Hahahahahahaha, it's a shitty GTA parody episode. Oh, man. It's hilariously stupid. The good ol' "video games cause violence!!" panic bullshit.
It even has explaining what lmao means (multiple times!). God, I love episodes like this. They're the good kind of bad.
Fringe Agent Lincoln Lee being (one of) the murderers, of course. But there is no chance in hell a girl like Louise would've been playing video games for 5-6 hours on a daily basis. Not back in 2005, anyways.
Review by WardVIP 8BlockedParent2022-11-26T10:07:33Z
The 2000s was when video-games transitioned much more to 3d environments and character models, rather than the little pixelated figures and simple backgrounds like what mario and sonic had that was the usual kind of 2d look.
In the 2000s and 2010s, there was often the controversial debate over video-games influencing real life violence. But video-games mostly continued to thrive in what they were allowed to depict (almost anything), and as the years went by, more things were allowed into them, like sex scenes and gay relationships.
It's player interaction which was mostly highlighted in the media, about the person becoming addicted to video-games or wanting to carry out violence acts in real life after doing them. But really, adults and kids could see easily the difference in the look of video-games compared to real life (whereas in the 2020s and late 2010s, video-games can look very realistic and look like real-life), and they could also easily separate their gameplay compared to their real life. But even with the added realism in video-games now, it's still a separate thing, like a hobby, and people understand that. Though it may become more complex in the future when virtual reality gaming is more advanced.
In the 2000s, most video-games struggled with depicting the seriousness of themes of violence, so it wasn't very impactful to the person (in regarding to influencing their actions) whereas books, tv and film were much better and experienced at depicting themes, but they could also be much more lurid and show more twisted stuff.
You can see TV entertainment struggle to adapt to the change of video-game influence in society, and understanding the intracacies of it. But there was definitely progress in understanding it, like in this episode with them finding these people guilty, and highlighting the controversy over video-games influencing violence.
Video-games influencing real-life violence was overblown, but in the end, perhaps there's some points on both sides, as highlighted in the scientific evidence during the trial. Video-games are mostly harmless, and can even be beneficial (like the studies about it treating depression), but what about the times when it really is harmful?