Do violent video games contribute to youth violence?

The 2008 study Grand Theft Childhood reported that 60% of middle school boys that played at least one Mature-rated game hit or beat up someone, compared to 39% of boys that did not play Mature-rated games. Violent computer games have long been popular with teenagers, and with the improvement in technology, many violent games have become more realistic. Excessive violent gaming can become a serious problem because teenagers can develop antisocial behavior and become disconnected from reality, according to Laura Berk, professor of psychology at Illinois State University. According to Berk, teenagers who frequently play violent video games are more likely to become withdrawn. She states that addiction to violent games is a cause in itself. A 2010 BBC news report about the risk of computer addiction included an interview with a 19-year-old boy who skipped school and had angry outbursts if his parents tried to stop him from playing a violent video game. The American Psychiatric Association is calling for more research before placing computer games addiction as an international recognized mental health disorder Violence as Normality A research report in the May 2010 issue of "Psychological Bulletin" led by Iowa State University psychology professor Craig Anderson found that violent gaming can increase feelings of aggression and antisocial behavior in teenagers, regardless of their sex. Overexposure to violent images found in computer games can lead to the view that violence is a normal way of life. Berk also writes that the Columbine High School teenage murderers were obsessed with playing a violent video game. abcnews.go.com " Technology

Violent videogames cause violence in players

Teenagers who play violent video games over a number of years become more aggressive towards other people as a result, according to a new long-term study. Researchers said the study was the first to show a clear link between a sustained period of playing violent games and subsequent increases in hostile behaviour. Girls who play violent computer games during their school years were found to be affected just as much as boys. is clear that there is a long-term association between violent video games and aggression. This is an important and concerning finding, particularly in light of the hours that youth spend playing these games.'

Do violent computer games make young children violent citizens

Both experimental and non-experimental research have shown that violent video games damage young people playing them in both the short and long term, leading to criminal and anti-social behaviour. Exposure to violent video games causes aggressive thoughts and feelings. It also creates unwanted psychological arousal and belief in a ‘scary world’, especially among young children. This is particularly significant as video game graphics develop to become ever more realistic. The effects of violent video games are even worse than those of films and TV because of the interactive element that exists in video games. In addition, most video games are played alone, whereas cinema and television are usually a social experience, allowing social pressures to filter the experience of violence upon the viewer.

Both experimental and non-experimental research have shown that violent video games damage young people.

Many researchers (Ask, 1999; Funk, 1993, 1995; Provenzo, 1991) conclude that there is no causal link between violent video games and aggressive behaviour. Other influences, such as social environment, family background and peer pressure cause aggressive behaviour. Additionally, even if video games might create violent thoughts, according to researchers there is no reason for these thoughts to display themselves in action more than the aggressive thoughts caused by frustration in non-violent video games, or by the fast pace of action films (rather than their content). The small number of people who would be affected by such aggressive thoughts are people who probably already are habitually violent.

It's a good thing that the rate of teen violence has been decreasing. But we are not here to debate whether the rate is higher or lower than before. Instead, we are here to discuss whether there is a direct correlation between engaging in violent video games and acting out violence in real life, for teenagers. Psychologists have shown that youngsters spend a significant amount of their spare time playing video games, boys more so than girls. While not all video games contain violence, the most popular ones do. More importantly, playing violent video games has been linked to having aggressive thoughts (http://www.apa.org...). In my opinion, having aggressive thoughts is, for a teenage, the first step toward becoming violent in action. Since violent media games lead to aggressive thoughts and aggressive thoughts may lead to violent action, by the rule of transitivity, for sure violent media games contributes to teenage violence. There is no doubt about it.

The content of Video Games

Violent juvenile crime in the United States has been declining as violent video game popularity has increased. The arrest rate for juvenile murders has fallen 71.9% between 1995 and 2008. The arrest rate for all juvenile violent crimes has declined 49.3%. In this same period, video game sales have more than quadrupled. [7] [8] A causal link between violent video games and violent behavior has not been proven. [34] Many studies suffer from design flaws and use unreliable measures of violence and aggression such as noise blast tests. Thoughts about aggression have been confused with aggressive behavior, and there is a lack of studies that follow children over long periods of time. A 2004 US Secret Service review of previous school-based attacks found that one-eighth of attackers exhibited an interest in violent video games, less than the rate of interest attackers showed in violent movies, books, and violence in their own writings. The report did not find a relationship between playing violent video games and school shootings. [35] The small correlations that have been found between video games and violence may be explained by violent youth being drawn to violent video games. Violent games do not cause youth to be violent. Instead, youth that are predisposed to be violent seek out violent entertainment such as video games. Playing violent video games reduces violence in adolescent boys by serving as a substitute for rough and tumble play. [36] Playing violent video games allows adolescent boys to express aggression and establish status in the peer group without causing physical harm. http://videogames.procon.org...

Do games teach kids violence.

Do you even look at what you are posting? Were in that argument does it mention anything relevant to the question once again. Please just leave this argument as all you have been doing is commenting with copy and pastes and not showing your own facts. I don't believe you have actually commented one word which is not a copy and paste. Playing violent video games reduces violence in adolescent boys by serving as a substitute for rough and tumble play. Playing violent video games allows adolescent boys to express aggression and establish status in the peer group without causing physical harm.

Are Video Games the main cause for Violent Juvenile Crimes

There was a study done with 200 kids, with kids the age of 10 or 11, showing that the longer they played video games, the more aggression was stored up in the kids. Children who played for longer than three hours each day had higher levels of aggression and lower levels of academic engagement. Considering the vast number of children and youth who use video games and that more than 85% of video games on the market contain some form of violence, the public has understandably been concerned about the effects that using violent video games may have on individuals, especially children and adolescents. Now admittedly that video games are not the main reason for mass homicide and school shootings because it all comes from the person's family, environment, and chemical imbalances that they might hold but like you said, "Video games can assist with the growth and development of our brain." While video games can be healthy for brain development they can do just the complete opposite in people, especially in children and adolescents, because their brains are still developing. Scientific research has demonstrated an association between violent video game use and both increases in aggressive behavior, aggressive affect, aggressive cognitions and decreases in prosocial behavior, empathy, and moral engagement. Playing violent video games causes more aggression, bullying, and fighting. 60% of middle school boys and 40% of middle school girls who played at least one Mature-rated (M-rated) game hit or beat up someone, compared with 39% of boys and 14% of girls who did not play M-rated games. A 2014 peer-reviewed study in the Journal of the American Medical Association found that habitual violent video game playing had a causal link with increased, long-term, aggressive behavior. Several peer-reviewed studies have shown that children who play M-rated games are more likely to bully and cyberbully their peers, get into physical fights, be hostile, argue with teachers, and show aggression towards their peers throughout the school year.

Video Games Lead To Violence

Both experimental and non-experimental research have shown that violent video games damage young people playing them in both the short and long term, leading to criminal and anti-social behaviour. Exposure to violent video games causes aggressive thoughts and feelings. It also creates unwanted psychological arousal and belief in a 'scary world', especially among young children. This is particularly significant as video game graphics develop to become ever more realistic. The effects of violent video games are even worse than those of films and TV because of the interactive element that exists in video games. In addition, most video games are played alone, whereas cinema and television are usually a social experience, allowing social pressures to filter the experience of violence upon the viewer. An Australian Senate Committee established to look at this issue in 1993 concluded 'there is sufficient anecdotal evidence of a linkage…that the community cannot fail to act to control a situation which has the very real potential…to affect young people’1. 1Senate Committee, 1993.

Research has shown violent video games encourage criminal and anti-social behaviour

Depending on age the answer differs. Little kids can be influenced by anything. There is a reason video games have ratings. (EC, E, E10+, T, M) CNN reports "A new study suggests virtual violence in these games may make kids more aggressive in real life." Violent Video Games can influence people to be violent.

Violent video games lead to violent behaivior

So this may be short, but I am hoping to get at what voters should consider when looking at this debate. 1. Causation vs Correlation. In my opponents first argument, he stated that video games had some correlation with violent attacks, yet there is nothing that proves that video games were the CAUSE of such violent attacks. I'd like to bring up the quote from my opponent's 60 minutes evidence," who had played Grand Theft Auto day and night for months." Now, we look to my American Psychological Association evidence that states that children who showed aggression after exposure to video games expressed said characteristics beforehand. My opponent's quote illustrates my point. Video Games do not increase any violence, as it does not create any new violent characteristics, as my opponent is arguing. That point is mute because we see that there is no link between correlation and causation. 2. Crime My FBI evidence states that while video game sales had quadrupled in the 13 years between 1995 and 2008, the arrest rate for juvenile murders has fallen 71.9%, while all juvenile violent crimes have declined 49.3%. The statistics clearly point to the Pro argument. This point ties together with correlation and causation, as we see that the point of causation is refuted by statistics. 3. Overall benefit My Journal of Adolescent Health evidence shows that 45% of boys stated they play video games because it helps get their anger out, and 62% stated because it helps them relax. It also allows children to explore real life situations like war and violence without true consequence. So overall, the statistics I bring up clearly show that the Pro side is right today.

Video Games do not increase or perpetuate juvenile violence

Increasing reports of bullying can be partially attributed to the popularity of violent video games. The 2008 study Grand Theft Childhood reported that 60% of middle school boys who played at least one Mature-rated game hit or beat up someone, compared to 39% of boys that did not play Mature-rated games. [2] Video games often reward players for simulating violence, and thus enhance the learning of violent behaviors. Studies suggest that when violence is rewarded in video games, players exhibit increased aggressive behavior compared to players of video games where violence is punished. [23] Violent video games desensitize players to real-life violence. It is common for victims in video games to disappear off screen when they are killed or for players to have multiple lives. In a 2005 study, violent video game exposure has been linked to reduced P300 amplitudes in the brain, which is associated with desensitization to violence and increases in aggressive behavior. [24] A 2000 FBI report includes playing violent video games in a list of behaviors associated with school shootings. [25] Violent video games teach youth that violence is an acceptable conflict-solving strategy and an appropriate way to achieve one's goals. [26] A 2009 study found that youth who play violent video games have lower belief in the use of nonviolent strategies and are less forgiving than players of nonviolent video games. Violent video games cause players to associate pleasure and happiness with the ability to cause pain in others. [3] Young children are more likely to confuse fantasy violence with real world violence, and without a framework for ethical decision making, they may mimic the actions they see in violent video games. [4] Violent video games require active participation, repetition, and identification with the violent character. With new game controllers allowing more physical interaction, the immersive and interactive characteristics of video games can increase the likelihood of youth violence. [5] Playing violent video games increases aggressive behavior and arousal. [27] A 2009 study found that it takes up to four minutes for the level of aggressive thoughts and feelings in children to return to normal after playing violent video games. It takes five to ten minutes for heart rate and aggressive behavior to return to baseline. Video games that show the most blood generate more aggressive thoughts. When blood is present in video games, there is a measurable increase in arousal and hostility. [28] Playing violent video games causes the development of aggressive behavioral scripts [29]. A behavioral script is developed from the repetition of actions and affects the subconscious mind. An example of a common behavioral script is a driving script that tells drivers to get in a vehicle, put on a seat belt, and turn on the ignition. Similarly, violent video games can lead to scripts that tell youth to respond aggressively in certain situations. Violence in video games may lead to real world violence when scripts are automatically triggered in daily life, such as being nudged in a school hallway. A 1998 study found that 21% of games sampled involved violence against women [23]. Exposure to sexual violence in video games is linked to increases in violence towards women and false attitudes about rape such as that women incite men to rape or that women secretly desire rape. [30] Several studies in both the United States and Japan have shown that, controlling for prior aggression, children who played more violent video games during the beginning of the school year showed more aggression than their peers later in the school year. [31] Exposure to violent video games is linked to lower empathy in players. In a 2004 study of 150 fourth and fifth graders by Professor Jeanne Funk, violent video games were the only type of media associated with lower empathy. Empathy, the ability to understand and enter into another's feelings, plays an important role in the process of moral evaluation and is believed to inhibit aggressive behavior. [32] When youth view violence in video games, they are more likely to fear becoming a victim of acts of violence. According to a 2000 joint statement by six leading national medical associations including the American Medical Association and American Psychological Association, this escalated fear results in youth not trusting others and taking violent self-protective measures. [33] Violent video games can train youth to be killers. The US Marine Corps licensed Doom II in 1996 to create Marine Doom in order to train soldiers. In 2002, the US Army released first-person shooter America's Army to recruit soldiers and prepare recruits for the battlefield.

Studies have shown that when children are introduced to violence of any form the become aggressive, even if the aggression is short-term, it affects the child's personality, and can cause him or her to show that same type of aggression in real life situations. One report states, "One of the most severe effects of violent video games on children is that the games are addictive and they tend to keep children engaged for a longer period. Many parents must have observed that their child becomes restless if he/ she does not play the specific game for the specific time every day. This can affect the child's mental stability and make him dependent on the game." Clearly the evidence shows that violence from video games can have devastating effects.

I see you are still not specifying an age. But until you do, I will stick to children's age. But here is something for you. "The question of whether children's participation in violent video games can lead to an increase in violent thoughts, emotions and behaviors has been resolved, and the conclusive answer is yes. Studies that have provided this answer are based on statistical comparisons between large groups of children who do or don't play violent video games. " Also as i stated in my previous statement, why do you think there are ratings for games? Game designers even recognize that violence can influence people, especially children. Thank You. Now your argument.

The most common argument is that video games desensitize your reaction to violence, thus making you violent. But anyone who has the cognitive faculties to purchase, set up and operate modern games consoles won't have trouble with being desensitized. According to records held by the U.S. Office of Juvenile Justice and Delinquency Prevention and Office of Justice Programs, sales of video games have more than quadrupled from 1995-2008, while the arrest rate for juvenile murders fell 71.9% and the arrest rate for all juvenile violent crimes declined 49.3% in this same period. It should be the other way around, if that was true. although researchers have often noted the preference of violent video games by many school shooters, given that 97 percent of adolescents play video games such a preference is not overly surprising. It could similarly be argued that oxygen consumption predicts school shootings and crime, because most school shooters likely breathed within 10 seconds before their violent attack (Hey, maybe it does) I'll post more if you actually respond

Video Games Can Cause Violence

I believe that video games are shaping many children in a negative way. This is mainly because of games like modern warfare and grand theft auto (purely as an example here). These games -and ones of a similar genre- are introducing violence to a much younger audience than the intended target market of the games. The competitive side to these games and their harsh and explicit nature is teaching children to be a lot more violent towards one another: Even though this is not the specific aim of the game.

Video games are making children more violent in nature.

Each of the three approaches to proving a correlation between violent video games and criminal behaviour has its flaws. Studies that look for correlations between exposure to violent video games and real-world aggression can never prove that the games cause physical aggression1. Randomized tests, which assign subjects to play violent or nonviolent games and then compare levels of aggression, depend on lab-based measures of aggression that are difficult to compare with real-life aggression. Finally, longitudinal tests, which assess behaviour over time within a group, are a middle ground between the other two but similarly cannot prove it was the video games specifically that leads to increased aggression. In contrast to the claim that the effects of violent video games are worse than those of TV, a Potter study in 1999 found that 'children are more likely to be affected and more likely to imitate aggressive acts if the violence is depicted more realistically.'2 1 Schaffer, A. (2007, April 27). Don't Shoot. Retrieved June 2, 2011, from Slate: 2 Gentile, D. A., & Anderson, C. A. (2003, October 16). Violent Video Games: The Newest Media Violence Hazard. Retrieved June 2, 2011, from improve this

Paul Boxer. "It's up to parents to enforce a ban on violent video games." NJ.com. July 1st, 2011: "High-profile events such as teenagers getting inspired by the actions of a violent video game character can be tragic, but they also distract from the large body of knowledge that has accumulated on the impact of violent media on children. Since the early 1970s, scientists have observed very clear, frequently replicated and strikingly robust effects. In experimental studies, children who view violent television shows or films — or who play violent video games — are significantly more likely to behave aggressively in comparison to children who view nonviolent television shows or films, or who play nonviolent video games. In long-term studies, individuals who consume violent media during childhood end up more aggressive as adults, in comparison with peers who consume nonviolent media during childhood. The studies that have produced such findings now number in the hundreds. The effects have been seen in children from urban areas, as well as suburban and rural areas; in the United States, as well as many other Western and non-Western nations."

Youth playing violent games exhibit more aggression.

97% of teens play video games (99% of boys 94% of girls) according to a 2008 pew study. When the teens (12-17) were asked what their three favorite games were Halo 3 came in second with 104 mentions and GTA (no specific version) came in 8th with 58 mentions. With such a large amount of video game players who are playing violent video games (in their most impressionable years no less) why is it that so few people are psychopaths and murderers/rapists/harassers? Not only that, but as video game popularity has grown teen violence (10-24) has gone down, from 850.8 arrests per 1000 in 1995 to 423.1 arrests per 1000 in 2011*. Correlation of course doesn't necessarily mean causation, but it seems pretty strange that there would be a negative trend if violent games did cause violence, what could possibly be so significant a factor in crime that it would both decrease crime and eliminate video games effect in it. I'd like to see you find this magical element that is reducing crime (and find proof that games cause violence) it would be pretty interesting I assume. *Note: This is only for males, girls have remained pretty much stationary, but this might actually help my case as, again according to pew, males were more likely to play violent video games and to play games frequently. http://www.pewinternet.org... http://www.cdc.gov... Over to you pro.

Now my argument: Example 1: A diagnostic study of more than 1,000 teenagers took place in Poland between 2011 and 2012, aimed at measuring the impact of computer games on young people. Researchers said the results showed that there was a strong link between young people who played games on a regular basis with an inability to control emotions, increased isolation from friends and higher incidences of aggression Source: (. http://www.irishtimes.com...) Example 2: In a study led by Gentile, Lynch, Lander & Walsh in 2004, the authors also stated that teens who play violent video games for extended periods of time: tend to be more aggressive, are more prone to confrontation with their teachers and increased incidences of fights with their peers. Source (. http://drdouglas.org...) Example 3: There is empherical data showing that video games increase violence among children in the book "Violent Video Game Effects On Children And Adolescents" Source: Polman, J. , Orobio de Castro, B. & Van Aken, M. (2008). Experimental study of the differential effects of playing versus watching violent video games on children's aggressive behavior. Aggressive Behavior, 34(3), 256-264. I feel that these examples show solid fact that there is a definite link to video games increasing violence among children. I look forward to your response.

Video Games increase child violence

Although I agree that many video games are far too violent and can promote killing and stealing, there are other factors. One such is parental involvement. If you don't have a dad/mom around, their non-presence alone can push kids towards suicidal and even violent thoughts. An article I have read, called "Do Video Games Make Teens Violent" from NewsMic, says that spending too much time in violent video games can take away from time in positive environments. In conclusion, video games alone do not cause violence, but must have several other factors to cause any real harm.

Violent Video Games

First, the claims of harm caused by video games have not been proven. The most criticised violent video games are generally military shooters. However, these games generally focus much more strongly on multiplayer components of the game. These multiplayer components often require significant levels of teamwork in order for one side to be successful over the other. As such, many of these video games end up teaching players core teamwork skills as well as often teaching leadership skills when players become part of organised gaming groups. Further, numerous researchers have proposed potential positive effects of video games on aspects of social and cognitive development and psychological well-being. It has been shown that action video game players have better hand-eye coordination and visuo-motor skills, such as their resistance to distraction, their sensitivity to information in the peripheral vision and their ability to count briefly presented objects, than non-players. Video games also promote the development of intellectual skills such as planning and problem-solving, and social games may improve the social capabilities of the individual.[1] Given then that video games provide these benefits, banning violent games would harm the industry overall, causing many of the developers of other games which encourage these kinds of skills to lose their funding from game publishers. Put simply, the banning of violent video games would lead to fewer games overall being published and if these games have the effects listed above then a great net benefit is lost in the process.

If you didn't already know you are arguing as pro, not con or apathetic. On to the debate then. 97% of teens play video games (99% of boys 94% of girls) according to a 2008 pew study. When the teens (12-17) were asked what their three favorite games were Halo 3 came in second with 104 mentions and GTA (no specific version) came in 8th with 58 mentions. With such a large amount of video game players who are playing violent video games (in their most impressionable years no less) why is it that so few people are psychopaths and murderers/rapists/harassers? Not only that, but as video game popularity has grown teen violence (10-24) has gone down, from 850.8 arrests per 1000 in 1995 to 423.1 arrests per 1000 in 2011*. Correlation of course doesn't necessarily mean causation, but it seems pretty strange that there would be a negative trend if violent games did cause violence, what could possibly be so significant a factor in crime that it would both decrease crime and eliminate video games effect in it. I'd like to see you find this magical element that is reducing crime (and find proof that games cause violence) it would be pretty interesting I assume. *Note: This is only for males, girls have remained pretty much stationary, but this might actually help my case as, again according to pew, males were more likely to play violent video games and to play games frequently. . http://www.pewinternet.org... . http://www.cdc.gov... Over to you pro.

First and foremost, it's necessary to recognize that saying video games may increase the violent tendencies in some does not in any way mean to suggest that if you play violent video games you will invariably become a violent person. However, this does not mean that most will be unaffected, either. Even if only subtley, violent video games do in fact increase violent tendencies. Studies have shown that not only do violent video games produce an increased amount of emotional arousal, even when compared to similarly exciting but less violent video games, but that they also result in a decrease in brain activity in areas involving self control. One must also consider how younger children are much more easily influenced. Repetition is a key step in learning, and children are exposed again and again to violent actions with little or no consequences. Again, while not always, this does have potential to increase their own violent behavior--maybe not beating up any kid that looks at them, but possibly being more aggressive or reckless. And I do not disagree that a lot of this is dependent on young children playing games suited for an older audience, something that would not occur with more strict parental regulation. But seriously, let's be realistic--parents simply do not regulate things like video games to the extent they should.

video game violence

Well, it is definitely the case that violent video games lead to violence in real life due to the fact that it encourages new ideas to try illegal things which are seen as "cool" by teenagers. For example, the violent 18+ video game, which is played by those much younger too, show that speeding cars and not following rules is fun and thrilling. This leads to people trying this in real life...

Violent Video Games Lead to Real Violence (First Debate)

The fact there are many other contributing factors to aggressive behaviour should not lead to a blind eye being turned to the effects of violent video games. As Dill & Dill found in 1998, 'if violent video game play indeed depicts victims as deserving attacks, and if these video games tend to portray other humans as targets, then reduced empathy is likely to be the consequence…thus putting the player at risk for becoming a more violent individual’1. An Anderson and Dill study in 2000 also found that ‘students who had previously played the violent video game delivered longer noise blasts to their opponents’2. Whilst it is a truism to say that the banning of violent video games will not prevent youth aggression, it will no longer be able to act as the catalyst for it in certain cases. 1Goldstein, 2001. 2Walsh, 2001.

There is no causal link between violent video games and aggressive behaviour

The title of this argument is "Video game violence does not contribute significantly to school shootings." The kids who are predisposed susceptibility to the emotional deterioration ultimately are the ones who shoot up the schools, ergo video game violence in theory does significantly contribute to school shootings. Therein your evidences are invalidated and I win the argument.

Video game violence does not contribute significantly to school shootings.

In a nutshell, you state that the act of playing video games turns the players into illogical and induces stress, which causes violence. However, you must keep in mind the following: 1: A video game is played for entertainment. I'd like you to explain how games cause stress (Physical strain does not count. We are talking about mental strain, as that is the argument you are using here.). 2: If playing violent video games increases violent behavior in children, as your argument stated, then why is that South Korea, a country that plays over two times more video games than the United States has ZERO shootings out of a sample of 100,000? Sources: [1]: http://en.wikipedia.org... (States that video games are intended for entertainment) [2] http://www.washingtonpost.com... (States that video games have no correlation with youth violence, often associated with shootings/gun murders) If you have any other arguments to present, please do. Until then, I will await your response.

Video games encourage violent behavior

Violent Video games should be banned because it leads to violence and violent behavior in teens, tweens, and even children under the age of 10.

Violence is clearly an issue, not just in the United States but EVERYWHERE!

From what I have seen in that post you have utterly copied and pasted a whole entire website page which shows you are obviously avoiding the question, the question is " Are Video Games the main cause for Violent Juvenile Crimes " A causal link between violent video games and violent behavior has not been proven. Many studies suffer from design flaws and use unreliable measures of violence and aggression such as noise blast tests. Thoughts about aggression have been confused with aggressive behavior, and there is a lack of studies that follow children over long periods of time.

No, violent or inappropriate video games do not necessarily cause teens to act violent. Hundreds of years before the present day, teens were surround with violent things. People would see death and violence much more often than we do today. Not only that, if video games did cause teens to be violent then we would see a much higher crime rate. According to http://www.pbs.org... According to federal crime statistics, the rate of juvenile violent crime in the United States is at a 30-year low. Not only that, but a 2001 U.S. Surgeon General's report, the strongest risk factors for school shootings centered on mental stability and the quality of home life, not media exposure. If you just take a look at the topic, it will be clear that violent games do not invoke violence in teens.

The content of Video Games

I argue that the exposure to video game violence does not contribute significantly to school shootings, but rather, the living environment of the individual.

Violent video games require active participation, repetition, and identification with the violent character. With new game controllers allowing more physical interaction, the immersive and interactive characteristics of video games can increase the likelihood of youth violence. Playing violent video games causes the development of aggressive behavioral scripts . A behavioral script is developed from the repetition of actions and affects the subconscious mind. An example of a common behavioral script is a driving script that tells drivers to get in a vehicle, put on a seat belt, and turn on the ignition. Similarly, violent video games can lead to scripts that tell youth to respond aggressively in certain situations. Violence in video games may lead to real world violence when scripts are automatically triggered in daily life, such as being nudged in a school hallway.

should vilent video games be banned

In recent years the video game industry has surpassed both the music and video industries in sales. Currently violent video games are among the most popular video games played by consumers, most specifically First-Person Shooters (FPS). Technological advancements in game play experience including the ability to play online has accounted for this increase in popularity. Previous research, utilizing the General Aggression Model (GAM), has identified that violent video games increase levels of aggression. The following abstract taken from the US national library of medicine shows a direct connection between video games and aggression. Longitudinal effects of violent video games on aggression in Japan and the United States. Anderson CA, Sakamoto A, Gentile DA, Ihori N, Shibuya A, Yukawa S, Naito M, Kobayashi K. Abstract CONTEXT: Youth worldwide play violent video games many hours per week. Previous research suggests that such exposure can increase physical aggression. OBJECTIVE: We tested whether high exposure to violent video games increases physical aggression over time in both high- (United States) and low- (Japan) violence cultures. We hypothesized that the amount of exposure to violent video games early in a school year would predict changes in physical aggressiveness assessed later in the school year, even after statistically controlling for gender and previous physical aggressiveness. DESIGN: In 3 independent samples, participants' video game habits and physically aggressive behavior tendencies were assessed at 2 points in time, separated by 3 to 6 months. PARTICIPANTS: One sample consisted of 181 Japanese junior high students ranging in age from 12 to 15 years. A second Japanese sample consisted of 1050 students ranging in age from 13 to 18 years. The third sample consisted of 364 United States 3rd-, 4th-, and 5th-graders ranging in age from 9 to 12 years. RESULTS. Habitual violent video game play early in the school year predicted later aggression, even after controlling for gender and previous aggressiveness in each sample. Those who played a lot of violent video games became relatively more physically aggressive. Multisample structure equation modeling revealed that this longitudinal effect was of a similar magnitude in the United States and Japan for similar-aged youth and was smaller (but still significant) in the sample that included older youth. CONCLUSIONS: These longitudinal results confirm earlier experimental and cross-sectional studies that had suggested that playing violent video games is a significant risk factor for later physically aggressive behavior and that this violent video game effect on youth generalizes across very different cultures. As a whole, the research strongly suggests reducing the exposure of youth to this risk factor. After this study established to create a direct connection between the increase of aggression and video games, we can just imagine how this dark aggression that aims at destruction and not on construction- with the easy acquisition of guns- will make school children behave at their schools. Knowing that a child spends most of his time at the school with periods of recess, this will be more than enough time for a child to participate in school shootings.

Violent video games and school shootings are related

F.B.I. data shows that youth violence continues to decline. It is now at its lowest rate in years. Violent video games, therefore, can hardly be seen as a major problem since they´ve been around for years.[4]

Youth violence has been declining, violent video games fine.

First and foremost, video games can assist with the growth and development of our brain. A recent study by neuroscientists have shown that video games have many cognitive benefits. The study has found that video gaming can stimulate neurogenesis (growth of new neurons) and connectivity in the brain regions responsible for spatial orientation, memory formation and strategic planning. Neurogenesis and neuroplasticity improvements were observed in the right hippocampus, right prefrontal cortex and the cerebellum. These brain regions are involved in functions such as spatial navigation, memory formation and strategic planning. Increasingly, the level of connectivity between brain areas is being linked to higher intelligence and consciousness.

Video Games Lead To Violence

Thank you for this debate. We agree that video games although they are not the only cause of violence, they are a cause. Since exposure to the flashing screen is always present in the video games, playing video games leads to violence. I think it would be safe for anyone to infer fro your information that playing video games for more than three hours a day would cause an increase in behavioural problems. Because your statment only focuses on 5-7 year olds there is no way to know whether it only affects children of that age or if it affects children of that age the least meaing there is a significant increase of behavour problems in children age 8-11 which isn't shown. I don't believe that your arguments follow. that just because a part of these videos are fake that all of them are fake.The audio of kids playing xbox should be enough to prove the increased violent behavior. It ought to be concern to everyone who hears the amount of "I'm going to kill you," and you suck at life type comments. If someone talked to me on the phone like that, I'd call the police. However, this behavior seems all to commonplace in the virtual world. Sadly it carries over into the real world and thats one of the points of the study you first posted. At the end of this debate, There is this conclusion. Video games are not the only encouragement of violent behavior. My opponent provides evidence that they are a method of encouragement for violent behavior even though his stance claims that cracked (a dirty european fluff magazine) is more credible than a study vetted and published by a leading college. Cracked doesn't even include sources. Because my opponent provided the study that he wanted to debate, my burdon of proof was to provide social evidence of the behavior in question which I did. My opponents burdon of proof was not to prove that other factors also encourage violent behavior in children. It was to prove that vidoe games are not a factor which he failed to do.

Video games encourage violent behavior

Video games do not cause children or any players to be violent, this is a myth. There are tons of studies that argue the case that video games are detrimental to our society but these studies only see and argue for one side of the spectrum.

Do Video Games Create Violence (Genius Hour)

In most people’s lives there are instances where they might like to react to a situation with a level of aggression. However, owing to a number of reasons such a solution is often impossible and undesirable. It has been theorised by psychologists that pent up frustrations with the world are the root of many psychological problems. Given that this is true then, an outlet for frustrations is required in society such that aggressive behaviour in individuals can be avoided. Video games in this situation provide such an outlet for aggression and frustrations. Firstly aggression is dealt with through the simple act of defeating enemies within games and frustration is dealt with through the completion of goals within the video games, allowing players a sense of satisfaction upon their completion. Hence, one could argue that this may result in comparatively lower levels of aggressive behaviour among video game players. This is supported by research conducted by Dr. Cheryl Olson and her team at Harvard. Studying a sample of 1,254 students aged 12 to 14 years, she found that over 49% of boys and 25% of girls reported using violent games such as Grand Theft Auto IV as an outlet for their anger. She suggests that instead of a blanket ban on M-rated game use by young adolescents, parents should monitor how much time children spend playing games and how they react to specific game content.[1] [1] Olson, Cheryl K., et al., ‘Factors Correlated with Violent Video Game Use by Adolescent Boys and Girls’, Journal of Adolescent Health, Vol.41 no.1, pp77-83, July 2007, http://www.jahonline.org/article/S1054-139X(07)00027-4/abstract

Violent Video Games Prevent Violent Behaviour

I feel that violence in video games does not create the player to become a more violent person, nor does it lead to more crime in the world by its players. A study that Villanova and Rutgers University had published "found that when shooting game sales are at their highest, crime numbers tend to drop" (1). There was also a study done in 2010 that found that used 103 young adults to solve a frustration task in groups, with some playing video games and some not. They found "that the games had no impact on aggressive behavior whatsoever, and that the group which played no game at all was the most aggressive after the task, whereas the group that played the violent games were the least hostile and depressed" (2). Studies like this exemplify that well known saying, ""Correlation does not imply causation". (1) http://www.polygon.com... (2) http://www.forbes.com... (This is my first debate on this website so I might not do well/not know how to respond properly)

Society has decided to embrace violent video games, which as a result are very profitable. These games are written for adults, rather than children, and the ratings system warns of any violent content. In a modern world, the role of protecting young people should lie with responsible parents who know their kids best and take an active interest in their leisure time, discouraging or barring them from unsuitable activities. In this case, there is not enough justification for governments to intervene in people's leisure time.

Violent video games do not only affect individuals but also society as a whole.

Many researchers 1/2/3 conclude that there is no causal link between violent video games and aggressive behaviour. Other influences, such as social environment, family background and peer pressure cause aggressive behaviour. Additionally, even if video games might create violent thoughts, according to researchers there is no reason for these thoughts to display themselves in action more than the aggressive thoughts caused by frustration in non-violent video games, or by the fast pace of action films (rather than their content). The small number of people who would be affected by such aggressive thoughts are people who already are habitually violent. 1 Scott, D. (1995). The Effect of Video Games on Feelings of Aggression. Retrieved June 2, 2011, from The Journal of Psychology: 2 Funk, J. B. (1993). Reevaluation of the impact of violent video games. Clinical Pediatrics, 86-90. 3 Provenzo, E. F. (1991). Video kids: Making sense of Nintendo. Cambridge: Harvard University Press. improve this

I know that we're not here to discuss the crime rate but the 30 year low just helps prove that video games are not a major factor in making teens violent. Another pointer is that video games do not necessarily invoke aggressive thoughts. There are many other factors that would be much more effective such as bullying, abuse, illegal activities, etc. If a teen does happen to have aggressive thoughts, we wouldn't know whether the cause of that would be video games. I will go back to my first example, in the past, teens have lived much more dangerous and violent lives than we do now. Even today, some countries are constantly torn apart by the terrors of war. Do you think the teens there like violence? And do you think if they played violent video games, they would like it?

The content of Video Games

While I have been using statistical information to back up my point, you have preceded to create petty arguments in which you have offered poor-to-very-little to the debate on whether video games are the main cause for violent juvenile crimes. There is enough evidence via the Internet, newspapers and various other sources to show that there is a correlation between the two; in 2012 a 13-year old boy jumped off a building's 24th floor and committed suicide after playing 'World of Warcraft' for 36 hours straight, a teenager went on a rampage and killed three men, two of them police officers, after playing Grand Theft Auto and a 17-year old boy killed his mother and wounded his father after they took Halo 3 away from his possession. There will also several cases of youth leaving their home, in 2013 a 15-year old ran away from his parents after his Xbox console was taken away - his dead body was found almost a month after. You may choose to argue that these unfortunate, tragic results are not directly linked to young people playing games, however Increasing reports of bullying can be partially attributed to the popularity of violent video games. The 2008 study Grand Theft Childhood reported that 60% of middle school boys who played at least one Mature-rated game hit or beat up someone, compared to 39% of boys that did not play Mature-rated games. As I stated in my opening, I fail to see how you could win this debate when you"ve offered nothing to the conversation as opposed to my use of statistical and factual information. A vote for me is a vote for freedom.

lol I agree, but I will do my best to give you a good debate.1. A person over the age of 17 is considered an adult in the realm of entertainment. Ergo, no argument.2. You stated that "You probably have the mental capacity to not go crazy and kill people." This argument helps to support my claim of "violent video games do not contribute to violence" Most people do have the mental reasoning capabilities to know right from wrong.3. Your third claim supports mine as well. You claim that people blame their violent actions on video games. Because you used the term "blame" it is safe to assume that you meant that the actions were not actually caused by the video game itself.ConclusionRemind me, are you for or against the idea that violence is caused by video games? It seems a bit unclear lolAnyway, have fun with your response!

Violent video games really cause bad behavior in children.

A 2005 University of Illinois at Urbana-Champaign study found: "Players were not statistically different from the non-playing control group in their beliefs on aggression after playing the game than they were before playing." He added: "Nor was game play a predictor of aggressive behaviors. Compared with the control group, the players neither increased their argumentative behaviors after game play nor were significantly more likely to argue with their friends and partners."[3]

Violent video games do not increase aggression.

Violent Video Games cause violence in children: http://edition.cnn.com... http://time.com... http://www.pamf.org... http://www.psychologytoday.com... They just do. I think you meant "Violent Video Games Cause Violent Behavior [In Teens]" because they don't, but in children they do, it's not a debate; children will emulate Power Rangers and all sorts of things they see on television as well (http://www.thecrimson.com..., http://www.ofcom.org.uk...) and they are especially susceptible to media. Good luck.

Violent Video Games Cause Violent Behavior

"It has been proven that there is a casual link between predisposed kids that end up fulfilling their disposition via the cognitive deterioration of emotional tolerance by playing violent video games[1]. Case in point." [1]http://www.msnbc.msn.com...... I would like to add to Con's statement that it has also been proven that the amount of school shootings since 1993 have significantly decreased[2]. Let's look at what game genres that we have present today cause aggression in teens. According to con's earlier source[1], the main genre of video games that cause "the deterioration of emotional tolerance" are violent first-person shooters, such as ones mentioned like "Call of Duty" and "Medal of Honor: Frontline". It's relation with school shootings has a vital flaw, though. Throughout the period of time (from 1993 - 2001), when school shootings were at their peak in this statistic[2], the more violent genres of first-person shooters that caused aggression in teens[1] did not exist. At this point, it must be safe to assume that it was not the violent video games that heavily influenced the school shootings. [1] http://www.msnbc.msn.com... [2] http://youthviolence.edschool.virginia.edu...

Violent computer games does ma children act brutal citizens since graphics and animation programs today allow computer programmers to develop far better graphics and animation effects that provide a realistic experience for video game players While this brings excitement to the palyers. In fact it has given more strenghth to debate that blames this technology to the increase od violence in the country. Parents should not be letting them to play graphic violent video games, i believe these technology affects their behaviour which leads them to critical ciricumstances. i also say that it spoils the childrens minds. MUCH EVIDENCE SHOWS A LINK BETWEEN THESE ACTS OF VIOLENCE AND A LONG TERM SOCIAL BEHAVIOUR

Do violent computer games make young children violent citizens

I think most people have seen these two clips before. This next one is extremely epicThe next link is just a search on youtube of "boyfriend gets angry playing"Flashing light cause migraines, and migraines come from stress. You can find several stress inducing factors on this website including flashing light, stress let down,excitement, anger, fear, and anxiety which are all factors that may be incurred from playing video games.Although violence does not occur in every one after playing a video game, I do not need to prove it is 100% true for everyone, only that it is a factor just as Drunk Driving does not always result in a car accident. Or that Alcohol is not the only cause of domestic violence, but it is a leading factor You have already provided research claiming that video games are a factor in encouraging violence, but you have provided no other information other than you don't believe it. Believing doesn't make it true or not true. Evidence makes it true.here is a particularly innocent game called unfair Mario I don't really consider the graphic to be all that violent but time and time again, it cause anger and violence. One is a specific video of the violence and anger, the other is the link so you can search other eventshttps://www.youtube.com... I also wanted to share a specific video of a girl talking trash while playing Xbox but there were just too many commonalities to only share one, so pick your poison. https://www.youtube.com... but the overall use of fire arms in violent crimes are not directly related to video games.

Video games encourage violent behavior

Youth playing violent games exhibit more aggression.

Ban on sale of violent video games to minors

The facts are strongly against the Proposition’s analysis The proposition’s arguments fail to stand up in the real world. Several major studies published in The Journal of Adolescent Health, The British Medical Journal and The Lancet (among others) have shown no conclusive link between video game usage and real-life violent behaviour. The Federal Bureau of Investigation found no evidence linking video game use to the massacre at Columbine (or other highly publicized school shootings).[1] There is no evidence to support the idea that people exposed to violent video game (or other violent media content) will then go on to commit crimes.[2] Further, if violent video games were causing violent behaviour, we would expect to see rates of violent crime increase as games with realistic portrayals of violence became more widely available on popular game consoles. Instead, violent crime has decreased in recent years. Some economists have argued (based on time series modelling) that increased sales of violent video games are associated with decreases in violent crime.[3] In Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do, researchers/authors Lawrence Kutner, PhD, and Cheryl K. Olson, ScD of Harvard Medical School and Massachusetts General Hospital’s Center for Mental Health and Media refute claims of violent behaviour increase caused by violent video games. The researchers' quantitative and qualitative studies (surveys and focus groups) found that young adolescents view game behaviour as unrelated to real-life actions, and this is why they can enjoy criminal or violent acts in a game that would horrify them in reality. They also found evidence that those relatively few adolescents who did not play video games at all were more at-risk for violent behaviours such as bullying or fighting (although the sample size was too small for statistical significance). The authors speculated that because video game play has gained a central and normative role in the social lives of adolescent boys, a boy who does not play any video games might be socially isolated or rejected. Finally, although more study is needed, there is some evidence to suggest that violent video games might allow players to get aggressive feelings out of their system (i.e., video game play might have a cathartic effect), in a scenario that does not harm anyone else.[4],[5],[6] [1] O’Toole, Mary Ellen, ‘The School Shooter: A Threat Assessment perspective’, Critical Incident Response Group, www.fbi.gov/stats-services/publications/school-shooter [2] Editorial. Is exposure to media violence a public-health risk? The Lancet, 2008, 371:1137. [3] Cunningham, Scott, et al., ‘Understanding the Effects of Violent Video Games on Violent Crime’, 7 April 2011, http://papers.ssrn.com/sol3/papers.cfm?abstract_id=1804959 [4] Kutner, Lawrence & Cheryl K. Olson. Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do. Simon and Schuster, 2008 [5] Bensley, Lillian and Juliet Van Eenwyk. Video games and real-life aggression: A review of the literature, Journal of Adolescent Health, 2001, 29:244-257. [6] Griffiths, Mark. Video games and health. British Medical Journal, 2005, 331:122-123.

Violent Video Games cause Violent Behaviour

You have referenced a study from 2007 which showed that violent video games don't have negative affects but since that study violent video games have become bloodier and more realistic. I read an article and the author quoted "Video games may not be the root of school shootings, fights or any other violent acts from teens or children but they are contributing to the mindset that these actions are okay". There are many video games rated mature that underaged children play which causes aggression.

violent video games should be banned

I love video games, but does the high violence sometimes you violent ? No that"s a load of nonsense of course it doesn"t. But that"s what some people actually believe, and today I"ll tell you why some people believe it and why some don"t. By the age of seven, Yes SEVEN! You can tell the difference from fantasy violence and real world violence and when you play and watch more violent content that skill grows greater and seriously who on earth will just start thinking they"re hitman and start running around doing flips off cars and shooting people. And I"m not just talking nonsense here is proof from an American newspaper article: Playing violent video games does not cause kids to commit mass shootings. Over 150 million Americans (and 71% of teens) play video games. There have been 71 mass shootings between 1982 and Aug. 2015, seven of which (9.8%) involved shooters age 18 or younger. Some people think that violent games lead to violent actions and this is why: their exposure to violent video games is linked to lower empathy and decreased kindness. Empathy, the ability to understand and enter into another's feelings is believed to inhibit aggressive behavior. In a study of 150 fourth and fifth graders by Jeanne Funk, PhD, Distinguished University Professor of Psychology at the University of Toledo, violent video games were the only type of media associated with lower empathy. I stand with video games for life.

Violent games lead to violent actions

Multiple groups contend that the interactive nature of computer games considerably blurs the line that separates fantasy from reality1. As a result, game players are likely to become psychologically disturbed by the violence contained within these products. It is conceivable that many young gamers will view the new age of video games as fair depictions or representations of reality, real-world themes, real-world personalities, real-world violence. Because violent video games frequently develop and an exaggerated level of violence and destructiveness, they may arouse a belief that in a "scary world". If this is true, a greater level of fear and paranoia can be expected from such gamers in the real world than is justified. This may have the potential to lead to many adverse social effects from these gamers, such as social disengagement. 1 Gentile, D. A., Lynch, P. J., Linder, J. R., & Walsh, D. A. (2004). The effects of violent video game habits on adolescent hostility, aggressive behaviours, and school performance. Retrieved June 2, 2011, from Jounral of Adolescence

Violent video games can cause psychological disturbances

There have been no scientific studies which have been able to prove a link between violent video games and teen violence. Therefore,with the lack of any credible evidence, the government should not prohibit the sale of violent video games to minors. Games which depict war and violence should not be restricted from being sold to teens based on that criteria alone. Once again, with the lack of conclusive science there is no way to prove a connection between these games and violent acts. Thus there is no evidence to support legislation onmthis issue.

Video games are not useful outlets for childhood aggression. Modern video games cannot be fairly compared to traditional childhood play. Computer gaming is a largely solo experience, with none of the team play involved in games of war, cowboys, etc. Playing alone also makes it easier for the boundaries between fantasy and reality to become blurred, especially with the highly realistic graphics possible with modern technology. In any case, civilisation is about taming our base instincts, not celebrating the worst parts of human nature. Furthermore, and unique to video games, aggressive behaviour or its imitation at least is rewarded and repeated during gameplay1. Video games thereafter are not merely an outlet for aggression, but the fostering and feeding of that aggressive urge. 1 Gentile, D. A., & Anderson, C. A. (2003, October 16). Violent Video Games: The Newest Media Violence Hazard. Retrieved June 2, 2011, from

Video games are an outlet for childhood aggression

Violent video games should be banned because they make students find joy in violence. Teenagers who play violent video games will be more likely to enjoy violence which could lead to harming others and themselves.

Violent video games should be banned because they lead to violent teens

Thank you debatability for challenging me to this topic. It's been a pleasure. INTRODUCTION I think pro has came at this debate the wrong way. Since the start of round 3 she has been on the defensive, which is really bad. The reason being is because, depending on the judge's voting style she'll typically either have the full burden of proof or at least share it with me. She has spent most of this debate attacking my arguments while barely defending her own and at the end of the day when the dust clears. My arguments still stand and hers have completely fallen. AFFIRMING THE DISJUNCT My opponent claims she hasn't committed this particular logical fallacy, and she is absolutely wrong. She has on multiple occasions stated that video game doesn't significantly contribute to real world violence because poverty does or because videogames cause aggression not violence. What she doesn't realize is that every statement she made could be true and it wouldn't show that violence in videogames doesn't contribute to real world violence. Remember pro has a certain amount of burden to show that videogames in fact do not contribute to real world violence. She hasn't met it. Revisit her arguments. They all make use of the logical fallacy I've mentioned. some arguments from pro; In round 2 pro asks "What really causes violence in teens? ". She answers this by saying serious crimes and aggression does. The truth is this doesn't rule out violence in videogames being a significant factor. This is her first real argument and is entirely affirming the adjunct. The 2nd argument in round 2 discusses a chart which she admits after posting it means absolutely nothing. her 3rd and final argument discusses " Video game's effect". summed up she says that people play video games to release aggression and also that people who love violence may be attracted to them. This is yet another case of Affirming the Adjunct. Just because violent people are attracted to them (which she hasn't proven) and they help release aggression doesn't mean that they don't significantly contribute to real world violence. These are her opening arguments. This is the foundation for her entire case. Her case is a chart she admits doesn't mean anything and 2 arguments affirming the adjunct. She has some BOP in this debate and she has came nowhere near meeting it. NOT BORN TO KILL My opponent misses the point with the government training. I'll take this point by point. PRO-"The first thing to look at here is the difference between video games and these "killing sessions. " My opponent essentially drops this argument. " I never dropped this argument at all. I attacked it head on. Go ahead to the last round and reread what I said. The differences made in training to up kill rates was a replacement of circle targets with human looking ones. Not only in the shooting range, but also the ones that pop up in simulations. Also video games that soldiers participate in to simulate killing. This is science at it's best, in practice. A bunch of people noticed a problem. The problem was a huge amount of soldiers not killing in battle or police officers not taking out a suspect who is an imminent threat. After seeing the problem, they came up with a hypothesis that if true could help. hypothesis- Simulating killing humans will desensitize people and make them more likely to kill. test- This hypothesis was tested out by replacing shooting range targets with human shaped targets and the popup targets in simulations with human looking pop up targets. Also some videogames were added in. repeat- This test was repeated with several government organizations and proved successful. That is the scientific method and the scientific method is common knowledge so I won't cite it. The scientific method has proven that simulating violence causes people to be more likely to act on violence. Videogames simulate violence. Those simulated experiences desensitize people to violence and makes it more likely that they'll commit acts of violence. " The reason firing rates went up is because of the implementation of a method known as "point shooting. " This is a new argument and should be completely disregarded, but I will briefly touch on it. My studies have shown that people in the civil war weren't even firing their weapons but only pretending. I can buy that point shooting will increase accuracy in close combat situations, but it isn't increasing the percentage of people pulling the trigger. DESENSITIZE ME "My opponent points out some flaws in my desensitization study. " Yes, and I urge voters took look at the prior round to see those flaws. None of them have been addressed. "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. " It wasn't the competition that caused it. There was a close to an even number on each side. Half being avid violent video game players. Half not being. They all participated in the competition, so it's not a factor. The violent gamers were more willing to dish out physical pain to their opponent. They all participated in the game. If competition was the only factor than significant differences should not have been noticed in their willingness to dish out pain. The study proved that people who play violent videogames have less qualms about hurting you. That part is indisputable and has been shown in several similar studies. "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. " I've shown the flaws in your study, and they were ignored. I welcome the voters to take another look at the previous round. The study alone may be brushed away as correlation, but when taken with all the other evidence It serves as some damning evidence in my favor. DR BRUCE What I've tried to get across to the voters as well as my opponent, is that Violent video games contribute significantly to an overall culture of violence. In the famous Kitty Genovese event what is known as the bystander effect took place. Though the concept known as diffusion of responsibility certainly played a factor it wasn't the only factor. As Dr. Bruce mentions in the article I cited. Growing up in rough urban environments can cause desensitization, just like videogames. A lot of people just didn't give a damnn if that girl was being murdered outside their windows. CONCLUSION My opponent hasn't really upheld her BOP in this debate. She is attacking my arguments but not doing enough to defend her own. I should win this debate, because I've proved that violent videogames have increased state violence. I should win, because I've shown it increases not only the likelihood somebody will engage in violence, but also that it contributes to a culture of violence. My opponent has largely ignored my arguments concerning the overall culture of violence and psychopathy. For all the reasons mentioned.

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

Violent juvenile crime in the United States has been declining as violent video game popularity has increased. The arrest rate for juvenile murders has fallen 71.9% between 1995 and 2008. The arrest rate for all juvenile violent crimes has declined 49.3%. In this same period, video game sales have more than quadrupled.

Are Video Games the main cause for Violent Juvenile Crimes

It has been proven that there is a casual link between predisposed kids that end up fulfilling their disposition via the cognitive deterioration of emotional tolerance by playing violent video games[1]. Case in point. http://www.msnbc.msn.com...

Video game violence does not contribute significantly to school shootings.

Thank you very much nicksto99 for your helpful insight on this topic and the debate. This is what nicksto99 said: According to a meta-analysis done on video games; The evidence strongly suggests that exposure to violent video games is a causal risk factor for increased aggressive behavior, aggressive cognition, and aggressive affect and for decreased empathy and pro-social behavior. (Source: https://www.ncbi.nlm.nih.gov......). This article in the U.S National Library of Medecine strongly disproves Con's arguments. Con also uses the False Cause fallacy, saying that since Japanese people play more videos games and are less violent than Americans who play less of them, therefore their gaming tendencies reduce their violence. This blatant use of Post Hoc Ergo Propter Hoc does not prove anything since it does not rely on any empirical data; drawing conclusions on two correlated tendencies that do not necessarily have causation between them. Indeed, the low levels of violence could be caused by the non-presence of illegal immigrants or guns in the country for example. This is not the only case of studies showing a correlation between violent video games, as seen by reputable news sources telling of how many mass murders have been influenced by violent videogames and have even used them to train themselves for the horrible acts they carry out. Just look it up.

Violent games lead to violent actions

Violent video games do not increase aggression.

First, according to uslegal.com, juvenile courts only cover persons under the age of 18, so we have to go off that age. The American Psychological Association states on June 7, 2010, that the only children who showed aggression after exposure to violent video games already displayed aggressive characteristics beforehand. This evidence indicates that video games do not increase violence, as stated in the resolution, as people who have violent characteristics in the first place are drawn to it. Therefore, per the resolution, we see that video games do not increase violence, nor perpetuate it. Regarding his 60 minutes evidence, this goes along with the above contention, that people with violent characteristics go the video games in the first place. The evidence says, "who had played Grand Theft Auto day and night for months." That quote alone shows the kind of mental state this person was in beforehand. Once again, this evidence is pointing to the Pro side, that video games do not increase or perpetuate violence. Regarding his desensitization of violence argument, Richard Rhodes of Rolling Stone found several flaws methodologically with over 200 studies regarding violent video games, and came to the conclusion that "The research no more supports the consensus on media violence than it supported the conclusions of the eugenics consensus eighty years ago that there are superior and inferior 'races,' with White Northern Europeans at the top." The studies that my opponent has been bringing up always mention some form of correlation between video games and violence, however, correlation does not necessary mean causation. According to british psychologist Guy Cumberbatch, "Finding that people who enjoy violent media may also be aggressive is tantamount to observing that those who play football also enjoy watching it on television. 'The correlational nature of this study means that causal statements are risky at best,' the authors admit. ...All in all, new evidence is exceptionally weak, and in its one-sided approach it has a depressingly familiar ring to it. ...Studies to date have been notably biased towards seeking evidence of harm. This 'blame game' may be fun for some researchers to play, and knee-jerk reactions such as the APA's press release may be media-friendly. But we deserve better." All in all, there is no link between correlation and causation. For the reasons I stated in opening, and the fact that there is no link between correlation and causation, I urge Pro vote.

Video Games do not increase or perpetuate juvenile 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...

1. Meta-analytic reviewsCon claims that meta-analytic reviews show that methodologically superior studies show that video games do cause violence. However, many meta-analysis studies which show that there is a link between video gaming and violence are plagued with publication bias and methodological problems, such as citing studies which were not published or selecting certain studies and ignoring others. (http://www2.psych.ubc.ca...) 2. Non-Laboratory resultsA survey is not a study: it can be affected by the personal biases of teachers and students. As the teachers knew which students whose violent behaviors they were rating, the survey that pro cited was not sufficiently blinded. (http://drdouglas.org...) Also, many experts, parents, and paediatricians agree that violent video games do not cause violence. (http://www.theguardian.com...) If the survey that pro cited were to be counted as valid evidence, then this should be too.One of the methodological flaws of using labratory results is that the violent clips and video game content are often served to the groups of youth outside of their contexts; the entire narrative of the violent work of fiction was not provided. This is different than in real life situations. (http://www.independent.co.uk...)3. Crime RatesPro claims that crime rates decreased in spite of violent media becoming more popular. I propose an alternative idea: violent media has nothing to do with crime rates. Studies have shown that the one thing that correlates with crime is gasoling lead levels. (http://www.ricknevin.com...)

Resolved: Violent video games cause increased aggressive behavior

Thank you for your response. It is certainly interesting. First, I have no idea where my opponent is coming up with his "increased blood flow" claim, I do not see anywhere in my sources where it mentions this. Also scientists do not make anything up. These are valid studies in which I have shown that show a correlation between increased violence among children and video games together, based on study and evidence. Scientists DO NOT and CANNOT sub in made up information wherever they want. Therefore my opponents claim that: "People's thinking is like so: Oh, tests (I'm talking about EEG experiment method) shown that the kids that play video games (violent ones actually) have increased blood flow in the part of the brain associated with copycat activities, therefore they become more aggressive and prone to copy actions from a violent video game." is an invalid claim here as I am dealing with real experiments conducted by scientists. Also I would like to point out that my opponent shows absolutely no sources to back up his claim whereas my argument is solely built on cited sources. My opponent shows an extreme fallacy by trying to make a claim that he knows kids that play violent video games but who aren't violent. This argument is invalid on many levels. He has given absolutely no evidence or source to back up this claim and it does absolutely nothing to attempt to disprove that "video games increase child violence". My opponent then tries to make an argument that I have done my research but haven't really understood what the tests have shown. I have understood the tests perfectly and have made valid claims based on the results of the tests. Again my opponent has done no such thing. Again my opponent uses a complete straw-man argument by 1st manipulating the argument to fit his desire. For example the actual line I used in my argument is "teens who play violent video games for extended periods of time: tend to be more aggressive, are more prone to confrontation with their teachers". My opponent manipulated this line into "people who play violent video games don't do well at school and are more prone to get into an argument with a teacher". A complete and unfair manipulation of my argument. My opponent then made another complete fallacy by claiming that people from his school who play video games turn out to be less aggressive than the ones that do not play video games. Lastly my opponent claims that people "don't get aggressive because of playing violent video games" but he again has given absolutely zero references to back up this claim, or any other of his claims. All in all I don't feel con has really attempted to try and make a strong case for his stance at all. He has merely just tried to refute my sources, with absolutely no back up, references, cited sources etc.

Video Games increase child violence

As Pro, I am advocating that video games do not increase or perpetuate violence. First Round: Case Presentation Second:Rebuttals Third:Voters 1. Statistics point to the Pro argument According to the FBI in 2009,The arrest rate for juvenile murders has fallen 71.9% between 1995 and 2008. The arrest rate for all juvenile violent crimes has declined 49.3%. In this same period, video game sales have more than quadrupled. The FBI statistics show that video game sales have been on the rise, while all juvenile violent crimes have fallen in the same amount of time. Looking at today's debate, you have to see that Pro shows with this evidence that the claim that video games cause violence is not backed up by reasonable statistics. Therefore, the claim is false. 2.There is no correlation between violence and video games. A 2004 US Secret Service review of previous school-based attacks found that one-eighth of attackers exhibited an interest in violent video games, less than the rate of interest attackers showed in violent books, movies, and writings. The report did not show any link between video games and school based violence. 3. Violent video games can indeed be a healthy outlet. A 2007 study by the Journal of Adolescent Health reported that 45% of boys played video games because "it helps me get my anger out" and 62% played because it "helps me relax." Those statustics show that children go to video games to give them an escape from the pressures of life around them. Also, video games can provide helpful lessons for the future. They allow people to explore situations like war, violence, and death without real consequences. Overall, statistics show that there is no correlation between video games and juvenile violence. In fact, video games help more than they hurt.

There might be some cases of people mimicking violent scenes in video games, but even in these cases, the people obviously have psychological problems that are far deeper than anything that can be caused by a media they won't even have been introduced to until later in their life. There are so many more important factors in violent crime - poverty, drugs, political corruption leading to lawlessness etc. that video games are trivial.

There are far larger contributing factors to violent crime.

Violent video games do not only affect individuals but also society as a whole. The sole purpose of a player in these games is to be an aggressor. The heartlessness in these games and joy of killing innocent people create a desensitization and disinhibition to violence that can ultimately lead to a more violent society. A Bruce Bartholow study in 2011 proved for the first time the causal association between desensitisation to violence and increased human aggression1. They are also a very selfish, lonely form of entertainment which undermines the structure of an ordered, interdependent society. A study conducted by psychologists in 2007 found that of 430 primary school children, 'the kids who played more violent video games changed over the school year to become more verbally aggressive, more physically aggressive and less helpful to others.'2 1 University of Missouri-Columbia. (2011, May 26). Violent video games reduce brain response to violence and increase aggressive behaviour. Retrieved June 2, 2011, from ScienceDaily: 2 Schaffer, A. (2007, April 27). Don't Shoot. Retrieved June 2, 2011, from Slate: improve this

Violent video games desensitise users

In the first two examples, the experiments showed increased blood flow in the certain parts of the brain that are associated with copycat activities. Blood flow to a certain part of the brain does not necessarily mean anything at all. People's thinking is like so: Oh, tests (i'm talking about EEG experiment method) shown that the kids that play video games (violent ones actually) have increased blood flow in the part of the brain associated with copycat activities, therefor they become more aggressive and prone to copy actions from a violent video game. Wrong. Increased blood flow, as any doctor will tell you is a very broad category, and thus can we not be sure. Also, let me confirm that i know people that play violent video games, and i mean violent video games, no such as Mario and Call of Duty, and wouldn't hurt a fly in their lives. I think that brings this argument to an end. You've done some research, but you haven't really understood what these tests have shown. Especially in the second one, there's a line that says that people who play violent video games don't do well at school and are more prone to get into an argument with a teacher or so. Actually, the people from my school that play video games turn out to be less aggressive than the ones that do play video games. What can happen is if a guy that is really violent or aggressive plays video games. It's more likely, and official tests have shown this too, that people don't get more aggressive because of playing violent video games, but actually guys that are more aggressive are attracted more to violent video games. It all comes down to what a person likes. Sorry for my late response, i was busy for the last 2 days.

Video Games increase child violence

Visual information requires very little mental work to understand. This often causes to a loss of sensitivity of the emotions and feelings of others and immersion in the virtual world. When a virtual life substitutes for a real life, there is a computer addiction: the child can not be torn away from the monitor and the time that was spent without a computer seems for a child as vain.

Video Games do not Make Kids Violent

Many people say that video games are making children violent people, (https://www-inst.cs.berkeley.edu...), however, I completely disagree. I will be giving arguments in future rounds. I look forward to future arguments and seeing how this will come out.

Video games encourage violent behavior

I'm personally against that statement, and i can prove it wrong. Pro: Says that video games increase child violence Con(me): Says that video games do not increase violent behavior to children You may go first.

Video Games increase child violence

You must understand that as human beings we have the ability to easily distinguish our own reality from a simulation. We know when we are dreaming, we know when we are hypothesising. Video games serve as a 'second reality' and that is the exact reason that people choose to play them. They are well aware of the fact that decisions they make within the game are ones that are so far from anything they could do in reality. To suggest that it becomes easier for a child to operate a gun in real life after pressing a button on a keypad to achieve a reaction within a computer simulation is not at all logical.

propose the motion that says violent games trigger violent behaviour in children

First of all this is my first debate so go easy on me. Lets start, Most of the bad effects of video games are blamed on the violence they contain. Children who play more violent video games are more likely to have increased aggressive thoughts, feelings, and behaviors, and decreased prosocial helping, according to a scientific study (Anderson & Bushman, 2001). The effect of video game violence in kids is worsened by the games" interactive nature. In many games, kids are rewarded for being more violent. The act of violence is done repeatedly. The child is in control of the violence and experiences the violence in his own eyes (killings, kicking, stabbing and shooting). This active participation, repetition and reward are effective tools for learning behavior. Indeed, many studies seem to indicate that violent video games may be related to aggressive behavior (such as Anderson & Dill, 2000; Gentile, Lynch & Walsh, 2004). However, the evidence is not consistent and this issue is far from settled. Many experts including Henry Jenkins of Massachusetts Institute of Technology have noted that there is a decreased rate of juvenile crime whch coincides with the popularity of games such as Death Race, Mortal Kombat, Doom and Grand Theft auto. He concludes that teenage players are able to leave the emotional effects of the game behind when the game is over. Indeed there are cases of teenagers who commit violent crimes who also spend great amount of time playing video games such as those involved in the Columbine and Newport cases. It appears that there will always be violent people, and it just so happen that many of them also enjoy playing violent video games. Too much video game playing makes your kid socially isolated. Also, he may spend less time in other activities such as doing homework, reading, sports, and interacting with the family and friends. Some video games teach kids the wrong values. Violent behavior, vengeance and aggression are rewarded. Negotiating and other nonviolent solutions are often not options. Women are often portrayed as weaker characters that are helpless or sexually provocative. Games can confuse reality and fantasy. Academic achievement may be negatively related to over-all time spent playing video games. Studies have shown that the more time a kid spends playing video games, the poorer is his performance in school. (Anderson & Dill, 2000; Gentile, Lynch & Walsh, 2004). A study by Argosy University's Minnesota School on Professional Psychology found that video game addicts argue a lot with their teachers, fight a lot with their friends, and score lower grades than others who play video games less often. Other studies show that many game players routinely skip their homework to play games, and many students admitted that their video game habits are often responsible for poor school grades. Although some studies suggest that playing video games enhances a child"s concentration, other studies, such as a 2012 paper published in Psychology of Popular Media Culture, have found that games can hurt and help children's attention issues " improving the ability to concentrate in short bursts but damaging long-term concentration. Video games may also have bad effects on some children"s health, including obesity, video-induced seizures. and postural, muscular and skeletal disorders, such as tendonitis, nerve compression, carpal tunnel syndrome. When playing online, your kid can pick up bad language and behavior from other people, and may make your kid vulnerable to online dangers. A study by the Minneapolis-based National Institute for Media and the Family suggests that video games can be addictive for kids, and that the kids' addiction to video games increases their depression and anxiety levels. Addicted kids also exhibit social phobias. Not surprisingly, kids addicted to video games see their school performance suffer. Kids spending too much time playing video games may exhibit impulsive behavior and have attention problems. This is according to a new study published in the February 2012 issue of the Journal of Psychology and Popular Media Culture. For the study, attention problems were defined as difficulty engaging in or sustaining behavior to reach a goal.

Violent video games should NOT be banned

In video games such as Call of Duty, Gears of War and Saints Row, the main goal is to kill or be killed. How are these violent video games affecting the minds of children? One gamer was asked if they liked violent video games, his response was " Yes because I have started to feel the urge to practice my sniper skills for real." A child who plays violent video games starts looking at the world as a dangerous place where violence and aggression are an appropriate response, more than a child would who hasn't had that exposure. Young children also try to copy the actions they have observed while playing video games. These actions or gestures are stored in their memories and children do feel the urge to try them out in their real lives on their siblings and in school, thus increasing the bullying tendencies. Non-violent games can prove to be a great teaching tool and they can be used for educational purposes. They also improve the hand-eye co-ordination. So, parents should try to convince their children to play such games and divert their attention from violence.

Video Games Are Too Violent

Well for your point on video games not causing real-life violence, The Columbine shooter was influenced by the video game Doom, which he played often. http://news.bbc.co.uk...; I know that it says "But the legal challenge looks like it will fail because a similar lawsuit filed in the wake of a 1997 school shooting was dismissed when it came to court in April last year. A federal judge said he threw out the case saying computer games are not subject to product liability laws." in the last two paragraphs, but it is not relevant to the argument. http://listverse.com...;These are other cases where Violent video games have influenced teenagers or gangs to kill other people just because they saw the action and/or committed them in the game. So Violent video games are related to real-life violence.http://www.nydailynews.com... an 8-year-old boy committed a crime when influenced by a violent video game!

violent video games do NOT breed violence

Though violent video game to not cause violent behaviour they do make ... Even if it is just a character in a game it become as easy as pie to pull that trigger

To what extent the content of the video game doesn't make children violent, The content gives "children" (all players really) a way to identify and emphasize with violence. The act of playing video games alone can cause a distorted concept of reality that inhibits the mind from thinking logically and induces stress leaving the players to resort to the most basic human instinct of control-- violence. These are the premises that I will use to start my argument. Please feel free to begin the next round with a detailed exploration of your disagreement with as much or as little evidence as you need.

Video games encourage violent behavior

As to the Columbine massacre (the news article that you are talking about), it has never been proven that Eric Harris' and Dylan Klebold's playing of violent video games had influenced their actions. The most likely cause of the massacre was bullying and mental illness (as the FBI had found). Many implications have been made pointing to video games being the cause but the majority of these are either proven untrue or not confirmed. [1]To the 8 year old killing his grandmother, the link between playing violent video games and the murder is unproven. This was just the police racing to find a cause of the attack and finding out that the kid played a violent video game. This unfortunately happens a lot with violent crimes, people will race to find a cause and end up finding the wrong one. [2]A study published in the Journal of Youth and Adolescence found absolutely no evidence between video games and violence in vulnerable teens. In fact, in some cases the violent video games had a calming effect on the player. [3]My arguments:Many studies have shown that violent video games do not desensitize kids and those most liable to have their minds altered. The studies would show kids who play non-violent and violent games different pictures, some showing graphic scenes (like a man holding a gun to a woman's head). The subjects would have their reactions to the photos monitored and recorded. They found that there was no difference between the violent game players' and non-violent game players' reactions. Many kids recognize and respect the boundaries between the virtual and real world, and would not cross them when it comes to violence. [4][5]Sources:[1] . http://en.wikipedia.org...[2] . http://www.cnn.com...[3] . http://www.springer.com...[4] . http://health.usnews.com...[5] . http://gamepolitics.com...

Video Games do not Cause Violence

Paul Boxer. "It's up to parents to enforce a ban on violent video games." NJ.com. July 1st, 2011: "As policy statements from organizations such as the American Academy of Pediatrics and the American Psychological Association have made clear, violent media represents a real and compelling risk to the behavioral and mental health of children and adolescents. In fact, research studies have yielded the conclusion that the effect of violent media consumption on aggressive behavior is in the same ballpark statistically as the effect of smoking on lung cancer, the effect of lead exposure on children’s intellectual development and the effect of asbestos on laryngeal cancer."

Violent video games are real danger to young minds.

youths playing video games are still yet to mature. they still don't understand that watching movies or playing video games will tempt them in a way they don;t know.

media violence is having a negative effect on today's youth.

I first have to state that I will probably bee counted off for the copy and paste thing. If you feel I should be counted off please do so voters, although this is your own action. Also for the last round (The fifth) you do not have to have an official closing, you may continue making new arguments in your respective round. although I am giving con the upper hand. On with the debate. Yes I have agreed with you on many things. In fact most of your argument is completely true and I know this from experience. I have said BoP is shared, and it is. If you feel I have not brought up enough logic on my positive claim than I will start using statistics. Monday 10 November 2014 A recent long-term study by the USA shows the violent games are not the cause for violence in society If you read this study its states that in the first of the two historical evaluations researchers studied the links between violent films and societal violence by looking at the top grossing titles between 1920 and 2005. What they deduced was that film violence went in a rough U pattern during this time period whereas societal violence decreased in the later half of the 20th century. The second study used data from ESRB to estimate the violent content of video games from the time of 1996-2011. It showed that as the popularity of violent video games went up, youth violence went down. you can read more of thisin the sited resources below. To continue on into a more depressing topic, children who commit homicide have different brain structures. This article talks all about it. Apparently researchers found that children who commit murder have lower levels of grey matter in their medial and lateral temporal lobes and the hippocampus and posterior insula, according to news release. If you are wondering what grey matter is its the stuff that helps you process information in the brain. This means the less grey matter you have the more likely you will become confused between violent video games and reality. In another article posted Wed/July23/2014 showed that harsh corporal punishment can knock grey matter levels down in children. If a person receives this, they are more likely to commit violent acts in the future. This has nothing to do with the debate at hand, but what we can deduce is that when children between ages 10-17 play a violent video game they aren't losing anything beneficial to them and therefor are not violent in the future. Again I will restate a few more points There has never been a link between violent video games and violent acts in kids and teens. The sales rate for video games has quadrupled from 1995-2008 along with a 71.9% drop in juvenile arrest rates and a 49-50% drop in juvenile crimes. Any small correlation between violent youth and violent video games may be explained: Violent games do not cause youth to be violent, instead already violent youth are attracted to violent video games. cites http://www.independent.co.uk... http://www.natureworldnews.com... http://www.news-medical.net... http://www.cnn.com... http://videogames.procon.org...

Video games are not a significant cause of violence in children

Well to Start things off as soon as there's a mass shooting in schools are anywhere they immediately blame violent video games. Well did they really research before they say these claims? Well obviously they didn't because only 2 of 9 mass shooters were actually into violent video games. The reason they started these claims is because of the amount of evidence showing that violent video games causes aggression and they're right. But not by a lot because. According to Catherine Newman, "tons of small children play Silent shooter games that only a small fraction become violent." I have a friend and he is interested in games like Call of Duty and Mortal Combat and he is actually quiet and relaxed, has a good sense of humor and in generally nice.

should kids be able to play violent video games

if a kid plays a violent video game and then develops violent behaviors its not because of the video game. you need to look into that childs psyche instead of the video games. i personally think that video games give the person an excuse to take action towards the violent thoughts that their minds fabricated on their own. there is obviously something wrong with the person if they go and do these things just because they play a game that does it. take it from me I'm a teenager who has suffered abuse and bullying. i have been diagnosed with major depression, adhd, and ocd. i have been in programs and stuff to help myself. i have performed self mutilation. and i play cod black ops every night. i am more intuned to becoming violent than normal kids without these issues. but I'm not violent aim one of the sweetest people i know

no violent video games don't cause violence

Rebuttals and RefutationsI will note for my opponent that I will not be available tomorrow from 1pm to early morning/midnight, and almost all day Sunday. If this results in me forfeiting a round due to the 24 hour span, then the voters may judge conduct appropriately. 1. GTA V and violent crimes argumentI will admit that this was an argument I was expecting. To rebut my opponent's point about the lack of a major increase in crime among juveniles, I will argue that violence does not always occur in the form of a crime. Violence, as stated above, can be summarized as any use of unjust aggression or force. Modern society has educated and raised young people by the thinking that committing violent crimes is a stupid thing to do, and young people are smart enough to realize that. However, that doesn't mean no violence has occurred as a result of video gaming.2. Unrealistic video gamesThe resolution of this debate is "Video games cause violence", not "All video games cause violence". Whilst some video games, explicitly things like video games for toddlers, obviously have almost zero chance of prompting violent behavior, I have still filled my BOP that Video Game(s) have prompted violence.3. The brainIn a growing brain and in a society where media and real life are almost extremely mixed together, and where some people meet their closest friends, wed, and earn fortunes through the pixels of a computer screen, I would say that violence demonstrated on this platform most definitely has the potential to cause an imitating effect, especially if the juvenile in question has never known anything other than what society is now.-- no sources necessary this round --

Video Games cause violence

Brief Rebuttals to Brief pointsa) - Whether a video game condones nonviolent or ethical components in association with violence is not really relevant, as it is the exposure to the images of graphic violence and how it is portrayed as a normal element in media that allows young people to grow up and become more systematically violent (though not necessarily criminally violent)b) - Whether or not there is punishment or reconciliation, the game still promotes violence as being an overall 'fun' activity. Some games don't cause violence, but the resolution is not that "All video games cause violence". In conclusion, I have won this debate because I have filled my BoP with reliable sources to back it. Vote for me!

Video Games cause violence

Do Violent Video Games Increase Aggression? Studies have shown that playing violent video games can increase aggressive thoughts, Behaviors, And feelings in both the short-term and long-term. Violent video games can also desensitize people to seeing aggressive behavior and decrease prosocial behaviors such as helping another person and feeling empathy (the ability to understand others). The longer that individuals are exposed to violent video games, The more likely they are to have aggressive behaviors, Thoughts, And feelings. These effects have been seen in studies in both Eastern and Western countries. Although males spend more time than females playing violent video games, Violent video game exposure can increase aggressive thoughts, Behaviors, And feelings in both sexes. The analysis of 24 studies from countries including the U. S. , Canada, Germany and Japan found those who played violent games such as "Grand Theft Auto, " "Call of Duty" and "Manhunt" were more likely to exhibit behavior such as being sent to the principal's office for fighting or hitting a non-family member. "Although no single research project is definitive, Our research aims to provide the most current and compelling responses to key criticisms on this topic, " said Jay Hull, Lead author of the study published Monday in the Proceedings of the National Academy of Sciences. "Based on our findings, We feel it is clear that violent video game play is associated with subsequent increases in physical aggression, " said Hull, Associate dean of faculty for the social sciences at Dartmouth College in Hanover, New Hampshire, And the Dartmouth Professor of Psychological and Brain Sciences. Video game violence has been a hot-button issue for more than a decade. Interest in research on video games' potential for violence increased after it was learned Eric Harris and Dylan Klebold, The two teenagers who committed the Columbine High School shooting, Played the first-person shooting computer game "Doom. " But in a 2011 Supreme Court decision overturning California's ban on the sale of violent video games to minors, The late Justice Antonin Scalia dismissed a link between the games and aggression. "These studies have been rejected by every court to consider them, And with good reason: They do not prove that violent video games cause minors to act aggressively, " he wrote in the majority opinion. Since then, An American Psychological Association task force report in 2015 found a link between violent video games and increased aggression in players but insufficient evidence that violent games lead to criminal violence. Earlier this year, President Donald Trump convened a video game summit a month after the February shooting that killed 17 people at Marjory Stoneman Douglas High School in Parkland, Fla. Prior to that meeting, Trump said, "I"m hearing more and more people say the level of violence on video games is really shaping young people"s thoughts. " The Dartmouth researchers sought to reduce confusion about research findings " including disputes about the association between violent games and aggression " with a finely structured meta-analysis. Those in the study who played violent games, Whether frequently or infrequently, Had an increase risk of aggressive behavior. The new research echoes Hull's previous finding that playing violent games equates to about twice the risk of being sent to the principal"s office for fighting during an eight-month period, He said. A separate 2014 study he oversaw of violent video games in 2, 000 families is one of the 24 included in the meta-analysis. The effect is "relatively small, But statistically reliable. The effect does exist, " Hull said. While there's not research suggesting violent video games lead to criminal behavior, Hull's previous research suggests players may practice riskier behaviors such as reckless driving, Binge drinking, Smoking and unsafe sex. "A lot of people ask, Do these games really cause these kids to behave aggressively? I would say that is one possibility, " he said. "The other possibility is that it's a really bad sign. If your kids are playing these games, Either these games are having a warping effect on right and wrong or they have a warped sense of right or wrong and that"s why they are attracted to these games. Either way you should be concerned about it. " Aggressive behavior is measured by scientists in a number of ways. Some studies looked at self-reports of hitting or pushing, And some looked at peer or teacher ratings on aggressive behaviors. Other studies looked at how likely an individual was to subject others to an unpleasant exposure to hot sauce or a loud noise after playing violent video games. Unfortunately, Few studies have been completed on violent video game exposure and aggression in children under age 10. There is also little information about the impact of violent video game exposure on minority children. There have not been many studies on the effects of different characteristics of video games, Such as perspective or plot. However, Some studies have found that competition among players in video games is a better predictor of aggressive behavior than is the level of violence Do Violent Video Games Increase Violence? Violence is a form of aggression, But not all aggressive behaviors are violent. Very few studies have looked at whether playing violent video games increases the chances of later delinquency, Criminal behavior, Or lethal violence. Such studies are difficult to conduct, And require very large numbers of children. It makes sense that since playing violent video games tends to increase the level of aggressive behavior it would also results in more lethal violence or other criminal behaviors, But there is no clear evidence to support that assumption. Policy In the aftermath of the Parkland shooting in Florida in 2018, Policymakers are again questioning the influence of violent video games. The Entertainment Software Rating Board (ESRB) affirms that their rating system is effective, But the APA Task Force on Violent Media recommends that the ESRB revise their rating system to make the level of violence clearer. The Task Force also recommends that further research must be done using delinquency, Violence, And criminal behavior as outcomes to determine whether or not violent video games are linked to violence. Bottom Line Studies show that they make children more violent.

Video games make children More violent

Hello and thank you for debating this with me. This has been a while since I have done this so I may be a bit rusty. Good luck!Case 1: Not Bad For Your KidMany case studies have been released to show video games have no effect on kids. In this study, (1) it shows that out of over thousands kids taken for the experiment, none, and may I repeat, NONE HAVE HAD ANY NEGATIVE EFFECTS ON A KID'S BEHAVIOR. A quote from the article. "KEY FINDINGS Exposure to video games had no effect on behavior, attention or emotional issues. Watching 3 or more hours of television at age 5 did lead to a small increase in behavioral problems in youngsters between 5 and 7. Neither television nor video games lead to attentional or emotional problems. There was no difference between boys and girls in the survey results." End quote There is another article based on the same experiment if you aren't satisfied.Case 2: MaturityAt age thirteen, these teens know the difference between fiction and reality. If a parent finds rated M video games acceptable for her child, then who am I to argue with her. The stereotypical,"violent video games result in violence" saying has been disproved by science. (3) It has been proven that even kids with depression and attention deficit disorder did not become overly aggressive or bullies. Here is a quote from the article." Ferguson, associate professor of psychology and criminal justice at Texas A&M International University,and Olson studied 377 American children, on average 13 years of age, from various ethnic groups who had clinically elevated attention deficit or depressive symptoms. The children were part of an existing large federally funded project that examines the effect of video game violence on youths. The study is important in light of ongoing public debate as to whether or not violent video games fuel behavioral aggression and societal violence among youths, especially among those with pre-existing mental health problems. Societal violence includes behavior such as bullying, physical fighting, criminal assaults and even homicide. And the news media often draws a link from the playing of violent video games to the perpetrators of school shootings in the United States. Ferguson and Olson’s findings do not support the popular belief that violent video games increase aggression in youth who have a predisposition to mental health problems." End quote Overall, rated M video games have shown no correlation to a decline in mental health to thirteen year olds. this means there are no good reasons to restrict your kids from playing rated M games. Therefore, you must vote con! Thank you!1. http://www.gamesandlearning.org...2. http://www.forbes.com...3. http://psychcentral.com...

Resolved: Thirteen Year Olds Should Play Video Games Based On Their Age On The Ratings

In my opinion violent video games do cause crime because I have heard news that there was a guy that was playing Call of Duty Modern Warfare 2 and he ran away from home. It was caused because he was playing Call of Duty when he was on Xbox live. He was missing for 2 weeks and his parents didn’t check up on him or cared about him. 2 weeks later they found the child dead in the forest. But I do think that it only accrues to different types of children. So I do think that violent video game cause crime.

I think it does

Video games are a useful outlet for childhood aggression. As psychologist Cheryl Olson writes, kids 'use games to vent anger or distract themselves from problems.'1 Play violence has always been a natural part of growing up, especially for boys. In the past it was considered normal for young people to act out violent fantasies in harmless way, for example with toy guns in games of cops and robbers, cowboys and Indians, war, pirates, etc. These games were often inspired by films, television or comic books and magazines, just as computer games commonly are today. Now that these traditional activities are frowned upon and "enlightened" parents prevent children from having toy guns, aggressive play has simply moved indoors, on to the computer screen instead. Suppressing these natural instincts is not only pointless, it is probably more dangerous to remove yet another harmless outlet for aggression from the young. 1 Schaffer, A. (2007, April 27). Don't Shoot. Retrieved June 2, 2011, from Slate:

Video games are an outlet for childhood aggression

Whilst it might be agreed that violent video games in the hands of a person who is old enough to see them and be able to understand the context in which the violence is being wrought is acceptable, this may not be true of younger people who acquire games. Games with violent content are often easily acquired by players too young to purchase them. They may also gain access to them at home from older siblings. Because children do not have fully developed mental faculties yet, and may not clearly separate fantasy from reality, exposure to violent games can have a large impact upon children. This has a greater impact than children seeing films that feature realistic violence because whilst a child might get bored with films owing to the lack of interaction with the medium, this is much less likely to be the case with, for example, a military shooting game, which a child might play over and over As such, all violent video games should be banned to prevent their acquisition by young children either by accident, or owing to parental ignorance.[1] [1] Anderson, Craig et al. The influence of media violence on youth. Psychological Science in the Public Interest, 2003, 4:81-110

Children See Violent Video Games

Ave!ColumbineEven if Eric Harris and Dylan Klebold wrote about bullying other people, it says nothing about whether they themselves were bullied or not. People can bully other people and be bullied themselves. TD_Cole gives us no reason to think that this isn't possible. His argumentation is severely flawed.Do video games lead to violence in youth?In this round, TD_Cole brings up reasearch from Iowa State Universit to try and show that video games lead to violence and violent acts in youth. This idea is overtly false.The Boston News published an article by Jim Morrison called ‘’Local law enforcement officials see drop in juvenile crime’’. This article discusses the decline in juvenile crime in Massachusetts, and how the decline correlates with the FBI’s nationwide crime reports. Last year, over two hundred million video games were sold. If video games cause youth violence, then why is youth violence declining, as the number of video games bought increases? [1]Jon Katz lucidly articulates this view in the book ‘’Crime and Criminals’’. He writes, ‘’If Bok’s right, why do FBI statistics show violence among the youth plummeting to its lowest level since Prohibition, while violence imagery in media has indeed been increasing, along with cable programming and usage, movie attendance, and the advent of the net?’’. (2001) [2]70% of U.S. households play video games (Crum 2013). If video games truly lead to violent acts, then we should be expecting some type of apocalypse with such a high number. Instead, youth violence is declining as more people start to play video games every year. Where is the increase in violence among youth? Nowhere, because video games are not a cause. [3]The research discussed in the NY Daily News is also interesting when it comes to youth violence. Consider the fact that millions of teenagers hang out with their friends and play popular games like Halo and Call of Duty. If playing video games with your friends leads to increase cooperativeness and decreased aggression, then video games are actually making youth less likely to be violent. Gun TrainingTD gives us a very weak argument. Video games teach people to use guns because they increase hand-eye coordination? Putting aside the fact that the link between improved H/I coordinaton and video games is not solid, it's a non-sequitur to suggest that this would also teach somebody how to fire a weapon.He also suggets that video games put ideas into people's heads that cause them to perpetrate mass shootings. He doesn't give any evidence for this. Using Hitchen's razor, that which can be asserted without evidence can be dismissed without evidence. [4]AxiomExtended.References[1] Morrison, Jim. "Local Law Enforcement Officials See Drop in Juvenile Crime." N.p., n.d. Web.[2] Katz, Jon. Crime and Criminals. San Diego: Greenhouse, 2000. Print[3] Crum, Chris. "WebProNews - Breaking News in Tech, Search, Social, & Business." WebProNews - Breaking News in Tech, Search, Social, & Business. N.p., n.d. Web. 19 Feb. 2013. http://www.webpronews.com....[4] http://en.wikipedia.org...Vale!

Video games are not a significant factor in mass shootings.

I agree with you that there is influence involving games, but unfortunately even that can be easily avoided through use of reasoning skills. Some people already have violence in them, from family issues, ect. Like the shooter that killed innocents at Sandy Hook. He played violent games, but he already had violence in him in the first place. Many kids and teens know the difference between fantasy and reality, and will not be easily influenced by violent games, nor they will commit acts of violence. I understand your use of analogies, but some analogies do not agree or fit in with the subject. I will stand by my point. Games don't cause or influence violence. Past events or influence by other factors cause violence.

Games do not cause people to become violent.

Playing violent video games increases aggressive behavior and arousal . A 2009 study found that it takes up to four minutes for the level of aggressive thoughts and feelings in children to return to normal after playing violent video games. It takes five to ten minutes for heart rate and aggressive behavior to return to baseline. Video games that show the most blood generate more aggressive thoughts. When blood is present in video games, there is a measurable increase in arousal and hostility . A 1998 study found that 21% of games sampled involved violence against women . Exposure to sexual violence in video games is linked to increases in violence towards women and false attitudes about rape such as that women incite men to rape or that women secretly desire rape.

should vilent video games be banned

Pro.. I have reasons to believe that you have not read my statements in full. But.. nonetheless: The following times magazine article discussing the video game violence has given insight onto the subject of the matter, drawing conclusions based based on studies in the US where children are becoming more and more violent due to playing video-games. If the young child (the teen) is exposed at such an early age to this type of violent video games then their personality and brain function changes as well, developing him into an aggressive adult. Now lets take this into consideration. Most of today's soldiers are trained through simulations, most of tactics and advanced weaponry are developed thorough simulation on a computer. If these simulations are being "dumb" down to a video game level, which is what most of today's war games are like (they collaborate with the military forces) to implement in their games in order to make them more realistic. You would argue that these game have not created any wars but such event as Columbine and many others [2] have created this internal war. Now lets look at how many fight there have been since the 2000's that involved teens took matters into their own hands and started killing people. That number will have to be very small since i was unable to find any that were documented. I believe that video games are developing an aggressive behavior in today's teens and even preteens (20+) which can impact their behaviors in the future. [1] http://time.com... [2] http://en.wikipedia.org...

Religion causes more violence than video games

I think video games don't cause violence because kids have accepted the fact that it isn't real. They know the consequences of doing the things they see In video games and accept it. In a case ,involving a school shooter who played Dance Dance Revolution, it showed no connection between the game and killer. The case was given to a lieutenant who came up with the conclusion that games have no effect on kids.

do video games cause viloence

Violent video games do show gore, murder, drugs, alcohol, racial slurs, nudity and foul language. But the most this can do is desensitize you to the prevalence of these things in the real world. If someone knows something is wrong, a video game won't change that. That is, of course, unless that certain someone has a severe mental disorder.I find it interesting that you mentioned the Columbine High School shooting. I looked deeper into the incident's Wikipedia page to find a section called "psychopathy and depression". I think it's very important to mention that Harris was a clinical psychopath and Klebold was depressive and often wrote about suicide in his diary, which supports my claim that violent video games only truly affect those with severe mental illnesses.I found an article that shows a long term study that examined violent media, and whether or not video games and movies are to blame for violence in society. This excerpt here shows the bit about when they studied video games: "A second study into video game violence used data from the Entertainment Software Ratings Board (ESRB) to estimate the violent content of popular games from 1996 to 2011. This was then compared with data on youth violence during the same years, with the study finding a correlation between falling youth violence and the popularity of violent games." But you also mentioned raging, and I'll be honest, I get angry at video games. But I've never broken a controller or harmed myself beyond hitting my desk with my fist. It's never been anything serious. It's not a thing that only applies to violent video games either, I could be playing a Mario game and I'll get mad.Sources:http://www.independent.co.uk...https://en.wikipedia.org...I'm also a beginning debater, welcome to the site. Good luck, and thanks for setting this up!

Do playing violent video games affect your mental health

Well video games are not the cause of our violence, nor does it equal any.ARGUMENT 1Video games are made for the entertainment not to cause havok to our societyARGUMENT 2Crime rate has decreased and video game sales go up rapidly by a second and most of those games are shooting games.ARGUMENT 3School shootings are caused by mental illnesses. Not causes of video games. It is the parents to blame for havok. And scientist has also researched and ran test that video games do not connect to the real world violence. REBUTTALSome video games do equal violence. They sometimes include shooting guns and especially, if you have a sibling, they learn from the older siblings.No it doesnt that is not true dont listen to everything on the news. A child would not even be affected by video games. Although it may make them unintelligent and agressive but it has no real world link to the human bodies and crime. Video games are not the only blame the society and the parents are. And siblings do not obtain bad influences when playing video games. If it does how come when a 4 yr old child came to my house I let him play a fighting game with blood and he didn even cause any criminal behavior only crying because of losing.Once again my opponent did not provide a single sourcehttp://kotaku.com...

Video games don't equal violence