Violent Video Games cause Violent Behaviour  Video games exist as an interactive medium. The player has control over their character and many of their character’s actions whereas in a book or movie, the audience does not. This means that the player can become invested emotionally in characters to a greater extent because of the autonomy afforded to each character.  Given that this is true it becomes more difficult to ensure dissociation between the real world and the game world with which the player interacts. With the growing drive towards realism of videogame graphics, game environments are able to look incredibly similar to real life, further blurring the distinction.  If this is the case, then a person who visits violence upon another person within a game universe feels the same emotions as someone who does so within real life, and therefore may be desensitised to real-life violence. Whilst game producers would claim that is not their aim and that their games do not cause this desensitisation, many have been actively pursuing technologies that allow for greater immersion within their game-worlds.  If this is the case then acts of violence may fail to register the same level of shock or revulsion in a person than they usually do. Given that this is true, people who play video games become more able to harm others or less likely to intervene to prevent harm.  In terms of actual evidence, there is very little to back up this analysis. Most studies supporting the concept have been debunked by others. [1]  [1] Anderson, Craig &amp; Bushman, Brad. Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 2001, 12: 353-359