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Violence in Video Games

T.o.K. Project
by

David Zumbo

on 10 October 2012

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Transcript of Violence in Video Games

Violence In Video Doesn't Make Kids More Violent In Real Life It has been argued there is generally a lack of quality studies which can be relied upon and that the video game industry has become an easy target for the media to blame for many modern day problems. However, several major studies by groups such as The Harvard Medical School Center for Mental Health, The Journal of Adolescent Health, and The British Medical Journal have shown no conclusive link between video game usage and violent activity. There is need for much research as the topic has no conclusive evidence to support either argument. In this writers opinion violence in video games does not have any correlation to violence in real life. 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. The small correlations that have been found between video games and violence may be explained by violent youth being drawn to violent video games. Violent games do not cause youth to be violent. Instead, youth that are predisposed to be violent seek out violent entertainment such as video games. 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. In 2005, the US had 2,279 murders committed by teenagers (27.9 per million residents) compared to 73 in Japan (3.1 per million). Let me show you some of my research So Do They? By David Zumbo They Shouldn't Be Age Restricted To The Degree That They Are Things That Don't Hurt You Shouldn't Be Restricted Violence in Video Games Doesn't Make Kids More Violent In Real Life Per capita (for each head) video game sales were $5.20 in the US compared to $47 in Japan. This example illustrates that there is no correlation between violent behavior and playing video games. "They're Waiting For You Gordon, In The Test Chamber..." "That thing you burnt up isn't important to me. It's the fluid catalytic cracking unit. It made shoes for orphans. Nice job breaking it, hero." One possible explanation of the still unproven correlation between video games and violence is that it isn't the video games that make the children more violent but that more violent youth is drawn to a more violent video game. Citations http://www.ehow.com/facts_6778915_violence-video-games.html
http://videogames.procon.org/
http://suite101.com/article/violence-in-video-games-a217706
http://www.msnbc.msn.com/id/16099971/ns/technology_and_science-games/t/does-game-violence-make-teens-aggressive/ 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. 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." When research does show that violent video games cause more arousal and aggression, it is because the comparative game is less exciting.

A short-term increase in arousal and aggression does not mean a child is going to leave his or her house and commit a violent act. "The problem is, many people who have done violent crimes such as school shootings were all depressed, and people quickly point out that they possessed some sort of a violent video game. But it doesn't matter since video games are common household items. In the homes of these school shooters, you probably have found Grand Theft Auto, Toothpaste, and Twinkies. Strangely enough, nobody is blaming the toothpaste."
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