus, playing video games can disrupt sleep patterns and cause depression. [35]

Con 3: Kids and teens need more outside play and in-person socializing than more solitary time in front of a digital screen.

Most kids who use screens (including computers, phones, tablets, and TVs) have similar social skills to kids with little to no screen exposure. However, there is one significant difference. According to a University of Chicago study, “social skills are lower for children who access online gaming and social networking many times a day” have lower social skills. [36]

The solution is simple: get kids and teens outside.

“Unlike sitting in front of the television, where there’s a lot of stimulation coming at you, nature has a different way of grabbing your attention. It’s not as overwhelming,” explains Merideth Gattis, professor at Cardiff University. [37]

“We’re nicer in nature,” explains Lisa Nisbet, an associate professor of psychology at Trent University. “Nature affects our well-being and our happiness. So, if we feel happier when we’re in nature, then we’re more likely to get along better with others. It makes sense that, because of those positive effects, spending time in nature would improve communication between people as well.” [37]

Furthermore, being outside allows kids and teens time to interact with their peers and other age groups. Kids and teens who don’t have these opportunities can suffer from delayed development in communication skills, emotional intelligence, and conflict resolution. As a result, they may have difficulty in school because they are uncomfortable speaking to their peers and teachers in person. [38]

Con 4: No healthy society should purposely expose its kids and teens to violence, real or virtual.

Just as we try to protect kids and teens from dangerous toys, unhealthy foods, and life-threatening situations, we should protect them from all forms of violence, including virtual.

“This isn’t about making our media free of violence. It’s about being aware of the effect that violence can have on our children and doing everything we can to make that effect as small as possible. Because nothing — no news update, no popular movie, or any video game — will ever be as important as our children,” explains pediatrician Claire McCarthy. [39]"

https://www.britannica.com/procon/video-games-debate

However, contrary to that idea, American society introduces violence to its kids and teens on a nearly daily basis. “Television programs, video and computer games, Internet content, and movies frequently show graphic acts of violence. When children view this content, it can affect them just as much as if [it were] a ‘real life’ experience,” explains the American Academy of Pediatrics. “By the time children reach middle school, they may have watched as many as 8,000 murders and 100,000 other acts of virtual violence through the media.​” [40]

Exposing kids and teens to games featuring acts of violence—from acts of bullying to outright murder and rape—is morally depraved in an obvious way. We don’t need an academic study to prove this.

“There can be no keener revelation of a society’s soul than the way in which it treats its children,” according to the late Nelson Mandela. Thus, by exposing kids and teens to violence in video games and other media, we are endangering our country’s future and the very fabric of our society. [41]

As the American Academy of Pediatrics concludes, “children’s exposure to violence is an issue that touches everyone—an American tragedy that scars children and threatens the safety of communities.” [40]

Comment Because stealing cars and murdering people is fine (Score 1, Insightful) 22

So now we don't want anyone to watch videos of people dancing and putting on makeup, but spending hours playing GTA 6, stealing cars and murdering people, is fine ?

"Doomscrolling" is just the latest thing people want to stop, because, erm, it's bad, mmmkay.

Whether Woke or Red Scare or Missile Gap or BLM or The Internet or Drugs or Fake Nudes or Doomscrolling. People need to look beyond the latest fad of things to be angry about.
Think for your fucking selves.

Comment Tweaks, Fearmongering and Hype instead of Progress (Score 1) 19

All these tweakments, "our AI is too dangerous to release" and the rolling "all jobs gone in six months" hype is further proof that LLM AIs are plateauing and simple improvements in intelligence are no longer enough to make the upgrade worth it.

Meanwhile local-only models running on (still) cheap hardware are continually improving and many only use ChatGPT for convenience.

The IPO-before-bust window is closing and decent people around the world will rejoice when Dirty Sam Altman misses it.

Comment "Don't open Pandora's Box !" "Ah..." (Score 1) 106

"Don't open Pandora's Box !"

Telling people not to do it is not going to stop someone, somewhere doing it.
And I don't think governments can physically stop them even if they want to stop them.

I genuinely fear that humanity's only hope for survival is that LLM AIs plateaus before AGI.
I think they will.

That doesn't mean another type of AI will not reach AGI and destroy us all.

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