The facts are against the premise again.  Research does not support the idea that young people who play violent video games have decreased social ability. This is refuted most notably in studies by Anderson and Ford (1986), Winkel et al. (1987), Scott (1995), Ballard and Lineberger (1999), and Jonathan Freedman (2002). More recently, Block and Crain (2007) claim that in a critical paper by Anderson (and his co-author, Bushman), data was improperly calculated and produced fallacious results. Additional meta-analyses (reviews of research that attempt to statistically combine data from multiple studies for more powerful results) by other researchers, such as by Ferguson and Kilburn (2009) and Sherry (2007) have failed to find any causal link between video game violence and aggression, as have recent reviews by the Australian Government (2010) and the US Supreme Court (June, 2011).  The question of whether violent games that only allow violence as a solution to problems could negatively affect young people in subtle ways deserves further study. However, there are many aspects of video games, such as puzzle solving, that are intrinsic parts of even the basest first person shooters. Many first-person shooters themselves require tactical deployment and thinking—all of which are able to stimulate thought in people, albeit in a different manner than negotiation might do. [1] Further, newer military games are more sophisticated, often requiring the player to take one side of a conflict and then the other in different levels of the game, or forcing the player to face moral dilemmas that affect the game’s storyline or outcome.  [1] Freedman, Jonathan L. Media violence and its effect on aggression: assessing the scientific evidence. Toronto: University of Toronto Press, 2002. ISBN 0802084257