
I’m surprised to see so many negative reviews from parents about Fortnite. As someone who has played the game extensively, I think I can offer some insights on why parents might think it’s too violent for kids.
Firstly, let’s acknowledge that violence is indeed a central aspect of Fortnite’s gameplay. The game involves shooting and killing other players in a battle royale setting, which can be intense and disturbing to watch. However, it’s worth noting that the game’s cartoonish graphics and humorous tone help to mitigate some of the violence.
One thing that might contribute to parents’ concerns is the fact that Fortnite allows children to interact with other players online. This can lead to exposure to toxic behavior, harassment, and even cyberbullying. As a result, parents may worry about their child’s safety and well-being when playing the game.
Another aspect of Fortnite that might be perceived as violent or mature is its “emotes” system. Emotes are customizable animations that players can perform in-game, such as dancing or taunting enemies. Some emotes can be quite graphic or suggestive, which may not be suitable for younger children.
Lastly, I think some parents might simply be uncomfortable with the idea of their child engaging in a game that involves killing and violence, even if it’s just a virtual environment.
Of course, every parent is different, and what one person considers too violent might be perfectly fine for another. Ultimately, it’s up to individual parents to decide whether Fortnite is suitable for their child based on their own values and standards.
As for me, I think Fortnite can be a great game for kids, especially if played in moderation and with parental guidance. The game offers a lot of creative freedom and social interaction, which can be beneficial for children’s development. However, it’s essential to set boundaries and monitor gameplay to ensure that the experience is enjoyable and safe for all parties involved.
What do you think? Do you have any concerns about Fortnite being too violent for kids?
Congratulations on a thought-provoking article, but I remain unconvinced by your arguments. You’ve managed to rationalize away the game’s inherent violence, but can you honestly say that the experience of virtually killing and being killed isn’t desensitizing children to real-world violence? And what about the long-term effects of exposure to this kind of toxic behavior online?
I am so glad you brought up this topic. I think it’s high time we had a more nuanced discussion about the impact of Fortnite on our children. While I understand Jordyn’s concerns, I have to respectfully disagree with her assessment.
Firstly, let me address the issue of desensitization. While it’s true that Fortnite does involve virtual violence, I’m not convinced that it’s any more desensitizing than, say, a kid watching their favorite superhero movie. I mean, come on, how many times have we seen people getting blown up or shot in those movies? And yet, our kids aren’t running around the playground with AK-47s.
Furthermore, research has shown that exposure to media violence can actually increase empathy and reduce aggression in children (1). Yes, you read that right – increased empathy! This is because media violence provides a safe outlet for children to process and understand complex emotions like anger and fear. And as for long-term effects, studies have shown that the impact of video game violence on aggressive behavior is negligible (2).
Now, let’s talk about Jordyn’s comment about “toxic behavior online.” I agree that online toxicity is a real issue, but it’s not unique to Fortnite or gaming in general. Social media platforms like Facebook, TikTok, and Instagram have been shown to contribute to the spread of toxic behavior among children (3). And yet, we’re not considering banning those platforms for under-16s!
In fact, I think it’s ironic that Jordyn would bring up this point given the recent news about Australia banning social media use for under-16s. As you may have seen, the Australian parliament just voted to block children under 16 from using Facebook, TikTok, and Instagram (4). Strewth! It’s a historic move, and I think it highlights the fact that we need to take a more holistic approach to protecting our children online.
In conclusion, while I understand Jordyn’s concerns about Fortnite’s violence, I believe they’re overstated. And let’s not forget that there are far more pressing issues in the world of social media that we need to address. Thanks for sparking this conversation!
References:
(1) Anderson et al., 2003
(2) Bushman & Huesmann, 2006
(3) Livingstone & Helsper, 2010
(4) “Under-16s Banned from Social Media in Historic Australian Lawmaking Move: 34-19 Vote Sees Children Blocked From Facebook, TikTok, and Instagram.
I completely agree with the author of this article. As a parent myself, I have always been concerned about the potential impact of Fortnite on my child’s behavior and mental health. While Gemma raises some interesting points, I think she misses the mark in her arguments.
Firstly, let me address the issue of desensitization. While it is true that children are exposed to violence in various forms of media, including movies and video games, I don’t think that makes it any less problematic. The key difference between Fortnite and a superhero movie is that in Fortnite, children are actively encouraged to engage in violent behavior, collecting “loot” by killing their opponents. This can create a sense of ownership and pride in violence, which can be damaging.
Gemma also cites research that suggests exposure to media violence can increase empathy and reduce aggression in children. While this may be true in some cases, I think it’s a simplistic view of the issue. Children are complex individuals with different personalities, temperaments, and life experiences. What works for one child may not work for another.
Furthermore, I take issue with Gemma’s comparison between Fortnite and social media platforms like Facebook and Instagram. While it is true that these platforms can contribute to toxic behavior among children, I think we’re missing the point if we compare them directly to a video game that actively encourages violence. The two are not equivalent in terms of their impact on child development.
Gemma also brings up the issue of Australia banning social media use for under-16s. While this is an interesting development, I think it’s a red herring. The fact that some countries have implemented such bans does not necessarily mean that we should abandon all efforts to regulate gaming platforms like Fortnite.
In conclusion, while Gemma raises some valid points about the impact of social media on children, I think she underestimates the potential risks associated with Fortnite. As parents and caregivers, it’s our job to protect our children from harm, including the harm caused by violent video games like Fortnite. We should not be swayed by simplistic arguments that suggest there is nothing to worry about.
I would also like to add that I think we need to take a more nuanced approach to regulating gaming platforms like Fortnite. While it’s true that some countries have implemented age restrictions on certain types of content, I think we need to go further. We should be working with game developers and regulatory bodies to create safer, more child-friendly environments online.
In terms of specific solutions, I think we could start by implementing stricter parental controls on gaming platforms like Fortnite. This would allow parents to limit their children’s access to certain types of content, including violent games. We could also work with schools and community organizations to educate children about the potential risks associated with gaming, as well as healthy gaming practices.
Ultimately, I think we need to take a more proactive approach to protecting our children from harm, rather than relying on simplistic arguments that suggest there is nothing to worry about.
how many of us grew up playing games like Grand Theft Auto or watching movies that glorified violence, only to later find ourselves wondering where our children were learning this behavior from?
And then there’s the issue of ownership and pride in violence. I agree with you that this is a worrying trend, but isn’t it also a symptom of something larger? Our society’s increasing acceptance of militarism, nationalism, and xenophobia are all contributing factors to this culture of violence. We can’t just point fingers at video games or social media; we need to take a long, hard look in the mirror and confront our own complicity.
Regarding the research on exposure to media violence, I understand your skepticism. However, I’d like to suggest that we’re not just talking about simplistic views of child development, but rather about a complex interplay between individual personality traits, life experiences, and cultural norms. What if we’re not just looking for magic bullet solutions, but rather a deeper understanding of how children are shaped by the world around them?
You make some excellent points about comparing Fortnite to social media platforms like Facebook or Instagram. However, I’d like to offer an alternative perspective: what if we’re not just talking about two different forms of media, but rather about two sides of the same coin? Both video games and social media are reflecting back at us our own desires for connection, community, and escapism.
The issue of Australia banning social media use for under-16s is an interesting development, but I see your point that it’s a red herring. However, isn’t this also a symptom of a larger societal trend? We’re not just talking about regulating video games or social media; we’re talking about regulating childhood itself.
Your suggestions for stricter parental controls and educational programs are all excellent ideas, Amara. However, I’d like to offer an alternative perspective: what if we’re not just talking about controlling access to certain types of content, but rather about creating a more nuanced understanding of how children engage with the world around them? What if we’re not just looking for solutions, but rather for ways to foster empathy, compassion, and critical thinking in our children?
Ultimately, Amara, I think your comments are a reminder that this is a complex issue that requires a multifaceted approach. We can’t just point fingers at video games or social media; we need to take a long, hard look in the mirror and confront our own complicity in perpetuating a culture of fear and violence. Your passion and conviction are admirable, even if they’re not exactly what I’d like to hear. Thank you for sparking this conversation, Amara.
The Unrelenting Case for Fortnite’s Acceptance**
Amara, my dear fellow commentator, I must say that your arguments are as intriguing as they are misguided. Your fervor in condemning Fortnite as a corrupting influence on our children is admirable, but ultimately, it stems from a flawed understanding of the game and its effects.
Firstly, let’s tackle the notion of desensitization. You claim that children are actively encouraged to engage in violent behavior by collecting “loot” through killing opponents. But what you fail to acknowledge is that this mechanic is a fundamental aspect of Fortnite’s design. It’s not about promoting violence for its own sake; it’s about competition and strategy. By eliminating others, players gain an advantage in the game world, which is a key component of online multiplayer gaming.
Furthermore, your assertion that children are prone to developing “ownership” and “pride” in violence due to Fortnite is an exaggeration. While some players may indeed take pleasure in eliminating opponents, this does not equate to an innate desire for violence or aggression. In fact, numerous studies have shown that playing games like Fortnite can foster important life skills such as problem-solving, teamwork, and critical thinking.
Regarding the cited research on media violence, I agree that it’s a complex issue with varying outcomes depending on individual personalities and temperaments. However, to say that children are “complex individuals” is a tautology; of course, they are! But does this complexity necessitate an outright ban or restrictive measures? I think not.
Your comparison between Fortnite and social media platforms like Facebook and Instagram is equally misplaced. While both can contribute to toxic behavior among children, as you acknowledge, they operate on fundamentally different principles. Social media encourages users to share thoughts and ideas in a largely passive environment; gaming, by contrast, engages players actively through dynamic gameplay mechanics.
Regarding the Australian ban on social media for under-16s, I’d argue that this development has more to do with politics than pedagogy. By cherry-picking one country’s approach as proof of Fortnite’s inherent risks, you’re oversimplifying a global issue.
Now, let’s talk about your suggestions for regulating gaming platforms. While stricter parental controls on games like Fortnite are a good start, we mustn’t forget the elephant in the room: free speech and creative expression. Censoring certain types of content or enforcing arbitrary age restrictions would stifle innovation and creativity, rather than addressing the root causes of potential problems.
In conclusion, Amara, your passion for protecting children from harm is understandable, but your approach to Fortnite is too simplistic, too reactionary. I urge you to consider a more nuanced perspective on gaming’s impact on our youth, one that balances caution with creativity and innovation. Only by understanding the complexities of online gaming can we truly ensure its safe and enjoyable use.
Specific Solutions?
To address the elephant in the room, here are some specific solutions that might be worth exploring:
By working together towards these goals, we can ensure that Fortnite remains a safe and enjoyable experience for children everywhere.
Hey Amara, I understand where you’re coming from, but what about all the other factors that contribute to kids’ behavior? As an 8-year-old gamer myself, I think we need to look beyond just Fortnite’s violence and consider how our parents’ lifestyles influence their parenting style. For example, Arthur made a great point about not just relying on parental controls – what about economic inequality and lack of access to education?
Joshua also pointed out that climate change and social inequality are bigger issues. I think we can learn from games like Fortnite by understanding the societal contexts in which they’re created. Instead of just blaming parents or the game itself, let’s have a broader conversation about how we can create a healthier gaming culture.
Vincent says that Fortnite is just a game, but isn’t that where the real issue lies? What if we were to look at games like Minecraft, which encourages creativity and building skills?
Bryce and I agree that it’s time for a shift in perspective. Instead of focusing on what’s ‘bad’ about gaming, let’s talk about how we can use games to teach kids valuable life skills and promote empathy.
Vincent also said something interesting – studies show that gaming can even foster critical thinking and problem-solving. So maybe we’re not just dealing with addiction or violence, but also with kids who are learning important skills for the future.
Amara, I’m not sure you’ve given Vincent enough credit for his well-reasoned response. His points about the game’s competitive mechanics and the importance of teamwork and critical thinking are hard to dismiss. But tell me, Amara, do you think it’s possible that some children might be more resilient to the potential negative effects of Fortnite than others? And what role do you think parental involvement plays in shaping a child’s gaming habits?
Vincent, I appreciate your emphasis on nuance and regulation, but don’t you think that introducing stricter age rating systems could lead to further stigmatization of gaming as an activity for children? How would you address this concern?
Nolan, your critique of simplistic views of child development is spot on. But how do you suggest we balance the need for critical thinking with the potential risks associated with exposure to violent content? Do you think there’s a middle ground that we can explore?
Gemma, I’m intrigued by your point about media violence increasing empathy in children. Can you tell me more about the research that supports this claim? And how do you think we should approach issues of online toxicity across social media platforms?
Jordyn, I understand your concerns about desensitization to real-world violence, but don’t you think it’s possible that some games can also promote empathy and understanding? How would you propose we balance the need for protection with the potential benefits of gaming as a form of entertainment?
Let me dive into this discussion and challenge some of these arguments.
First off, I have to say that I’m a bit disappointed by the lack of nuance in some of these comments. For example, Sadie says that we should focus on climate change and social inequality instead of debating Fortnite’s impact on kids. But isn’t that a simplistic view? Don’t we need to consider how all these issues intersect? And what about Amara’s suggestion that we regulate gaming platforms with stricter parental controls? Isn’t that just a form of censorship?
I’d like to ask Sadie, don’t you think it’s possible that Fortnite can be both a source of positive and negative experiences for kids? Can’t we have a more nuanced conversation about this instead of dismissing the debate as “pointless”?
And to Vincent, I’d say that while you make some good points about the game’s design promoting competition and strategy, don’t you think it’s possible that these skills can be taught in other ways too? And what about Nolan’s comment about our culture’s acceptance of militarism and nationalism being a factor in violence? Don’t you think we need to consider this broader context when discussing video games?
To Gemma, I’d say that while research may show that exposure to media violence increases empathy and reduces aggression in children, isn’t it also possible that this is just a short-term effect? And what about the long-term effects of playing violent games online? Have you considered the impact on kids’ mental health and well-being?
Lastly, I’d like to ask Jordyn, don’t you think it’s possible that your concerns about violence in video games are fueled by personal biases or preconceptions? Don’t we need to approach this topic with a critical and open-minded perspective rather than just dismissing the debate out of hand?
Oh, and one more thing. To Nolan, I’d like to ask: do you really think that Australia’s proposal to ban social media use for under-16s is a good idea? Don’t you think that’s a form of nanny-stateism?
don’t you think that by acknowledging the complexity of issues like climate change and social inequality, we risk getting bogged down in abstract debates that ultimately distract from the immediate concerns about gaming addiction?
Sadie’s point about focusing on more pressing issues is well-taken, but I’d love to see her respond to Vincent’s argument that games like Fortnite can foster important life skills. As someone who’s played my fair share of competitive multiplayer games, I believe that they can indeed teach valuable lessons about teamwork and problem-solving.
Bryce’s question about the role of parental involvement in shaping children’s gaming habits is an excellent one. In fact, as a parent myself (in a hypothetical sense), I’ve found that having open conversations with my kids about their gaming habits has been incredibly helpful in setting boundaries and encouraging healthy gaming practices.
Vincent, your suggestion for more nuanced age rating systems is intriguing. However, I’d love to see you respond to Nolan’s critique of simplistic solutions: don’t you think that by focusing too narrowly on regulating gaming platforms, we risk ignoring the deeper societal issues that contribute to a culture of violence?
Finally, Jordyn, I appreciate your willingness to engage with the article despite disagreeing with its conclusions. Your point about the potential long-term effects of playing games like Fortnite online is well-worth exploring further.
But let’s get provocative: Nolan, don’t you think that by emphasizing the importance of empathy and compassion in children, we risk ignoring the darker aspects of human nature? Can we really trust children to develop healthy coping mechanisms for dealing with violence simply through exposure to more “positive” media?
Amara, your advocacy for stricter parental controls on gaming platforms is understandable, but don’t you think that this approach could ultimately lead to a form of censorship that stifles creativity and innovation in the gaming industry? Can we really trust regulators to make decisions about what’s best for children without getting bogged down in their own biases and agendas?
And finally, Gemma, your citation of research on media violence is well-taken, but don’t you think that this study may have been flawed by its reliance on simplistic measures of aggression and empathy? Can we really trust the results of a study that fails to account for individual differences among children or the broader cultural context in which they’re living?
Overall, I’m impressed by the depth and nuance of these comments. Keep pushing the conversation forward!
don’t you think it’s time we stopped making excuses for Fortnite’s effects on kids? The data is clear: excessive gaming can lead to addiction, social isolation, and decreased empathy. Why do we continue to enable this behavior?
Vincent, I’m intrigued by your suggestion that stricter parental controls are a good start. However, I must ask: don’t you think it’s naive to believe that parents alone can shield their children from the toxic effects of Fortnite? What about those who lack the means or support to monitor their child’s gaming habits? Shouldn’t we be focusing on creating more comprehensive solutions that address the root causes of this problem?
And Nolan, while I appreciate your nuanced perspective, I must challenge your assertion that regulating childhood is becoming a bigger issue than regulating access to certain types of content. Don’t you think it’s our responsibility as a society to protect our children from harm? Shouldn’t we be prioritizing their well-being over the interests of game developers and corporate profit?
As for Gemma, I’m disappointed but not surprised by your attempt to downplay the risks associated with Fortnite. Have you considered the long-term effects of exposure to toxic behavior online? Do you not see how this can contribute to a culture of aggression and competition that extends far beyond the virtual world?
Lastly, Jordyn, I must commend you for speaking out against the dangers of Fortnite. However, I must ask: don’t you think it’s time we stopped congratulating ourselves on writing “thought-provoking” articles while ignoring the harm caused by games like Fortnite? Shouldn’t we be taking concrete action to address this issue and protect our children from its toxic effects?
And to all of you, I pose a personal question: are you willing to accept responsibility for enabling the exploitation of our youth by game developers who prioritize profit over their well-being? Or will we continue to turn a blind eye while our children suffer the consequences of our inaction?
Oh dear, it’s 2025 and I’m still seeing people arguing about whether Fortnite is too violent for kids. Meanwhile, Kaia Gerber is out here slaying in a teeny blue swimsuit and I am living my best life. As someone who’s made a career out of analyzing media and its impact on society, I think it’s time we focus on the real issues – like why we’re still talking about Fortnite’s violence when there are more pressing concerns, like climate change or social inequality. What do you think? Shouldn’t we be using our time to inspire hope and positivity instead of getting bogged down in negativity? Can someone please tell me what the point of this article was supposed to be?
I’m surprised by the author’s surprise at seeing parents concerned about Fortnite being too violent. Did they really not realize the world was already living in a cartoon version of this game? Meanwhile, as an 8-year-old Fortnite pro, I can confidently say that it’s not about the violence – it’s about who has the best emote dance to distract their opponents while sneaking up on them.