imbatshitcrazy wrote:
ok, the argument is "video games causing violence in real life" if someone plays grand theft auto, they will think that playing grand theft auto will make them murderous car jackers. well, what if they DO play mario?
Your Option 1 is that imaginary A does NOT lead to real A, and that your opposition is an idiot.
Your Option 2 is that imaginary A necessarily leads to real A.
Option 1 is a strong argument, and is easy to hold. Option 2 is its logical inverse, certainly, but it is a weak form of the opposing side. The vast majority of people who disagree with option 1, will agree with an unstated Option 3: There are situations in which imaginary A increases the odds of real B. My post is an example of a defense of Option 3. Your poll will only measure what percent of people will both vote, and agree with you or will agree with an artificially shallow argument. Your metric is internally valid, but is meaningless when applied to the actual issue, because you have artificially prevented most of your opposition from taking part in a meaningful way.
Consider this poll:
1: imbatshitcrazy should be given money, and I will donate $5 to this cause.
2: imbatshitcrazy should not be given money, and he should be beaten repeatedly with a stick.
When people do not agree with #1, they are trapped into agreeing with #2, and that you should be beaten with a stick. Most opponents to #1 will seek #3, "I wish imbatshitcrazy the best and hope he gets rich, but not to the extent that I'm willing to open my wallet". They will likely not vote, or will pick an answer they don't fully agree with. Because of that limitation, the metric is irrelevant.