In 2008, 298.2 million video games were sold in the US, totaling $11.7 billion in revenue. Six of the top ten best-selling video games included violence, with four of the games carrying a "Mature" rating recommended for persons aged 17 and older.
Sales of video games have more than quadrupled from 1995-2008, while the arrest rate for juvenile murders fell 71.9% and the arrest rate for all juvenile violent crimes declined 49.3% in this same period.
The 2008 study Grand Theft Childhood reported that 60% of middle school boys that played at least one Mature-rated game hit or beat up someone, compared to 39% of boys that did not play Mature-rated games.
Do violent video games contribute to youth violence?
YES
Increasing reports of bullying can be partially attributed to the popularity of violent video games. The 2008 studyGrand Theft Childhood reported that 60% of middle school boys who played at least one Mature-rated game hit or beat up someone, compared to 39% of boys that did not play Mature-rated games.
Video games often reward players for simulating violence, and thus enhance the learning of violent behaviors. Studies suggest that when violence is rewarded in video games, players exhibit increased aggressive behavior compared to players of video games where violence is punished.
Violent video games teach youth that violence is an acceptable and an appropriate way to achieve one's goals. A 2009 study found that youth who play violent video games have lower belief in the use of nonviolent strategies and are less forgiving than players of nonviolent video games.
Violent video games cause players to associate pleasure and happiness with the ability to cause pain in others.
NO
Violent juvenile crime in the United States has been declining as violent video game popularity has increased. The arrest rate for juvenile murders has fallen 71.9% between 1995 and 2008. The arrest rate for all juvenile violent crimes has declined 49.3%. In this same period, video game sales have more than quadrupled.
A causal link between violent video games and violent behavior has not been proven. Many studies suffer from design flaws and use unreliable measures of violence and aggression such as noise blast tests. Thoughts about aggression have been confused with aggressive behavior, and there is a lack of studies that follow children over long periods of time.
Playing violent video games reduces violence in adolescent boys by serving as a substitute for rough and tumble play. Playing violent video games allows adolescent boys to express aggression and establish status in the peer group without causing physical harm.
Video game players understand they are playing a game. Their ability to distinguish between fantasy and reality prevents them from emulating video game violence in real life.
Playing violent video games provides a safe outlet for aggressive and angry feelings. A 2007 study reported that 45% of boys played video games because "it helps me get my anger out" and 62% played because it "helps me relax."
Exposure to violent video games has not been shown to be predictive of violent behavior or crime. Any link found between video games and violence is best explained by other variables such as exposure to family violence and aggressive personality.
Stop blaming video games for America's gun violence
But if Adam Lanza was playing Call of Duty 4, he was one of millions. On the Xbox 360 console alone, the game’s developer, Infinity Ward, has documented nearly 4.4 million online players, not counting players who use a PlayStation 3 or aren’t online. The statistics for Counterstrike are similar – an estimated 62,142 per day. And StarCraft is so popular in Korea, that it has professional leagues and an estimated online player population of around 50,000 each day.
Of those millions of players, few commit an act of violence, certainly not enough to say that, statistically, video game play is a principle cause – or even a significant cause – of real-world violent behavior.
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