Violent Video Games: Do They Lead to Aggressive Behavior or Not?

Video games for children, teens and young adults bringseries, one of the most popular and also most violent
in $10 billion a year in the United States. Certainly someand controversial of the games, a player is rewarded if
of the games offer harmless entertainment andhe has sex with a prostitute and then murders her (the
maybe even some educational value. But the gamesmost recent of the series, Grand Theft Auto: San
that seem to be the most eagerly anticipated, theAndreas, was the best-selling title in 2004). Whether or
games that major retailer Zany Brainy says "thenot these games contribute to violent "real-life"
industry is focusing on," and the games that fly off thebehavior among their primary users (pre-teen and teen
shelves as soon as they're released are those ratedboys) has spurred major controversy. And, as with
"M" for mature and "AO" for adults only. To garner anmost hot-button issues, there are strong proponents
"M" rating, the content is intended for people aged 17and opponents on either side. Yes, Video Games
and older, and may contain sexual themes and intenseCause Violence Much attention was brought to video
violence or language. An "AO"-rated game is suitablegame violence after it was realized that the two
only for adults 18 and over, and may include graphicteenagers behind the Columbine High School shootings
depictions of sex and/or violence. The popularity of theplayed (and even created their own levels of) DOOM,
games is astounding. According to a 2004 report byone of the first "first-person shooter" video games
the National Youth Violence Prevention Resource(attesting to its popularity, a movie version of DOOM
Center, a 2001 review found that 49 percent of the 70was just released on October 21). The most recent
top-selling video games contained serious violence. Outstudy on the topic, to be published in the January 2006
of all games, 41 percent required violence for theedition of Media Psychology, found that playing violent
protagonists to achieve their goals. And in 17 percentvideo games does indeed cause violent thought
of the games, violence was the primary focus of thepatterns in the brain. A team of international
game itself. The violence is often brutal and degradingresearchers observed 13 males, aged 18 to 26, for the
to women. In the game "Duke Nukem," for instance, astudy. It was found that, after playing a mature-rated
player can enter a room with naked women sayinggame, 11 out of the 13 participants showed significant
"Kill me," while tied to posts. In the Grand Theft Autoeffects from the games.