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Video Games & Youth Violence: Examining the Facts

NCJ Number
206319
Date Published
2004
Length
14 pages
Annotation
This report provides information about the computer and video game industry and the link between video games and youth violence.
Abstract
Youth violence has been on the forefront of the community consciousness following highly publicized and violent events involving youth. Some of the focus of violence prevention has been on computer and video games and their possible link to youth violence. Approximately 60 percent of Americans play video games and 90 percent of the most widely sold video games in 2001 were appropriate for ages 6 and up. Adults purchase 9 out of every 10 video games. The argument is made that there is no empirical evidence establishing a clear link between playing video games and engaging in aggressive behaviors. Youth violence has dropped in the United States at the same time sales of video games have skyrocketed. The same games are sold around the world, yet youth violence remains low in other countries. The findings of the United State’s Surgeon General’s report and the Australian Government’s study are presented. The Surgeon General’s report was inconclusive concerning the link between youth violence and video games, while the Australian study determined that a clear link between youth violence and video games was difficult to establish and “unlikely to be substantial.” The self-regulatory efforts of the computer and video game industry are described, including the 1994 development of the Entertainment Software Rating Board (ESRB) and the Advertising Review Council (ARC) of the ESRB. The computer industry continues to seek improvements in collaborations with parents and other consumers to ensure that games that are not appropriate for children are not played by them. Table, endnotes