Violence in video games does not significantly contribute to real world violence.

I'll do a couple short rebuttals and then move on to some voting issues.MY CASELogical Fallacy- Affirming a DisjunctMy opponent accuses me of using this logical fallacy throughout my case. The problem with this point is that in order for me to be using this fallacy, I would have to have no evidence which shows how video games do *not* cause violence. I have shown this in a couple places. First, lets look at my statistics point. There I illustrated that as video game sales have gone up, violence rates have gone down. This essentially makes mockery of the idea that violence in video games significantly contributes to violence. However, if you, as a reader, do not buy this point, I'll clarify for you a bit more in my next point. Second, look at my point which explains the aggression release coming from video games. This suggests that violence in video games can actually lower violence rates, which is supported by my statistics. Through these two points, I hope you will all see that I have not used this logical fallacy. Really, studies on video games alone have so many variables that could be causing violence. It is inaccurate to blame the violence variable for any aggression / legitimate crime that comes from gamers.Violence RatesMy opponent explains that even if violence goes down as video games sales go up, the violence in these games could still be significantly contributing to real world violence. I would agree with this. These statistics are mainly there to support my release of aggression point. This point also illustrates how unlikely it would be for violence in video games to actually be contributing to real world violence in a significant way. I don't think my chart covers the military kill rate (I will talk about this soon). Later on in the voting issues, I'll elaborate more on the idea of significance.Video Game's EffectsBasically, my opponent attacks my source, as opposed to my argument. I would agree that my source could be considered inaccurate; I'll go ahead and bring up a couple more points to further elaborate on the idea of violent video games being used to release aggression. My first source notes that 42% of boys play video games because it helps them release anger, and 65% of boys say these games help them relax (1). My Gilsdorf source elaborates, "If some of these men are hopelessly mentally ill, then we need to do all we can to prevent their access to real guns. But sane or depressed, many men feel powerless. Many feel angry. Many feel disengaged. They just want a stake in the action. Video games might be the best outlet they’ve got."OPPONENT'S CASENot Born to KillThe first thing to look at here is the difference between video games and these "killing sessions." My opponent essentially drops this argument. We have to realize that the video games kids are playing today are quite different from the simulations used in the army. Really, my opponent has only proved that military murder simulations increase violence in the military. This is not the topic we are currently debating. Even if these simulations could actually be compared to common video games today, these activities didn't make officers more willing to shoot because of desensitization (as a result of violence). The reason firing rates went up is because of the implementation of a method known as "point shooting." Point shooting was effective (even without a video simulation) because it was similar to real combat situations (3). Essentially, my opponent has yet to prove that these simulations are (a) similar to real video games and (b) the violence factor of this simulation actually causes violence.Desensitize MeMy opponent points out some flaws in my desensitization study. Here is why my study really is more accurate.1. My opponent's study has multiple variables since it involves the actual playing of a video game. Essentially, the competition factor is very present in this study. There is no way of knowing whether the violence, the desensitization, or the competition caused the willingness to push the button.2. The study basically admits that it shows a correlation, not a causation. Look at this quote directly from the study:"These relationships do not establish causality, as desensitized children with lower empathy may simply be more drawn to violent games, or a third factor, such as suboptimal parenting practices, may be responsible for this relationship. Potential mediating relationships should also be considered. For example, children who seek highly arousing experiences may be especially drawn to playing violent video games."and this quote: "Children’s estimated exposure to video game violence was not associated with aggression vignette responses."We can't look to a study with multiple variables that shows, at best, a correlation rather than a causation. My study further weakens this point by disproving the correlation between desensitization and violence in video games.My opponent also notes that while aggression is short lived, desensitization lasts a longer time. The thing is, since this study involves individuals actually playing some sort of a game. Obviously, spurts of aggression due to competition (or even violence) can be expected. Just remember, aggression is not the same thing as violence. Dr. BruceMy opponent brings up a new argument known as the "bystander" effect. He basically explains that this is caused by desensitization, and will ultimately contribute to real world violence. I'd like to make a couple points:1. The bystander effect is not a new thing. It has existed way before the time of violent video games. "In the famous 1964 “Kitty Genovese” incident, a young woman named Kitty Genovese was stabbed to death outside her home in Queens, New York. Many of Kitty’s neighbors heard her desperate screams for help, yet no one called the police until too late (4)." 2. Let's get to the real question, "What causes the effect?" The bystander effect is certainly not caused by desensitization. It is rather caused by a term known as "diffusion of responsibility." To clarify my source continues, "One reason that the bystander effect occurs is the social influence process known as “diffusion of responsibility”. Through numerous studies, psychologists have found that bystanders are less likely to intervene in emergency situations as the size of the group increases."We can safely conclude that violence in video games does not contribute to such a psychological phenomenon.CONCLUSIONLet me bring up a few points to summarize...1. My opponent has made no empirical claims. This is perhaps one of the most important points. He cannot prove video games significantly contribute to violence if he fails to provide any numbers which show "significance." Elaborating on what I said earlier on, all my opponent has shown is an increased kill rate in the military due to kill simulations. In reality, these simulations are not what promote the elevation of the kill rate, rather it is the new training methods (whether they involve videos or not).2. Video games don't cause desensitization. I have pointed out the various flaws in my opponents study. Essentially, there is no causation has been shown between desensitization and violence in video games.3. Other factors cause (at best) aggression. There are too many other variables in video games to pinpoint violence in video games as something that significantly contributes to real world violence.4. Video games can help release aggression. Hence, the lower violence rates. If you, as a reader, do not buy this argument, look to the fact that my opponent's case has not shown any significant contributions from violence in video games outside the military.5. Already violent people (or at least those who crave violent / arousing experiences) may play violent video games, hence the added violence from gamers. My opponent's desensitization study even suggests this... "Children who seek highly arousing experiences may be especially drawn to playing violent video games."For these reasons, vote pro!! Thanks to anyone who reads this :) (1) Cheryl Olson, Lawrence Kutner, Dorothy Warner, Jason Almerigi, Lee Baer, Armand Nicholi, and Eugene Beresin, "Factors Correlated with Violent Video Game Use by Adolescent Boys and Girls," Journal of Adolescent Health, July 2007(2) http://cognoscenti.wbur.org...(3) http://cdn.paladin-press.com...(4) http://heroicimagination.org...