Opinion Editorial
Matthew Burnett
31 July 2020
Video Games and Violence
In the aftermath of horrific shootings, the gun lobby and
various U.S. senators have tried to shift the blame away from the real issues
toward video games. There is no scientific proof that links video games and
violent acts among people.
Christopher Ferguson, professor of psychology at Texas A&M
International University, has researched the myriad studies that question
whether video games lead to aggression. He wrote, “I think anybody who tells
you that there’s any kind of consistency to the aggression research is lying to
you”. He continued, “It is not strong enough to draw any kind of causal, or
even really correlational links between video game violence and aggression.”
Gaming is not an industry that solely serves to entertain
teenage boys stuck in the basement playing video games until 4 a.m. hopped up
on Mountain Dew and Cheetos, as portrayed by the media.
Even if first-person shooter games such as “Halo,” “Call of
Duty” and “Borderlands” contain violent action, they are not “the video game
industry.” That specific genre is centered on gun and weapon combat through a
first-person perspective, and is usually rated M, for mature players.
Only 9 percent of all games in 2012 were rated M. The dominant
category, as in the past, were titles rated E for everyone, at 45 percent. Some
22 percent of the games were rated E10+ for players ages 10 and up and 24
percent were rated Teen for those ages 13 and up. Only a minority of games are
first-person shooter games.
The gaming industry is more pervasive than many believe, with
myriad gamers who do not even identify as such. According to the Entertainment
Software Association, the average gamer is 30 years old, 47 percent of all
players are women and women over age 18 are the fastest-growing player
demographic. This includes those who play games such as “Words with Friends” or
“Tetris” on their smartphones while waiting in the checkout line or games such
as “Angry Birds” on their iPad or tablet.
The video-game industry is much more complex and deeper than the
gun lobby and some politicians would have us believe. In fact, playing video
games has been proved to offer numerous benefits, including improved dexterity,
eyesight, education, physiotherapy, stress relief, improved multitasking
abilities, increased IQ and faster response or reaction times.
Just like any other form of entertainment, there are a vast
number of video-game choices. The whole industry should not be targeted because
of a few games that happen to be violent. Even violent games do not have proof
that is linked towards violent acts.
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