| Video games for children, teens and | | | | Auto series, one of the most |
| young adults bring in $10 billion a | | | | popular and also most violent and |
| year in the United States. Certainly | | | | controversial of the games, a |
| some of the games offer harmless | | | | player is rewarded if he has sex with a |
| entertainment and maybe even some | | | | prostitute and then murders her |
| educational value. But the games | | | | (the most recent of the series, Grand |
| that seem to be the most eagerly | | | | Theft Auto: San Andreas, was the |
| anticipated, the games that major | | | | best-selling title in 2004). |
| retailer Zany Brainy says "the | | | | Whether or not these games contribute to |
| industry is focusing on," and the games | | | | violent "real-life" behavior among |
| that fly off the shelves as soon as | | | | their primary users (pre-teen and teen |
| they're released are those rated | | | | boys) has spurred major |
| "M" for mature and "AO" for adults | | | | controversy. And, as with most |
| only. | | | | hot-button issues, there are strong |
| To garner an "M" | | | | proponents and opponents on either |
| rating, the content is intended for | | | | side. Yes, Video Games Cause |
| people aged 17 and older, and may | | | | Violence Much attention was brought |
| contain sexual themes and intense | | | | to video game violence after it was |
| violence or language. An "AO"-rated | | | | realized that the two teenagers behind |
| game is suitable only for adults 18 | | | | the Columbine High School shootings |
| and over, and may include graphic | | | | played (and even created their own |
| depictions of sex and/or violence. | | | | levels of) DOOM, one of the first |
| The popularity of the games is | | | | "first-person shooter" video games |
| astounding. According to a 2004 | | | | (attesting to its popularity, a movie |
| report by the National Youth Violence | | | | version of DOOM was just released |
| Prevention Resource Center, a 2001 | | | | on October 21). The most recent |
| review found that 49 percent of the 70 | | | | study on the topic, to be published in |
| top-selling video games contained | | | | the January 2006 edition of Media |
| serious violence. Out of all games, | | | | Psychology, found that playing |
| 41 percent required violence for | | | | violent video games does indeed |
| the protagonists to achieve their | | | | cause violent thought patterns in |
| goals. And in 17 percent of the games, | | | | the brain. A team of international |
| violence was the primary focus of | | | | researchers observed 13 males, aged |
| the game itself. The violence is | | | | 18 to 26, for the study. It was |
| often brutal and degrading to women. In | | | | found that, after playing a |
| the game "Duke Nukem," for | | | | mature-rated game, 11 out of the 13 |
| instance, a player can enter a room | | | | participants showed significant |
| with naked women saying "Kill me," while | | | | effects from the games. |
| tied to posts. In the Grand Theft | | | | |