@lassu said:
Has there actually ever been any evidence about the (positive) effects of trigger warnings? I did a quick google search and found respectable sources saying that exposure is actually a more powerful tool of overcoming traumas and depression than avoidance as the latter will only reinforce a feeling of helplessness.
I'm all for empathy, but I honestly think there's a big difference between empathizing and trying to make stories predictable and 'safe' for, what we assume, everyone. As far as I can see, the developers actually empathized by not only warding off minors from their website, but also including telephone numbers of suicide prevention lines from different countries, and I hope they won't prevent themselves in the future from including events in the game that they deem necessary for the story.
Yeah, but a person should make a conscious choice of facing traumas and depression, and not be force fed in his/hobbie unknowingly. As all good that can come from facing such a trauma unknowingly, it will also hurt a person profoundly, if a person is sensible to themes the game dabbles on, especially if the intention of the developers is to shock. If it shocks a normal person, imagine a person who is susceptible to the themes. This is more than an unconvenience to such individuals.
And I'm not against creativity, or dealing with heavy issues. I am just for descriptors and warnings that could tell the consumer a bit of what he is getting into, instead of letting it play out, and leaving the player sort his own feelings afterwards, by himself.
@adequatelyprepared said:
No. Media is media, and you partake in it of your own volition. There are also plenty of resources to help you out if there are specific things that trigger you/set you off when on screen. You can even ask a friend who you know doesn't care about the story to skim through a synopsis/Wikipedia article and tell you of anything without spoiling the narrative. Developers/publishers should not be held accountable for this kind of stuff, especially considering the very wide spectrum of things that people can get upset over.
I feel as though that negative feelings/emotions/themes are just as important as the positive counterparts when it comes to introspection. Birdman, for instance, didn't exactly have the happiest ending in the world, but it did provide some serious food for thought. You are doing yourself a disservice if all you expose yourself to is what you deem to be safe content, though I do understand that triggers/PTSD is a very real thing.
Edit: Another recent example I'd state of a game that used a very shocking ending is Hotline Miami 2.Had the nature of the ending been issued as a trigger warning, it would have completely the impact out of the final scene.
Yeah, because I'm going to ask a friend to check the content of every game I want to play to see if it's safe for me. That is really a viable solution. Sincerely, it feels like a shoehorned solution by someone that doesn't want to have their hobbie changed imperceptibly, to take into account the problems of a section of gamers. There are games that have those same warnings I talk. Games like Resident Evil 0-3. How has seeing those disclaimers inconvenienced you?
Like you said triggers and PTSD are very real, and like that there are other themes that shock a normal person, who isn't susceptible to them in the first place. Things like rape, extreme sexual behaviour, extreme violence, self-harm, and its extremity, suicide, or even liberties taken with religion. There is little ambiguity about what shocks the population in general, and there should be warnings about it, in media.
Well a person shouldn't have to face issues he doesn't want in media, in the entertainment he consumes, as a distraction. I personally don't look in entertainment to face the issues, I face when I deal with real life. I look for a safer experience. Because there would be little reason to distract myself if it would only be to provoke the same kind of distress I find myself in real life. The function of entertainment is to entertain, not to problematize the consumer. Although I do appreciate content that does so, but I, the consumer, should be made aware of what I'm getting into, before seeing it fully realized on screen, and having to deal with it.
Man, disclaimers is something that flashes for five seconds in the beggining of a game, and descriptives are something that every game has. And how much does they spoil to you nowadays? Personally I don't remember the descriptives when I play a game, and I'm experiencing it. Are you thinking about them when you are deep in a firefight, or watching a cutscene? Unless you are susceptible to the themes, you probably won't care about them, unless you want to.
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