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Games' Day in Court: Science, Violence, and the Law

A look at the debate behind the debate and what the Supreme Court's decision could mean for the future of games and beyond.

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It was more than seven years ago that California Assemblyman (now Senator) Leland Yee first introduced a proposal to ban violent game sales to minors. The fight over that proposal--signed into law in 2005 but legally contested before it could take effect--is finally ready for resolution, as the US Supreme Court is set to hand down its decision on the matter in the coming weeks.

Before the court releases its decision on Brown v. Entertainment Merchants Association (formerly Schwarzenegger v. Entertainment Merchants Association), it's worth taking a closer look at the factors that have helped fuel this fight for the better part of a decade, as well as stepping back for a look at the larger implications here for gaming in specific, and culture in general.

The case currently before the Court deals with the First Amendment and freedom of speech, specifically whether the government is allowed to limit that freedom to protect children from being exposed to violence, similar to the way it already does with sexual material. A major point in that debate has been whether or not the state can demonstrate a compelling interest in keeping violent games away from children, with both the government and the industry claiming the science supports their side.

That's a conflict beyond the one spelled out in the case title of Brown v. Entertainment Merchants Association, one between a pair of academics who have spent their careers researching the effect violent games have on people and contradicting each other at every turn.

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The suitably imposing steps of the Supreme Court.

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Tale of the Tape

Iowa State University researcher Dr. Craig A. Anderson has been publishing research on the effects of video games since 1986. Anderson has found that violent games increase aggression (behavior intended to harm another) in children. His work has been pointed to by proponents of gaming restriction laws as evidence that their measures are necessary. In Senator Yee's amicus brief to the Supreme Court, he cited 17 articles from scientific journals; Anderson was an author on seven of them, with his previous collaborators authors on six more.

For an article published in The Journal of Personality and Social Psychology in 2000, Anderson had 210 university students play either Myst or Wolfenstein 3D, completing a series of tasks after each of three sessions with the game. After the first session, participants took surveys designed to measure their hostility at that moment and perception of how dangerous the world is. Following the second session, they took a test that measured "aggressive thinking" by how quickly they were able to read aloud words deemed aggressive ("murder") versus those dealing with anxiety ("humiliated") or escape ("leave") or neutral control words ("consider").

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Wolfenstein 3D was among the first games used in research on gaming violence.

After the final play session, the students took a competitive "noise blast" test to measure aggressive behavior. The participants were told that upon prompting, they had to press a button in front of them faster than another student was able to do the same. The loser of that race would then receive a noise blast at a length and decibel level determined by the winner, which was the data used to quantify aggression. The outcome of each race, as well as the actual volume and length of the noise blast delivered, was computer-determined to ensure the win-loss pattern was the same for each participant.

Anderson found playing violent games was correlated with a short-term increase in aggression, in both the hostility survey and the noise blast test. Additionally, students who reported playing violent games regularly also engaged in more aggressive behavior, according to the study. Given the results, Anderson determined that "concern about the potentially deleterious consequences of playing violent video games is not misplaced."

Standing opposite Anderson is Texas A&M International University criminal psychologist Dr. Christopher J. Ferguson. Since 2004, Ferguson has been researching the issue (publishing articles on it since 2007) and has dismissed the notion that violent game exposure leads to violence in real life. Ferguson is a comparably popular person to cite for the Entertainment Software Association, with the trade group's own Supreme Court amicus brief citing seven research papers, four of which were authored by Ferguson.

As an example of Ferguson's research, last year he had a paper run in European Psychology in which he surveyed 103 university students who were given a test designed to increase frustration and then spent 45 minutes playing violent games (Hitman: Blood Money, Call of Duty 2), a non-violent but still action-oriented game like Madden 2007, or no game at all. The participants then took the same "noise blast" test Anderson used to determine aggressive behavior (although Ferguson tweaked the process of interpreting the data), as well as quizzes designed to measure hostility and depression.

Ferguson found no evidence that exposure to violent games changed aggression levels, or that the short-term exposure of his test impacted hostility and depression levels. However, participants who reported playing violent games regularly showed reduced hostility and depression. That led Ferguson to suggest violent games could actually help frequent players better manage their mood and tolerate stress, though he was careful to note it would be difficult to infer causality from his study.

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Weird Science

While Anderson's and Ferguson's varying conclusions have put them in conflict, the dispute goes far beyond peer-reviewed scientific literature. Anderson said one of the biggest public misconceptions about the gaming violence issue is that a disagreement exists in the scientific community at all.

"In fact, there really is no controversy among reputable scientists," Anderson told GameSpot, likening the issue to creationism or global warming. "There are certainly a few people with very loud voices who make outrageous claims that simply aren't true."

Ferguson told GameSpot that idea was "utter nonsense," saying that sort of heated rhetoric should be a red flag for observers.

"When scholars are making those kinds of comments, it's starting to get involved in identity politics and that sort of stuff," Ferguson said. "It's basically an ad hominem attack against anybody that criticized him, and Anderson's got lots of people that criticize him. That kind of comment has no place in science, quite frankly."

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At the very least, anecdotal evidence suggests disagreeing on the effects of violent games really does increase aggression in researchers.

Ad hominem attacks were specifically cited by Anderson as a tactic the gaming industry had used against him and his colleagues, but it's one he doesn't entirely shy away from himself.

"Dr. Ferguson gets his name in the paper all the time because he's willing to make outlandish remarks," Anderson said of his academic adversary. "It would be more appropriate to compare him to people like Jack Thompson in terms of outlandishness and deviation from accepted scientific practice and conclusions. You can just look at the number of high quality publications of original empirical articles. Ferguson has none on violent video game effects in what would be considered a top research, peer-reviewed journal."

Anderson's critique on publication history isn't limited to Ferguson. He teamed up with frequent collaborator Dr. Brad Bushman (currently with Ohio State University, formerly with Iowa State) to produce a study for the Northwestern University Law Review Colloquy. The study--which is under embargo until later this month despite being publicized by OSU itself--compares the publication history of academics who signed on to separate and opposing amicus briefs in the Supreme Court case. According to OSU's recap of the study, the 112 academics who signed the brief saying gaming violence was harmful to children (including Bushman and Anderson, who helped author the brief) "published over 48 times more studies in top-tier journals" than those who signed the opposing brief (like Ferguson).

"It's night and day," Anderson said of the differences between the two groups of academics. "Just claiming to be an expert, being willing to say outrageous things and get on the news does not really make one an expert, except perhaps in the age of the Internet. For the average listener, viewer, reader, or web surfer, they don't know the difference. I'm not saying there aren't some good scientists in there, but you wouldn't ask a foot surgeon's opinion about brain surgery. The Supreme Court itself needs to understand who the real experts are in this area versus who the people are who are so afraid of restricting freedom they can't believe there might be some harmful effects."

Tom Goldstein, Harvard Law School lecturer and cofounder of the Supreme Court tracking SCOTUSblog, told GameSpot Anderson's paper would be "pretty worthless" now, as the justices would have reached their decision in the case within days of November's oral arguments, with the intervening time spent writing opinions.

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Only Human

Although this sort of back-and-forth isn't always the subject of public scrutiny, Ferguson suspects pointed remarks and mudslinging are a pretty common occurrence between researchers who find themselves on opposing sides of an issue, noting that scientists are still only human. For example, Ferguson acknowledged that researchers could be drawn to trendy topics--like the fight over violent games--that bring a higher profile and more attention to those who study them.

"Being able to draw attention to your work, being part of a societal debate, of course it enhances the prestige of your own work," Ferguson said. "As opposed to studying the bacteria that live in the gut of an earthworm, studying something everyone in society is really excited about can fuel the prestige, the importance--or self-importance perhaps--of individual scholars. That's something unfortunate in some ways, because that can fuel the potential for ego to get involved and people to make extreme statements that can be difficult to back off of."

It's not just statements that can be difficult to step away from. Ferguson said it's not uncommon for academics to become invested in the theories they study the longer they use them.

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Underneath the facial hair, the HEV suits, and the crowbars, scientists are still just people after all.

"Theories do become our little babies, and it's very easy to shift from a position in which you are trying to objectively study a theory and perhaps falsify it--which is what science is supposed to try to do--to more of a defensive position where you're trying to protect your theory from any and all contradictions in the data. It's human nature. You have the people who've invested 20 or 30 years in a particular theoretical position begin to defend it, even against the data. It usually takes a newer crop of scientists who aren't really invested in that theory to come along and challenge it, and that's where you see a paradigm change."

However, Ferguson acknowledged that he could be seen as having a different--and in some ways more personal--investment in the topic than Anderson. For one, Ferguson said challenging Anderson's "clearly irresponsible" public comments about the impact of media violence was what prompted him to get into game research in the first place. On top of that, he's had a lifelong interest in morbid subjects, which initially led him to enter the field of psychology.

"There's that old stereotype about psychology majors getting into psychology because they want to find out what's wrong with themselves, but there's also that subset of people that really just like Silence of the Lambs," Ferguson said. "I probably fit more into that category, being interested in serial murder, mass murder and that kind of stuff. I was just curious about what got people involved in those kinds of activities."

Despite their jabs, there is one point upon which Anderson and Ferguson would likely agree. In an ideal world, the scientist should take a backseat to the science.

"A good scientist has to be willing to go wherever the data go," Anderson said. "I would rather the truth was that violent video games were not only not harmful, but somehow good for you. I would rather the catharsis hypothesis [that games actually vent aggression] was correct. And if I could show that was true, boy would that be a coup. But it's not true."

"All of us scientists are humans," Ferguson said. "We're all to some extent informed by our pre-existing ideas of how the world works. It's not unique to video game research. I think that the cautionary note to the people in the general public is to not believe the scientists; don't take us at our word. Go look at the data. If what people come out of this with is a skepticism for both sides, that's great."

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Place Your Bets

While the fight over California's violent game restriction does have significant implications, it may not be the most important First Amendment case this year. In March, the court sided with members of the Westboro Baptist Church in a dispute over whether they could legally protest soldiers' funerals as a way to express their belief that God hates the US because of its tolerance for homosexuals. The court ruled 8-1 that even "particularly hurtful" speech was still afforded full First Amendment protection.

Last year, the court had the same 8-1 majority siding with a man who sold videos of pit bulls engaged in dogfights, saying the law he was indicted under was an overly broad restriction of the man's First Amendment rights. In both cases, Justice Samuel Alito was the lone dissenting opinion.

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Titles like Postal 2 have provided politicians with plenty of fodder for the fight against gaming violence.

Having argued nearly two dozen cases before the Supreme Court himself, Goldstein should have a fairly developed sense of how cases play out. But even with the court upholding the First Amendment rights of such unsympathetic parties as the aforementioned two, he said the case isn't a slam dunk.

"There's some chance [for a ruling against the game industry]," Goldstein said. "This Court has been very protective of children. [But] it looks like the court will probably say that violence is not like sex, that there are voluntary systems in place here that do the job well enough, and that the state didn't have any actual evidence that video games will cause children real harm, but it's not out of the question."

As for how the Justices are expected to accurately assess rival bodies of science at the heart of a heated debate that researchers have been studying for decades, Goldstein brushed aside concerns.

"It's the system we have," Goldstein said. "It works pretty well. It's true that they don't have real experience in the area. It'd be surprising if they played much in the way of video games and their children are all grown, so this is generationally distant from them. But they're very experienced at adapting to new circumstances and getting lots of input and lots and lots of briefs. This isn't a case where I worry they'll miss the boat. They seem to have a very solid handle of what's going on."

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The Fallout

So what's really at stake here? Given that a Federal Trade Commission secret shopper survey recently found that children were able to purchase games rated M for Mature only 13 percent of the time, would it make that big a difference if the government simply enforced policies most retailers already have? Entertainment Software Association CEO Michael Gallagher certainly believes so.

"It would be a devastating blow to the First Amendment," Gallagher told GameSpot. "It would be a very significant setback to the rights of freedom of expression for artists and those who practice expression in a high level and professional way. It would be starting down the road of censorship, which is completely inconsistent with the American history with speech thus far and our nation's commitment to freedom of speech…It would be an abdication of those rights and those strengths as a country to the nanny state and to government authority."

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The Supreme Court's decision could point the way forward for additional violent game restrictions.

"If California wins, then a lot of states would adopt these laws," Goldstein predicted. "They'd be very popular. It's very easy to point a finger at some extreme examples in gaming and make political hay out of them. In a lot of parts of the country, there's a trend toward conservatism, and it does seem to override libertarianism, which would let parents handle the problems themselves. There's a sense, particularly with the Internet, that the parents need more help."

Unless the justices specifically limit such a ruling to games, Goldstein cautioned that movies, comics, and even books could be the target of violent content restrictions in the future.

"Absolutely the Court's decision [could] spawn many little children and other legal disputes that last for decades," Goldstein said. "There's every reason to believe that the Court's decision, if not written in a particular way, would be very consequential. If the basic point is that states can help parents with their children and doesn't need evidentiary basis to do that, if you believe that, then you probably are pretty comfortable with movie restriction."

While Gallagher is confident that the ESA made its case abundantly clear, he acknowledged that going before the Supreme Court is risky for any industry or business and is something he would have been happy to avoid.

"It's an environment where nine individuals--or a majority of nine individuals--can determine the fate of your industry or your business, so it's not a calculated strategy in most circumstances," Gallagher said.

One factor that might mitigate that risk somewhat is the relative maturity of the industry. Had this fight come much earlier, video gaming's cultural footprint would have been much smaller, and possibly easier to marginalize. Gaming is nearly ubiquitous in American culture now, as Gallagher is only too happy to rattle off the various stats: the average gamer is 34 years old and has been playing for 12 years; the average game purchaser is nearly 40; consoles are in two-thirds of American homes; virtually every consumer device with a screen has become a gaming platform.

"That breadth of penetration into the cultural consciousness of our country is a very different backdrop for the argument and a demonstration of the real value of the speech that goes on in our industry," Gallagher said. "If you look at the cultural environment in the '80s, it was very hostile to numerous components of freedom of speech. If you look back on arguments of the time, it was a much more closed prevailing mind-set relative to content. And that would obviously be a very difficult environment for us to be having this argument. Not that those elements don't exist at all today, but they're not as controlling as they were in the '80s."

Goldstein agreed that the industry is in better shape to come out on top now than it would have been in decades past, saying there used to be more widespread concern about the influence objectionable song lyrics and games had on children.

"We've become acclimatized, and Call of Duty doesn't seem to have sent kids off on shooting sprees," Goldstein said. "I think that the longer games have been around and there doesn't seem to be any actual effect on kids that's negative, then there will be more literature and more proof that it's not a problem. Then the concerns will seem more like hysteria than reality."

Ferguson said it's "inevitable" that people will come to the conclusion that games aren't harmful, but argued the Supreme Court case will determine how quickly that happens, comparing it to Groundhog Day.

"It's just a matter of how long it'll take. If the Supreme Court sees its shadow and decides to uphold the California law, we'll have six more weeks of winter, basically," Ferguson said.

By the same token, Ferguson's and Anderson's antagonism may also be coming to an end soon. A quarter century after he first published a paper on the effects of playing "aggressive" games, Anderson said he's about ready to move on.

"I've already spent more research time on the violent video game topic than I usually spend on any one topic," Anderson said. "And all of the major professional societies related to children's health (such as the American Academy of Pediatrics, the American Psychological Association, the American Medical Association, and the American Psychiatric Association) have reviewed the work of hundreds of media violence scholars around the world and have come to the same conclusions as my research team and my professional colleagues. I'm happy to move on to other interesting research questions regardless of what the Supreme Court decides about the California Law."

Supreme Court decisions for each term are typically published by the end of June. The court ordinarily releases new decisions on Mondays, with no forewarning about which cases will be included each week. With dozens of cases left to settle in the coming weeks, Goldstein expects that the court will soon switch to releasing decisions twice a week.

Got a news tip or want to contact us directly? Email news@gamespot.com

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Bepedos

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Edited By Bepedos

@Fresh_C I agree completely. It's weird that they conduct studies measuring aggressiveness with a buzzer instead of making statistics on, say, people in prison for violence acts. And the studies only show one thing : that people are more aggressive right after playing the game. This result is irrelevant when it comes to judging if video games affects the way children act, aka long term behavior. The aggressiveness could simply be explained by the adrenalin rush caused by the games, which is present whether the game is violent or just action-packed (hence Ferguson's study showing no difference between comportments after playing Madden or a violent game). It's disturbing to see that in a world where science has made enormous progress in core fields like maths and physics, scientists in behavioral science still lack correct protocol (all sides included).

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startman_1999

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Edited By startman_1999

This is such bulls***.. Aren't ESRB ratings enough for these crybabies?

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Fresh_C

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Edited By Fresh_C

The scary thing about this kind of legislation is that the side arguing that violent video games cause agression, are not basing that aggression on actual violent acts. In the past people claimed, "Video games make you go out and shoot people" but now the claim is that, "Video games make you slightly more aggressive". Even if the data supports it, is it really a problem that a child is more likely to turn up the volume/durration of a buzzer during a test? Where is the corellation between this test and actual violence? Even if video games do turn kids into jerks, why does that concern the government? So long as they are jerks who do not break any laws, there is no reason to regulate them. Unless the point of these proposed laws are to shape the development of children's mind (basically socially engineered mind control), the passing of this law would have no purpose. And if mind control (however subtle it is in this case) is the purpose of the law, then America has bigger problems on its hands. What a can of worms.

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hybrid7seven7

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Edited By hybrid7seven7

by the time this thing is finally resolved or put into action most of the young gamers it would have effected will be of legal age

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NubleX

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Edited By NubleX

come to soviet russia - here, violence breeds games.

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Rovelius

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Edited By Rovelius

I lol at this

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keybladegamer

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Edited By keybladegamer

This law will do nothing, adults will still be able to buy these games because they're old enough and children will still ask their parents to buy these games, and the parents will still say yes because the children cant buy it themselves. When I was a non-gamer I was frequently bullied in school. I was just not assertive at the time. Once I became a gamer I became more assertive and kids stopped bullying me. Sometimes you just need to step back and see the good gaming has done along with the bad.

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Edited By FiddleJohnny

Anything can cause a mentally unstable person to turn to violence. Out of 100.000 that play video games one turns psychotic and they blame games. But they also don't know that roughly out of 100.000 that breath air one turns psychotic.

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Edited By Cosm0_

Another case of, uh oh, we got a problem, so lets makes some laws to solve it. If any of these people decided to look they'd realize games already have a rating system for general ages, try stepping that up and enforcing that. Kids already can't buy games rated M, so maybe just rethink what might warrant an M if there is a problem, if there is no problem.... go away.

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medicpriest

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Edited By medicpriest

Everyone who plays video games knows they have little or no effect on you what so ever. Its the people who don't play video games that run around saying how bad they are. The Supreme Court isn't dumb they know if they pass laws that limit video games those laws could be used to limit movies and T.V. as well so the chances of any video game law being passed is next to none. I have never onced worried about a law being passed it just itsn't going to happen.

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Cillerboy

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Edited By Cillerboy

@AbandonedFish well i get frustrated when i am killed repeatedly on an online shooter and when i kill ppl in said shooter i get intense pleasure (thats what she said) and if i fail to kill anyone after being repeatedly killed then i remain pissed off for a while after turning off the game :P

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Edited By Septagon7

Interesting article. Regardless of the USSC's decision, it will definitely be a landmark case. Seeing as how I'm not a minor, this law would have no effect on me. That being said, establishing new measures to prevent young kids to playing the most violent video games isn't necessarily a bad idea. But like one of the guys in the article said, it's the long road to censorship, and the Court has to be really careful how they word their ruling. Personally, I think this whole "violent video games causes violence" thing is baloney. I'm not saying it's impossible, but I feel it is greatly exaggerated. Don't take these scientists' words for it...look at the numbers yourself. Remember, statistics don't lie, but statisticians do.

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Hiroo4

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Edited By Hiroo4

@MichaeltheCM Agreed. It also requires a responsible parent to prepare their child for exposure to such material, so that the child understands the difference between fiction and reality.

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ProjektInsanity

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@MichaeltheCM Exactly. Like so many areas of our law (immigration, corporate, and business law), we HAVE safeguards in place. The fact that nobody enforces them half the time is a different matter. Furthermore, regarding Dr. Anderson, I wonder if he hasn't been studying this topic just a little too long. 1986 - over twenty years of a life dedicated to proving video games cause violence. I don't know. On the one hand, his assertion that the advocates of gaming regulation are more highly-published than their counterparts suggests they are better qualified. In another light, it suggests they are so zealous and myopic that they've become obsessed with proving a point, which clouds objectivity (as the article mentioned). Despite my lengthy posts below, I think it's all summarized by a time-tested philosophy - apply some damned common sense. Realizing that common sense is something of an oxymoron nowadays, I think our generation needs to stop leaning so heavily on legislators to tell us what's "right" and "wrong" and just take control. We're not automatons in need of programming. My dad caught me watching a violent movie when I was seven. You know what he did? He turned it off, told me to go do my homework, and said I could watch that kind of stuff in a couple of years, i.e. he exercised judgement. That's what we need, not more laws.

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MichaeltheCM

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Edited By MichaeltheCM

"Dr. Craig A. Anderson has been publishing research on the effects of video games since 1986. Anderson has found that violent games increase aggression (behavior intended to harm another) in children" -well this is why they have age ratings/restrictions on these games thereby making sure children are only exposed to appropriate content. Now it is up to parents to enforce this and make sure the their kids only play the proper games for their age

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Kerethos

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Edited By Kerethos

I can only speak for myself and my own experience of how playing violent games has affected my own tendencies for violence, and too me the connection is clear. When I stared playing videogames regularly I got into fights almost a few times a week. Then, once I moved on from Mario and such, to more violent games, I just stopped fighting. I think I was maybe 13 or 14 years old then. I remember my last fistfight well, because it was a real reality check for me. I had wrestled my opponent to the ground, and was sitting over his chest. Thus I could have easily beaten him in the face with both hands, had I wished to. But there, suddenly, I realised that while I was very angry at him I didn’t actually want to hurt him, because this was a person just like me, not some inanimate object to vent my anger on. Thus, I just couldn’t do it and ended up trying to pin him down and hold him of, until some adults stepped in and pulled us away from each other. It’s a moment that I’ve carried with me since then and to this day, now being close to 26 years old, I have never again struck another person in anger. I just don’t have it in me anymore. But I do play a lot more violent videogames. Now if this can be attributed to violent games, or just a sudden jump in maturity on my part, isn’t something I can objectively judge. But what I do know is that around the time I started playing violent games, the anger that was there just faded away - a most remarkable coincidence. Isn't it?

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DarcyAllen

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Edited By DarcyAllen

Or, could this be the first sign of the rapture...?

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DarcyAllen

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Edited By DarcyAllen

And I thought this was pretty much ancient history..

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Edited By ProjektInsanity

I work in an area of law that focuses on safeguarding the well-being of children, at least theoretically. I find that often, the real motivation which turns the cogs of the system is, perhaps like most societal machinations, to perpetuate the system itself. The countless "specialists" -- child psychologists, psychiatrists, doctors, social workers, physical therapists, etc. (some with less than rock-solid qualifications) -- whatever their initial, often noble, motivations, become so entrenched in a process that the process becomes all-consuming, and the children become an afterthought. Let's not make the same mistake here. Games are the trees, but let's see the forest. We have become, in my opinion, an increasingly callous society. At least in Los Angeles, where I live, I've observed a transformation over the last two decades that I despise. People have become so driven by instant gratification and self entitlement that anything which fails to deliver an immediate, tangible benefit is discarded. This is what the media glorifies, and this is what I see children adopt. It's not their fault. It's no one person's fault, and also everyone's fault. We live in an age where having the newest i-Phone app is a determination of worth. We live in an era where sports stars are paid millions and a scientist who just might be working on an alternative energy solution that saves our world in years to come is scraping for funding (this isn't hypothetical, I know him).

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Edited By ProjektInsanity

What I'm saying (in an incredibly nebulous and unfocused way) is that pointing to things like violent games as we reach for our torches and pitchforks won't solve the problem. It might feel good to some people, because it paints a target on something we can see, and it incites an immediate call to action - but to what end? The root of the problem is something far more insidious and incalculably harder to fix. What needs adjusting is our attitude. It's not as simple as pointing to a violent game, or movie, or what have you. It starts when a parent performs their sacred role and instills a young mind with a sense of worth, responsibility, and integrity. It continues when a young man or woman carries those morals into their community, and their workplace. It ends, I hope, never. I enjoyed martial arts as a child, but I have never started a fight. I enjoyed "Commando," but have never single-handedly dispensed of an entire third-world army while spouting cheezy one-liners. I have been an avid fan of the World of Warcraft, but have never donned a pair of elf ears or a druid staff. It appears I've drifted somewhat off course, if I ever had one. Good day.

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mysticstryk

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Edited By mysticstryk

Well you can tell how the vote in the court is gonna go by looking at the party the judges are a part of.

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PsychicKiller82

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Edited By PsychicKiller82

It's the parents fault for not keeping an eye on what the children are doing

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predatorGS

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Edited By predatorGS

These parents make me angry! I feel that certain aggression arises...

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timmy0001

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Edited By timmy0001

The sad truth is a huge portion of the parents now don't pay enough attention to their kids and the activities in which they participate. I for one don't think kids should be allowed to purchase violent video games. That's not to say that I believe violent games make violent people, but media affects different people in different ways. I, for one, experience no increase in aggression after playing a violent game. However, I've had friends and family who I've noticed become much more aggressive after watching or playing violent media. Forcing adults to make purchases for minors will help them observe their children's behavior and will allow them to judge whether or not their child is the type of person affected by violence or not. By the way, I have a degree in psychology and have read and even participated in experiments relating to violence in media. P.S. Sorry for original typos, I'm writing on my iPhone.

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Buzduganjr

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Edited By Buzduganjr

I might think parents this days are to lazy or are to damn occupied with work and other stuff, and in my opinion kids do whatever they want and that's why to much violence cuz is no one to teach them what the hell they are allow to do and what not ! Im not a parent but i see kids this days are sad and mean with not to much respect for adults hehe some of them they even don't know when to say thank you lol.

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flyingman123

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Edited By flyingman123

Its sad that parents just can't take responsiblty for their own children and blame everyone elese for it. Its not Sony's fault that your kid loves being violent its only your fault for letting him play the game. I MEAN COME ON ITS A BUSINESS EVERYONE NEEDS TO MAKE MONEY AND ITS IDIOTS LIKE YOU WHO PREVENT IT!

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psychotic_pig

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Edited By psychotic_pig

yes, games make kids violent, so let's ban them. but wait, sports make kids violent too, we'll have to ban that next. and school competitions, i've seen many kids freaking out when they lose, we'll also have to ban those. and movies are bloody, i could see where that could get kids to hit each other, banned. kids will also have to not play with each other, i see them freak out all the time when they do that. oh, and no internet, to many freaky stuff on that. hmm, maybe i should just buy a room with cushioned walls and pictures of bunnies. oh, but bunnies can create violence too.... OR HOW ABOUT YOU TAKE RESPONSIBILITY FOR YOUR KIDS AND NOT LET THEM PLAY GAMES LIKE KILL THE INNOCENT VICTIM!... or, cushions. yeah. parents are trying to find something that they can blame for their bratty kids behavior. if i wasn't a "minor" i'd kinda want them to pass this law just to see what the parents would blame next.

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ecs33

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Edited By ecs33

The fact of the matter is these laws are designed to help out parents who, for whatever reason, don't have the time to keep an eye on their kids. I understand that there may be other circumstances which prevent a parent from doing so in today's fast, modern economy, but that's a separate problem in itself that should be saved for another discussion. Ultimately our society is on a fast track to the nanny state.

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ecs33

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Edited By ecs33

originalgamer03 Posted May 22, 2011 3:40 am GMT -12 so many of you are really friggin stupid. the law is no different then the laws preventing a minor from buying smokes, booze, or r rated movies. we have a law in place here in canada where it has to be an adult who purchases the game. that way then parents n such actually know what their kids are playing. without such a law a 12 yr old kid can walk into a store and buy a game like manhunt for example and the parents might never know... i have too wonder how many of you are actually adults and how many are really kids who wont get to play violent video games anymore cause mommie and daddy will need to be with you. I have to wonder if you graduated highschool with that kind of writing...

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Sergeant_

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Edited By Sergeant_

The same parents who blindingly buy their kids these mature and "aggressively violent" games are the same parents who complain that games should have a rating system put into effect....derp..

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ecs33

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Edited By ecs33

@megavideogamer: Right on. This mentality is one of the reasons why our society is not on the right track atm.

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HeWhoWasHere2

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Edited By HeWhoWasHere2

After reading this and getting rather irked with Anderson's stupidity and keeping my fingers crossed. I will probably go play a video game, maybe Bulletstorm, to calm myself down. I am 24 and I understand aggressiveness and violence more than most 6 year olds, because MY PARENTS WERE RESTRICTIVE. I may not have liked it then, but now I play whatever games I want, and understand why I had restrictions. I find gaming to be relaxing, shooters and games with swords, racing games irritate. But as a whole it's not the games fault, teach your children right from wrong, stop blaming others for you lack of parenting skills. I agree with all who feel that the TV / Movie field is worse. I bet their are more minors who sneak into R rated movies or watch them at a friends house, than ones who buy M rated games.

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Megavideogamer

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Edited By Megavideogamer

Yes seems that some people expect the government to raise the kids. Videogames are not the issue. Just guide your kids better.

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AZKanaka

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Edited By AZKanaka

@Jaalleexx Actually catharsis (the transfer of aggressive actions to another object) has been proven false. Indulging in socially "unacceptable" actions actually increases a person's likelihood to engage in that act again.

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revanknight

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Edited By revanknight

Isn't the content children are exposed to the parents' choice? I say this holds no place in the courtroom, and I really hate it when some lazy parents act like the world raises their kids for them. Responsibility. If you practice it, you'll know your child and what they can handle, and also how do deal with what they can't.

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Taffelost

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Edited By Taffelost

If you don't know what your kids are doing, who their friends are or what they have on their HD you're a bad parent in my opinion. The cost of knowing what your kids are doing is payed in time and taking an interest. That's a price some parents doesn't want to pay today. They are the bad parents. I don't allow violent games in my home. I help my kids with their homework and I try to keep an eye on who their friends are. It's difficult of course and sometimes it makes me very unpopular, but I don't care. I know better than them. It is not society's fault if my kids "fails". It is mine. There's just too much emphasize on how the society should protect our kids today. This removes our responsibility and naturalize the idea of the state as being the first parent. The state has a role to play, obviously, but the main responsibility lay with the parents.

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Tanares

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Edited By Tanares

For Christ's sake its like after 20+ years they still haven't figured this out. Violent games do not make children aggressive. CHALLENGE AND COMPETITION DO. If you go after games, then go after fashions (the 'haves' versus the 'have nots') go after sports (competition, duh!) go after TV (watching competitive sports or competitive shows like I dunno... AMERICAN IDOL?) just please. Don't go after parents. After all, it's not their job to raise their own kids, thats why we spend so much in tax dollars arguing this in the Supreme Court! Common sense, people. Get some. Raise your damn kids, teach them that aggression isn't wrong but not always right and lets finally get on with our lives.

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3116porter

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Edited By 3116porter

is this a new series?

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Urik_187

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Edited By Urik_187

the problem is that a lot of parents/adults dont take video game ratings seriously. Most people wont let thier kid watch an 18 movie yet will let them play a game with a 18 rating. Ratings in games are very real and society must learn to take them seriously. We need to be strict with what games we are letting children play.

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HHKev84

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Edited By HHKev84

When a researcher gets personally involved with a research topic, it leads to bias, which nullifies much of their data. The reliability of the research decreases because the data is not gathered objectively from participants, it's gathered and interpreted subjectively by the researcher with something to prove for either side. Researchers should seek to understand and deliver facts and data on a topic, not tweak the research or interpret it in a way that benefits certain groups. That's not scientific research.

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rougestrike

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Edited By rougestrike

So its a video game's fault that your kid is violent? Hmm can we select the other options as well? Maybe you don't actually take care of your child and allow them to just get sucked into watching TV or another form of digital media and not care, or the fact that you beat on your spouse, or even the fact that you regret having a kid in the first place. If you're saying its video games that are causing your kids' brain to think violently is almost like saying if your kid picks his nose and it gets all bloody its the finger's fault. Last I checked there's no state that can sue a finger.

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Spartan765

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Edited By Spartan765

What is going on people

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cepwin

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Edited By cepwin

I agree with Jaallexx...if you get your aggression out on the controller it will relieve that stress. As for the Supremes, I'm cautiously optimistic they'll make the right decision. When the case was being argued I recall even Justice Ginsberg, who probably wouldn't know a controller if it landed on her, "got it" in terms of free speech. This "nanny government" has got to stop. I'm not a big fan of McDonalds but I still disagree that the government should be telling them to get rid of Ronald McDonald (I heard some place is trying to ban the character.) We have a rating system that clearly delineates what the maturity level of a game is...it's up to the parents to decide what's appropriate for their child. I've known people who love FPS but wouldn't have a firearm in their home.

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Jaalleexx

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Edited By Jaalleexx

I thought violent video games were supposed to make you releave stress, and thereby reasons of violence

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hitechgraphs

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Edited By hitechgraphs

@Cillerboy I think you have a prob more with yourself than videogames.Maybe you should go to get some help.Well certainly if I get frustrated at some videogames for loosing too much every now and then,doesn't matter if it's violent or not,I'll get angry in a short term but never mad.If I play a videogame very violent or not If I like it,I don't get angry ,happy,could be,and tired.That's it. Certainly Nintendo games make me angry. I borrowed one long time ago and after playing a little was becoming angry,decided to not touch any of them for the rest of my life.

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AFO-Wolfpack

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Edited By AFO-Wolfpack

lol i just wrote an english research paper about how violence affexts teen health, and guess what I found according to most psychologists and doctors, they say that violent videogames only cause short term aggression and does not cause lingering hostility. Hmmm and the fact that while the annual video game sales have doubled since the 1990's while instances of violent crime have dropped at that same rate.

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AbandonedFish

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Edited By AbandonedFish

@Cillerboy Ah, but are you merely frustrated by the people you're interacting with or is your tendency for violence affected by the content of the game you're playing?

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Mondrath

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Edited By Mondrath

@Khan_Krum Well said. I agree that it's time for someone to hold parents responsible for the welfare and actions of their children instead of blaming it on every other massive media hype. I've been a teacher for ten years and I've studied psychology, and I can say that the biggest cause I've observed for violence and hostility in children is their home environment and the parenting (or lack of it) that they receive.

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Cillerboy

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Edited By Cillerboy

i think it is true that violent video games increase agression in the short term. i get mad as hell playing online and if i have a bad day with games it tends to last a few more minutes afterwards but nothing long term.

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gunner_squad

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Edited By gunner_squad

wait are people seriously kicking up a stink about kids having the right to buy something that isn't rated to their age group?

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