A new study shows that violent video games do not lead to an increase in violence in real life. The mass media and ordinary people often associate violent video games with violence in real life, although the evidence to support this connection is limited.
Debates on this topic usually intensify after mass public shootings, and some commentators associate these violent acts with the perpetrator’s interest in violent video games. However, others pointed out that different factors, such as mental health problems or easy access to guns, are more likely explanations.
In view of these contradictory claims, former US President Barack Obama called on the government to provide more funds for research on video games and violence in 2013. But before the government introduces any policy that restricts access to violent video games, it is important to determine whether violent video games really make players appear violent in the real world.
The research conducted by Dr. Agne Suziedelyte, a senior lecturer in the Department of Economics at City College, University of London, uses data from the United States to provide evidence of the impact of violent video game releases on children’s violent behavior.
Dr. Suziedelyte studied the impact of violent video games on two types of violence: assault on others, and damage to things/property. The study, published in the Journal of Economic Behavior and Organization, focused on boys between the ages of 8-18-the group most likely to play violent video games.
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Dr. Suziedelyte used econometric methods to determine the seemingly causal effects of violent video games on violence, not just associations. She found no evidence that violence against other people will increase after the release of new violent video games. However, parents report that children are more likely to destroy things after playing violent video games.
Dr. Suziedelyte said: Taken together, these results indicate that violent video games may agitate children, but this agitation does not translate into violence against others-this is the type of violence we care about most.
A possible explanation for my research results is that video games are usually played at home, where there are fewer opportunities to participate in violence. This’incapability’ effect is particularly important for boys who are prone to violence. Because they may be particularly attracted to violent video games.
Therefore, a policy that restricts the sale of video games to minors is unlikely to reduce violence.