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ESSENTIALFACTS

ABOUT GAMES AND YOUTH VIOLENCE

FACTS, COMMON SENSE AND NUMEROUS STUDIES ALL


DEBUNK THE MYTH THAT THERE IS A LINK BETWEEN
Average game player age: COMPUTER AND VIDEO GAMES AND VIOLENCE.

35
Blaming video games for violence in the real world is no more
productive than blaming the news media for bringing crimes of
violence into our homes night after night. Having someone or
something to blame is convenient, especially after an incident of
terrible and unexplainable violence. However, to do so is simplistic,
Average game buyer age: and more importantly, it is wrong.

39 CREDIBLE REAL-WORLD EVIDENCE DEMONSTRATES THE FALLACY OF


LINKING GAMES AND VIOLENCE:
■ Violent crime, particularly among the young, has decreased dramatically since
the early 1990s. During the same period of time, video games have steadily
Percentage of time parents increased in popularity and use, exactly the opposite of what one would expect if
are involved in purchase there were a causal link.
or rental of games: ■ Many games with violent content sold in the U.S.—and some with far more

92%
violence—are also sold in foreign markets. However, the level of violent crime
in these foreign markets is considerably lower than that in the U.S., suggesting
that influences such as the background of the individual, the availability of guns
and other factors are more relevant to understanding the cause of any particular
crime.

■ Numerous authorities, including a U.S. Surgeon General, the Federal Trade


Percentage of parents who Commission, the Federal Communications Commission and several U.S. District
monitor the content of the Courts examined the scientific record and found that it does not establish any
causal link between violent programming and violent behavior.
games their children play:

94%
The truth is, there is no scientific research that validates a link between computer
and video games and violence, despite lots of overheated rhetoric from the industry’s
detractors. Instead, a host of respected researchers has concluded that there is no
link between media violence and violent crime.

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HERE IS WHAT SOME OF THOSE EXPERTS AND STUDIES SAY:
This analysis does not find support for either a causal or correlational link between violent media and subsequent
aggression in viewers. Why the belief of media violence effects persists despite inherent weaknesses of research is
somewhat of an open question.”
Christopher J. Ferguson & John Kilburn, “The Public Health Risks of Media Violence: A Meta-Analytic Review.
Journal of Pediatrics (2009), vol. 154, 759-763.

… the research data don’t support the simplistic claims being made about a causal relationship between violent
video games and real-world violence perpetrated by the broad range of teenagers who play them. More important,
focusing on such easy but minor targets as violent video games causes parents, social activists and public policy
makers to ignore the much more powerful and significant causes of youth violence that have already been well
established, including a range of social, behavioral, economic, biological and mental health factors. In other words,
the knee-jerk responses distract us from more complex but more important problems.”
Lawrence Kutner and Cheryl K. Olson, Grand Theft Childhood: The Surprising Truth About Violent Video Games, And
What Parents Can Do, 2008, p. 190.

…the research results on the effects of violent video games have been inconsistent and equivocal. Our second
conclusion is that none of these studies meets the minimal research criteria that the courts have established as
necessary to be probative in legal context. For example, there has been no research to address the question of
whether violent video games are more harmful than other forms of violent media. In addition, no research has been
done on whether violent video games cause long-term or short-term effects.”
Beth Donahue-Turner and Amiram Elwork, “Constitutional Kombat: Psychological Evidence Used to Restrict
Video-game Violence,” Widener University (2009).

… critics continue to target video games, as their graphics and plot capabilities grow more complex and at times
more disturbing. Meanwhile, youth crime rates continue to decline. If we want to understand why young people,
particularly in middle-class or otherwise stable environments, become homicidal, we need to look beyond the games
they play. While all forms of media merit critical analysis, so do the supposedly ‘good’ neighborhoods and families
that occasionally produce young killers.”
K. Sternheimer, “Do Video Games Kill?”, Contexts, Vol. 6, Issue 1, pp. 13-17, Winter, 2007.

The search for video game violence effects is a reasonable one. However researchers must be prepared to test their
assumptions and the quality of the data that they are producing. When tragedies such as the Columbine High School
shooting occur, it is tempting to look for ‘scapegoat’ answers to a complex problem. It is incumbent on researchers
that they not let themselves be side-tracked by a prior hypothesis that may distract the scientific community and the
general public from the real biological, social and family influences on violent behavior. “
C.J. Ferguson, “Evidence for publication bias in video game violence effects literature: A meta-analytic review,”
Aggression and Violent Behavior (2007), p. 17.

ESSENTIAL FACTS: ABOUT GAMES AND YOUTH VIOLENCE w w w. t h e E S A . c o m


There are “many inconsistencies in the reported amount of research into media violence. Put simply, there are
a lot of myths, misinterpretations, and mis-representations surrounding the quantity and quality of research on
this issue.”
Raymond Boyle and Matthew Hibberd, “Review of research on the impact of violent computer games on young
people,” Stirling Media Research Institute (2005).

Most research on electronic play has focused on its possible negative effects for children and adolescents, and
contextual factors such as socioeconomic status and culture are rarely considered…. The study explains how
electronic games may also have potential benefits for young players that include providing children with the
opportunity to negotiate society’s rules and roles, allowing children to experiment with aggression in a safe setting
without real world consequences, and facilitating children’s development of self-regulation arousal.”
Dorothy E. Salonius-Pasternak, “The next level of research on electronic play: Potential benefits and contextual
influences for children and adolescents,” Human Technology (2005), pp. 1, 5-22.

The stereotype that gaming is a solitary, violent, anti-social activity just doesn’t hold up. The average teen plays all
different kinds of games and generally plays them with friends and family both online and offline.”
Amanda Lenhart, Senior Research Specialist with the Pew Internet & American Life Project

Games that stimulate aspects of civic and political life may well promote civic skills and civic engagement. Youth,
parents, teachers and others who work with youth should know about the wide diversity of video games – so they can
take full advantage of games and their civic potential.”
Prof. Joseph Kahne, Director of the Civic Engagement Research Group at Mills College Both quoted in Teens, Video
Games and Civics, Pew Internet and American Life Project, September 16, 2008. To reach the entire study, please
visit: http://www.pewinternet.org/pdfs/PIP_Teens_Games_and_Civics_Report_FINAL.pdf.

[There is] no support for links between computer game playing and aggressive feelings, thoughts or behavior
although these outcomes are well studied…. [This] review gives strong support for computer game playing having
positive effects on spatial abilities and reaction time. Spatial abilities are traditionally considered one of the most
important parts of our intelligence.”
A. Lager & S. Brenberg, “ Health Effects of Video and Computer Game Playing -- A Systemic Review of Scientific
Studies,” National Swedish Public Health Institute (2005).

The research on video games and crime is compelling to read. But it just doesn’t hold up. Kids have been getting
less violent since those games came out. That includes gun violence and every other sort of violence that might be
inspired by a video game.”
Helen Smith, forensic psychologist, youth violence specialist and author, quoted in Gerard Jones’ book Killing
Monsters (2002).

ESSENTIAL FACTS: ABOUT GAMES AND YOUTH VIOLENCE w w w. t h e E S A . c o m


“It’s time to move beyond blanket condemnations and frightening anecdotes and focus on developing targeted
educational and policy interventions based on solid data. As with the entertainment of earlier generations, we may
look back on some of today’s games with nostalgia, and our grandchildren may wonder what the fuss was about.”
Cheryl Olson, “Media Violence Research and Youth Violence Data: Why do They Conflict?” Academic Psychiatry, 28:2,
Summer, 2004.

It is very difficult to establish a link between the use of violent video games and real world acts of violence. This is
because there are so many other variables which have not been controlled for in previous research -- these include
social factors such as drugs, alcohol, mental illness, access to guns, and so on…. I think that directly linking video
games to school shootings is overlooking other important factors -- such as mental illness or psychopathy in those
who commit the crimes as well as access to guns.”
Dr. Guy Porter, Clinical Researcher, Discipline of Psychological Medicine, University of Sydney, Australia quoted in a
2008 interview.

RATINGS SYSTEM HELPS PARENTS AND KIDS MAKE RESPONSIBLE, AGE-APPROPRIATE CHOICES
Just as with other types of entertainment, there is a wide variety of content available in computer and video games
to suit the wide variety of individuals who play games. In order to ensure inappropriate games do not make it into
children’s hands, computer and video games are rated by the Entertainment and Software Rating Board (ESRB).
This system gives both descriptions of content and age recommendations. In 2009, 48.2 percent of games sold were
rated “E” (for “Everyone”), 22.3 percent were rated “T” (for “Teen”), 17.4 percent were rated “M” (for “Mature”),
and 12.1 percent were rated “E10+” (for Everyone 10+).
VIDEO GAME SALES, 2009
The industry has also voluntarily established numerous tools and policies
to help parents make educated choices and ensure that retailers only sell 12.1%
games to those whose age is appropriate for the game in question. For Rated E10+
(for everyone 10+)
example, it is currently working with Governors and Attorneys General
across the nation to spread the word further about the ESRB rating
system. And the latest Federal Trade Commission report shows these
efforts are paying off. Today, over 80% of parents are aware of the ESRB 17.4%
Rated M 48.2%
ratings system and over 70% of parents use the system in making buying (for mature)
Rated E
decisions. In a Federal Trade Commission-issued report to Congress (for everyone)

in December 2009, the U.S. computer and video game industry was
22.3%
acknowledged for “outpacing” other industries in (1): restricting the Rated T
target-marketing of mature-rated products to children; (2) clearly and (for teen)

prominently identifying disclosing rating information; and (3) restricting


children’s access to mature-rated products at retail.
Source: The NPD Group, Inc./Retail Tracking

SOME FACTS ABOUT THE COMPUTER AND VIDEO GAME INDUSTRY TODAY MAY JUST SURPRISE YOU:
■ More than one-third of gamers are women
■ One in four gamers is over 50
■ Half the parents in America say they play computer and video games with their children and two-thirds
believe that playing games together has brought their families closer together
■ 88% of games are purchased by adults 4

w w w. t h e E S A . c o m ESSENTIAL FACTS: ABOUT GAMES AND YOUTH VIOLENCE

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