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  1. Oct 1, 2010 · Boys in particular are motivated to play video games in order to compete and win. Seen in this context, use of violent video games may be similar to the type of rough-housing play that boys engage in as part of normal development. Video games offer one more outlet for the competition for status or to establish a pecking order. What parents can do

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  2. Feb 25, 2021 · The study looked at patterns of violent video game play, and found three such patterns over time: high initial violence (those who played violent games when they were young and then reduced their ...

  3. May 9, 2024 · Teen boys who play video games are far more likely than girls to say that at least some of the games they play contain violence (69% vs. 37%). By whether someone identifies as a gamer About three-quarters of teen gamers (73%) say that at least some of the games they play contain violence, compared with 40% among video game players who aren’t gamers.

    • Sara Atske
  4. The advent of video games raised new questions about the potential impact of media violence, since the video game player is an active participant rather than merely a viewer. 97% of adolescents age 12–17 play video games—on a computer, on consoles such as the Wii, Playstation, and Xbox, or on portable devices such as Gameboys, smartphones, and tablets.

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    To access extended pro and con arguments, sources, and discussion questions about whether violent video games contribute to youth violence, go to ProCon.org.

    Around 73% of American kids age 2-17 played video games in 2019, a 6% increase over 2018. Video games accounted for 17% of kids’ entertainment time and 11% of their entertainment spending. The global video game industry was worth contributing $159.3 billion in 2020, a 9.3% increase of 9.3% from 2019.

    The debate over violent video games can be traced back to the 1976 release of the game Death Race. The object of the game was to run over screaming “gremlins” with a car, at which point they would turn into tombstones. Controversy erupted because the “gremlins” resembled stick-figure humans, and it was reported that the working title of the game was Pedestrian. After protestors dragged Death Race machines out of arcades and burned them in parking lots, production of the game ceased.

    In 1993, public outcry following the release of violent video games Mortal Kombat and Night Trap prompted Congress to hold hearings on regulating the sale of video games. During the hearings, California Attorney General Dan Lungren testified that violent video games have “a desensitizing impact on young, impressionable minds.” Threatened with the creation of a federal regulatory commission, the video game industry voluntarily established the Entertainment Software Rating Board (ESRB) on Sep. 1, 1994 to create a ratings system. Based on the video game’s content, the ESRB assigns one of the following ratings: “Early Childhood,” “Everyone,” “Everyone 10+,” “Teen,” “Mature,” “Adults Only,” or “Rating Pending” (only for use in advertising for games not yet rated). In a Pew Research Center 2008 survey, 50% of boys and 14% of girls aged 12-17 listed a game with a “Mature” or “Adults Only” rating in their current top three favorite games.

    •Playing violent video games causes more aggression, bullying, and fighting.

    •Simulating violence such as shooting guns and hand-to-hand combat in video games can cause real-life violent behavior.

    •Many perpetrators of mass shootings played violent video games.

    •Violent video games desensitize players to real-life violence.

    •By inhabiting violent characters in video games, children are more likely to imitate the behaviors of those characters and have difficulty distinguishing reality from fantasy.

    •Exposure to violent video games is linked to lower empathy and decreased kindness.

    •Studies have shown violent video games may cause aggression, not violence. Further, any competitive video game or activity may cause aggression.

    •Violent video games are a convenient scapegoat for those who would rather not deal with the actual causes of violence in the US.

    •Simple statistics do not support the claim that violent video games cause mass shootings or other violence.

    •As sales of violent video games have significantly increased, violent juvenile crime rates have significantly decreased.

    •Studies have shown that violent video games can have a positive effect on kindness, civic engagement, and prosocial behaviors.

    •Many risk factors are associated with youth violence, but video games are not among them.

  5. Feb 13, 2019 · Researchers at the Oxford Internet Institute, University of Oxford, have found no relationship between aggressive behaviour in teenagers and the amount of time spent playing violent video games. The study used nationally representative data from British teens and their parents alongside official E.U. and US ratings of game violence.

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  7. Jun 9, 2024 · Researchers recently surveyed more than 1,000 British teens ages 14-15 on how often they play games, independently examined how violent those games are, and asked their parents to report how ...

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