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Violent Crimes and Video Games

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The video game industry has never stopped progressing; from the days of pong to the always anticipated and highly evolved Call of Duty games. According to Entertainment Software Association (ESA), in 2005, the United States computer and video game software revenues were over 7 billion dollars. ESA reports more than 228 million games were sold in the United States in 2005. In terms of United States households, that is almost two games for every household (ESA, 2006). As video game revenues have increased, so has the quality of graphics in the video games and the controversy over the violent content. Pressure from special interest groups increased in 1992 as Mortal Kombat became popular as one of the first games with high quality graphics, one-on-one fighting, large amounts of violence, and a lot of blood (Wikipedia, 2006). Some of the games regularly cited in violent video game research include: The Grand Theft Auto series (GTA), The Quake series, Doom, Wolfenstein 3D, Killer Instinct, and Halo (Wikipedia, 2006; Anderson & Bushman, 2001; Anderson & Dill, 2000; Bradley, 2005; Dill & Dill, 1998, Thompson, 2004). Research on the effects of violent video games has intensified as schools shootings in Paducah, Kentucky, Jonesboro, Arkansas, and Littleton, Colorado were masterminded by students who habitually played violent video games (Anderson & Bushman, 2001). In discussing some of the contributing factors to the violence at Columbine High School by Eric Harris and Dylan Klebold, researchers Dr. Craig Anderson and Dr. Karen Dill stated (2000): Harris and Klebold enjoyed playing the bloody, shoot-‘em-up video game Doom, a game licensed by the U.S. military to train soldiers to effectively kill. The Simon Wiesenthal Center, which tracks Internet hate groups, found in its archives a copy of Harris’ web site with a version of Doom that he had customized. In his version there are two shooters, each with extra weapons and unlimited ammunition, and the other people in the game can’t fight back. For a class project, Harris and Klebold made a videotape that was similar to their customized version of Doom. In the video, Harris and Klebold dress in trench coats, carry guns and kill school athletes. They acted out their videotaped performance in real life less than a year later. An investigator associated with the Wiesenthal Center said Harris and Klebold were “playing out their game in God mode” (Pooley, 199, p.32). All of the mentioned school shootings, as well as countless crimes across the United States have ties back to violent video games. “Dateline” NBC as quoted by attorney Jack Thompson in the Washington Times, reported John Allen Muhammad had Lee Boyd Malvo (the Beltway Snipers) “train on the Microsoft Xbox game Halo switched to ‘God-mode’ to suppress his inhibition to kill and it worked” (Thompson, 2004). Thompson has a reputation as a crusader against violent video games. In another one of his cases, two police officers and a 911 dispatcher were killed by Devin Moore, who many believe was acting out a scenario which can be found in Grand Theft Auto. Thompson said, “He bought it as a minor. He played it hundreds of hours, which is primarily a cop-killing game” and “What we’re saying is that Devin Moore was, in effect, trained to do what he did. He was given a murder simulator.” Moore reportedly told police officers, “Life is like a video game. Everybody’s got to die sometime.” (Bradley, 2005). The quantity of research studies on the effects of violent video games continues to grow each year. Dr. Craig Anderson, currently of Iowa State University is a leading researcher in the area of the effects of violent video games on players. He has analyzed the results of numerous studies and has concluded playing violent video games can cause aggressive and violent behavior. In one article he stated, “Playing violent video games was associated with increases in aggressive behaviour, aggressive cognition, aggressive affect, and physiological arousal, and with decreases in helping behaviour” (Anderson, 2004). According to his meta-analysis, “violent video game effect sizes are larger than the effect of second hand tobacco smoke on lung cancer, the effect of lead exposure to I.Q. scores in children, and calcium intake on bone mass” (Anderson, 2003). In another meta-analysis study, “Violent video games increased aggressive thoughts in males and females, in children and adults, and in experimental and nonexperimental settings” (Anderson & Bushman, 2001). Many other studies have returned the same results as Anderson and his colleagues’ research. One group of researchers found a positive relationship between violent video game playing and arguments toward teachers and physical fights (Gentile, Lynch, Linder, & Walsh, 2004). Despite all the studies, researchers can not agree if video game play leads to violent or aggressive behavior. Some research

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