Violent Video Games: Do They Lead to Aggressive Behavior or Not?

Video games for children, teens and young adultsGrand Theft Auto series, one of the most popular
bring in $10 billion a year in the United States.and also most violent and controversial of the games,
Certainly some of the games offer harmlessa player is rewarded if he has sex with a prostitute
entertainment and maybe even some educationaland then murders her (the most recent of the series,
value. But the games that seem to be the mostGrand Theft Auto: San Andreas, was the best-selling
eagerly anticipated, the games that major retailertitle in 2004). Whether or not these games contribute
Zany Brainy says "the industry is focusing on," andto violent "real-life" behavior among their primary
the games that fly off the shelves as soon asusers (pre-teen and teen boys) has spurred major
they're released are those rated "M" for mature andcontroversy. And, as with most hot-button issues,
"AO" for adults only. To garner an "M" rating, thethere are strong proponents and opponents on either
content is intended for people aged 17 and older, andside. Yes, Video Games Cause Violence Much
may contain sexual themes and intense violence orattention was brought to video game violence after
language. An "AO"-rated game is suitable only forit was realized that the two teenagers behind the
adults 18 and over, and may include graphic depictionsColumbine High School shootings played (and even
of sex and/or violence. The popularity of the gamescreated their own levels of) DOOM, one of the first
is astounding. According to a 2004 report by the"first-person shooter" video games (attesting to its
National Youth Violence Prevention Resource Center,popularity, a movie version of DOOM was just
a 2001 review found that 49 percent of the 70released on October 21). The most recent study on
top-selling video games contained serious violence.the topic, to be published in the January 2006 edition
Out of all games, 41 percent required violence for theof Media Psychology, found that playing violent video
protagonists to achieve their goals. And in 17 percentgames does indeed cause violent thought patterns in
of the games, violence was the primary focus of thethe brain. A team of international researchers
game itself. The violence is often brutal andobserved 13 males, aged 18 to 26, for the study. It
degrading to women. In the game "Duke Nukem," forwas found that, after playing a mature-rated game,
instance, a player can enter a room with naked11 out of the 13 participants showed significant
women saying "Kill me," while tied to posts. In theeffects from the games.