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Video game controversy


Video game controversies are societal and scientific arguments about whether the content of video games change the behavior and attitudes of a player, and whether this is reflected in video game culture overall. Since the early 2000s, advocates of video games have emphasized their use as an expressive medium, arguing for their protection under the laws governing freedom of speech and also as an educational tool. Detractors argue that video games are harmful and therefore should be subject to legislative oversight and restrictions. The positive and negative characteristics and effects of video games are the subject of scientific study. Results of investigations into links between video games and addiction, aggression, violence, social development, and a variety of stereotyping and sexual morality issues are debated.

The Entertainment Software Association reports that 17% of video game players are boys under the age of eighteen and that 36% are women over the age of eighteen, with 48% of all gamers being women of all ages. They also report that the average age of gamers is 31. A survey of 1,102 children between 12 and 17 years of age found that 97% are video game players who have played in the last day and 75% of parents checked the censor's rating on a video game before allowing their child to purchase it. Of these children, 14% of girls and 50% of boys favored games with an "M" (mature) or "AO" (adult-only) rating. 32% of American adults play video games and to 2007, the number was increasing.

Since the late 1990s, some acts of violence have been highly publicized in relation to beliefs the suspect in the crime may have had a history of playing violent video games. Some research proposes violent video game use correlates with a temporary increase in aggression and a decrease in prosocial behavior (caring about the welfare and rights of others), but these results have not been reproduced. Others theorise positive effects of playing video games including prosocial behavior in some contexts and argue that the video game industry has served as a scapegoat for more generalised problems affecting some communities.


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