This is empirically false  Again, the crux of opposition counter-argument is that the evidence in this regard is strongly behind opposition.  In April 2011, the U.S. Federal Trade Commission undercover shopper survey found that video game retailers continue to enforce the ratings by allowing only 13% of underage teenage shoppers to buy M-rated video games, a statistically significant improvement from the 20% purchase rate in 2009. By contrast, underage shoppers purchased R-rated movies 38% of the time, and unrated movies 47% of the time.  Given that children are able to easily access violent content in other visual media, and there is no evidence that video games are more harmful than other media, this argument falls. Further, there is a long tradition of exposing children to extremely violent content in the form of fairy tales.  Further, with greater education regarding the harms of videogames to parents (and with more parents having played video games themselves) many are becoming savvier about appropriate restrictions on their children’s video game play. Given the lack of evidence that video games are clearly or uniquely harmful, but acknowledging society’s interest in protecting vulnerable children, investing in additional parent education is a more logical response than attempting to ban all violent games. [1]  [1] Federal Trade Commission. FTC undercover shopper survey on enforcement of game ratings finds compliance worst for retailers of music CDs and the highest among video game sellers. News release, 20 April 2011.