Issue Overview: Do video games cause violence? By procon.org, adapted by Newsela staff on 11.28.16 Word Count 982 Gamers play the video game "For Honor," developed by Ubisoft Montreal and published by Ubisoft, during "Paris Games Week" in Paris, France, October 28, 2016. Photo: Photo: Getty Images. After schoolwork, chores and practice, free time means video game time for many American kids. As many as 97 percent of kids ages 12 to 17 in the United States play video games. Children are large contributors to the U.S. video game industry, which earns tens of billions of dollars each year. There seems to be countless types of video games to choose from, including sports, racing, dancing and simulations. More than half of the 50 top-selling video games contain violence. Some think this may be a problem. Violent video games have been blamed for school shootings, increases in bullying and aggression toward women. Critics argue that these games desensitize players to violence and teach children that violence is acceptable. On the other hand, video game advocates say there is no conclusive evidence that video games cause social violence. They argue that violent video games may provide a safe outlet for aggressive and angry feelings, which may reduce crime. This article is available at 5 reading levels at https://newsela.com. 1 Ratings System Established In Response To Public Outcry The debate over violent video games can be traced back to the "Death Race" game in 1976. The object of this game was to drive over screaming "gremlins," turning them into tombstones. The gremlins resembled stick-figure humans and it was reported that the working title of the game was Pedestrian. Protesters dragged Death Race machines out of arcades and burned them in parking lots. As a result, production of the game was stopped. In 1993, there was more public outcry following the release of the violent video games "Mortal Kombat" and "Night Trap." In response, Congress discussed regulating the sale of video games and California Attorney General Dan Lungren testified that violent video games have "a desensitizing impact on young, impressionable minds." The video game industry was threatened with the creation of a federal regulatory commission, so it voluntarily established the Entertainment Software Rating Board (ESRB) in 1994. This created a ratings system based on the video game's content. The ESRB assigns one of the following ratings: "Early Childhood," "Everyone," "Everyone 10+," "Teen," "Mature" or "Adults Only." Of all the games rated by ESRB in its 20-year history, 94 percent have been rated "Everyone," "Everyone 10+" or "Teen." However, there are still thousands of games rated "Mature." A survey was done of kids and video games by the Pew Research Center in 2008. In the survey, 50 percent of boys and 14 percent of girls aged 12 to 17 who were surveyed listed a game with a "Mature" or "Adults Only" rating as one of their favorite games. Critics Allege Link Between Video Games And Bullying Through the years, the issue of video game violence has resurfaced. In 2005, the American Psychological Association called for the reduction of violence in video games marketed to youth because of possible links between video games and violence toward women. Critics argue that playing violent video games is responsible for the increasing rates of bullying in recent years. Some researchers are concerned that violent video games teach children that violence is an acceptable approach to solving conflicts and achieving goals. The controversy of the relationship between video games and violence resurfaced again in 1999. The two teenage shooters of the Columbine High School massacre in Colorado were devoted players of weapon-based combat video games. Media attention focused on the This article is available at 5 reading levels at https://newsela.com. 2 allegation that video games caused the tragedy. There also have been cases of mass shootings where the shooter did not play video games, such as the 2007 Virginia Tech shooting. U.S. Supreme Court Rules Several states and cities have passed laws against the sale of violent video games to kids. The restrictions were struck down, with courts saying there was no clear link between video game violence and real-world violence. In 2011, the U.S. Supreme Court ruled that a California law banning the sale of violent video games to minors violated free speech rights. Defenders of violent video games agree. They argue that the research has failed to show a causal link between video games and real-world violence, adding that correlations between video games and violent behavior can be explained by youth predisposed to violence being attracted to violent entertainment. Additionally, there would be an expected increase in juvenile violent crime as more kids play these games if there was a relationship between violent video games and violent acts. However, murders by juveniles acting alone fell 76 percent and violent crime rates dropped 37 percent in a 10-year period when game sales increased by more than 200 percent. Several games have garnered significant media attention during the past 15 years. They include "JFK Reloaded," which is a reenactment of former President John F. Kennedy's assassination; "Super Columbine Massacre RPG!," which is a reenactment of the Columbine shooting; and "RapeLay," which is a Japanese video game in which the player assaults women. Regardless, violent video games remain popular, with one example being the mass shooting game "Call of Duty: Modern Warfare 2" earning $550 million in the first five days after its release in 2009. Worldwide Sales Could Exceed $100 billion In 2017 In a 2013 news conference about gun violence, President Barack Obama requested $10 million from Congress to fund studies about gun violence, including "the effects violent video games have on young minds." However, former Representative Jack Kingston, a Republican from Georgia who was chairman of the subcommittee at the time, was opposed to the research and said the president's request would not be funded. An August 2015 report from the American Psychological Association determined that playing violent video games is linked to increased aggression, but it did not find sufficient evidence of a link between the games and increased violence. Meanwhile, worldwide sales of video games are predicted to reach $102.9 billion in 2017. As games continue to get more sophisticated and realistic, the debate over whether or not children should be exposed to violent video games continues. This article is available at 5 reading levels at https://newsela.com. 3 This article is available at 5 reading levels at https://newsela.com. 4 Quiz 1 2 Which selection from the article BEST suggests that regulating the video game industry will be difficult? (A) There seems to be countless types of video games to choose from, including sports, racing, dancing and simulations. More than half of the 50 top-selling video games contain violence. (B) On the other hand, video game advocates say there is no conclusive evidence that video games cause social violence. They argue that violent video games may provide a safe outlet for aggressive and angry feelings, which may reduce crime. (C) The video game industry was threatened with the creation of a federal regulatory commission, so it voluntarily established the Entertainment Software Rating Board (ESRB) in 1994. This created a ratings system based on the video game's content. (D) The restrictions were struck down, with courts saying there was no clear link between video game violence and real-world violence. In 2011, the U.S. Supreme Court ruled that a California law banning the sale of violent video games to minors violated free speech rights. Read the following paragraph from the section "Ratings System Established in Response To Public Outcry." A survey was done of kids and video games by the Pew Research Center in 2008. In the survey, 50 percent of boys and 14 percent of girls aged 12 to 17 who were surveyed listed a game with a "Mature" or "Adults Only" rating as one of their favorite games. Which statement can be inferred from this paragraph? (A) The ESRB needs to be more strict in its ratings of video games. (B) Girls tend to be more particular when it comes to choosing video games. (C) The parents of boys are less likely to monitor their consumer choices. (D) The ratings system isn't prohibiting the play of violent video games by children and teens. This article is available at 5 reading levels at https://newsela.com. 5 3 4 According to the article, does President Barack Obama think there is sufficient reason to more heavily regulate the video game industry? (A) Yes, because there are possible links between video games and real-world violence such as increased rates of bullying and instances of mass shootings. (B) Yes, because a lot of families are concerned that video games are teaching their children to use violence to solve conflicts. (C) Not yet, because there needs to be more research that establishes a link between video games and violence to warrant an impact on free speech rights. (D) No, because there is no link between video games and real-world violence since there have been cases of mass shootings where the criminal didn't use video games. According to the article, which of the following people have perspectives in AGREEMENT with one another? (A) U.S. Supreme Court and Congress (B) The video game industry and President Barack Obama (C) California Attorney General Dan Lungren and critics of video games (D) American Psychological Association and former Rep. Jack Kingston This article is available at 5 reading levels at https://newsela.com. 6 Answer Key 1 2 Which selection from the article BEST suggests that regulating the video game industry will be difficult? (A) There seems to be countless types of video games to choose from, including sports, racing, dancing and simulations. More than half of the 50 top-selling video games contain violence. (B) On the other hand, video game advocates say there is no conclusive evidence that video games cause social violence. They argue that violent video games may provide a safe outlet for aggressive and angry feelings, which may reduce crime. (C) The video game industry was threatened with the creation of a federal regulatory commission, so it voluntarily established the Entertainment Software Rating Board (ESRB) in 1994. This created a ratings system based on the video game's content. (D) The restrictions were struck down, with courts saying there was no clear link between video game violence and real-world violence. In 2011, the U.S. Supreme Court ruled that a California law banning the sale of violent video games to minors violated free speech rights. Read the following paragraph from the section "Ratings System Established in Response To Public Outcry." A survey was done of kids and video games by the Pew Research Center in 2008. In the survey, 50 percent of boys and 14 percent of girls aged 12 to 17 who were surveyed listed a game with a "Mature" or "Adults Only" rating as one of their favorite games. Which statement can be inferred from this paragraph? (A) The ESRB needs to be more strict in its ratings of video games. (B) Girls tend to be more particular when it comes to choosing video games. (C) The parents of boys are less likely to monitor their consumer choices. (D) The ratings system isn't prohibiting the play of violent video games by children and teens. This article is available at 5 reading levels at https://newsela.com. 7 3 4 According to the article, does President Barack Obama think there is sufficient reason to more heavily regulate the video game industry? (A) Yes, because there are possible links between video games and real-world violence such as increased rates of bullying and instances of mass shootings. (B) Yes, because a lot of families are concerned that video games are teaching their children to use violence to solve conflicts. (C) Not yet, because there needs to be more research that establishes a link between video games and violence to warrant an impact on free speech rights. (D) No, because there is no link between video games and real-world violence since there have been cases of mass shootings where the criminal didn't use video games. According to the article, which of the following people have perspectives in AGREEMENT with one another? (A) U.S. Supreme Court and Congress (B) The video game industry and President Barack Obama (C) California Attorney General Dan Lungren and critics of video games (D) American Psychological Association and former Rep. Jack Kingston This article is available at 5 reading levels at https://newsela.com. 8
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