Violence And Video Games

According to the “Latest Crime Statistics Released,” there was an estimated 1,197,704 crimes that were committed in the year 2016. This proves that there is crime going on all around our nation and even around our own homes regardless to how blind or naïve some people are about crimes committed near their lovely neighborhoods. A question that is continuously asked is what is the reason that these crimes are committed? Well, the easiest answer for this question is that there are an unlimited number of reasons that crimes are committed. However, what researchers are trying to get to the bottom of is if there is any correlation between violent video games and violent crimes that are committed around the nation.

As specified by the American Psychological Association, there is a common trend between increase in aggression and playing violent video games. In APA’s article, it is stated, “the link between violence in video games and increased aggression in players is one of the most studied and best established in the field.” This well studied topic has led the APA to reach out to the video game industry to increase “parental control over the amount of violence the games contain.” The Entertainment Software Rating Board has been asked to improve their system in rating video games in general. Furthermore, developers have been urged to put into mind the age and psychological development of the consumer when creating the game.

Unfortunately, “Scientists have investigated the use of violent video games for more than two decades but to date, there is very limited research addressing whether violent video games cause people to commit acts of criminal violence.” Even though there is a common trend between the increase in aggression and violent video games, it is extremely hard to link the act of committing a crime to violent video games itself. Apparently, researchers have found that there is no single factor that will consistently lead a person to committing a violent act, but an accumulation of factors that end up leading to a person to commit a violent act. This means that violent video games have the ability to contribute with other factors in the act of a person committing a crime.

To sum it up, researchers have found that committed acts of violence are not pursued by one factor, like violent video games, but multiple factors that lead to a person hitting a breaking point. What would be very interesting for researchers to do next is to see the difference between different factors involved with violent video games. For example, what would be the difference between someone playing violent video games with depression or someone who has a mental disability? Lastly, do you think that there would be a difference between boys and girls playing violent video games and their reaction with other factors?

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