# data[].attributes.body
This is from Michigan University so i a reliable source

# data[].attributes.attachment_link.readable_text
EAST LANSING, Mich. - Both boys and girls who play video games tend to be more creative, regardless of whether the games are violent or nonviolent, according to new research by Michigan State University scholars.

A study of nearly 500 12-year-olds found that the more kids played video games, the more creative they were in tasks such as drawing pictures and writing stories. In contrast, use of cell phones, the Internet and computers (other than for video games) was unrelated to creativity, the study found.

Linda Jackson, professor of psychology and lead researcher on the project, said the study appears to be the first evidence-based demonstration of a relationship between technology use and creativity. About 72 percent of U.S. households play video or computer games, according to the Entertainment Software Association.

The MSU findings should motivate game designers to identify the aspects of video game activity that are responsible for the creative effects, Jackson said.

"Once they do that, video games can be designed to optimize the development of creativity while retaining their entertainment values such that a new generation of video games will blur the distinction between education and entertainment," Jackson said.

The researchers surveyed 491 middle-school students as part of MSU's Children and Technology Project, which is funded by the National Science Foundation. The survey assessed how often the students used different forms of technology and gauged their creativity with the widely used Torrance Test of Creativity-Figural.

The Torrance test involved tasks such as drawing an "interesting and exciting" picture from a curved shape, giving the picture a title and then writing a story about it.

In addition, the study found that boys played video games more than girls, and that boys favored games of violence and sports while girls favored games involving interaction with others (human or nonhuman).

Yet, regardless of gender, race or type of game played by the students, the study found a relation between video game playing and greater creativity.

The study appears online in the research journal Computers in Human Behavior.

###

Michigan State University has been working to advance the common good in uncommon ways for more than 150 years. One of the top research universities in the world, MSU focuses its vast resources on creating solutions to some of the world's most pressing challenges, while providing life-changing opportunities to a diverse and inclusive academic community through more than 200 programs of study in 17 degree-granting colleges.

# data[].attributes.attachment_link.description
EAST LANSING, Mich. - Both boys and girls who play video games tend to be more creative, regardless of whether the games are violent or nonviolent, according to new research by Michigan State University scholars. A study of nearly 500 12-year-olds found that the more kids played video games, the more creative they were in tasks such as drawing pictures and writing stories.

# data[].attributes.headline
this is the website i got the information above

# data[].attributes.subject
this is the website i got the information above

# data[].attributes.body
In conclusion to my research

i believe that SOME video games

influence violence in real life but only in

extreme cases and that concludes my research

i have evidence through reading a book where

a psychologist was explaining how only in

certain people their anger becomes extreme

# data[].attributes.body
In this research i have find that people argue

over games and settle their fights in real life

# data[].attributes.body
It doesn't have to be all violent video games

some games cause frustration as they're aim

to beat them comes nearly impossible see not all video games are made for violence you never know with peoples tempers

# data[].attributes.attachment_link.readable_text
SAN FRANCISCO - Flappy Bird developer Dong Nguyen has just been found dead in his home with a gunshot wound in his head. Authorities are confirming that Nguyen committed suicide by shooting himself in the head with a pistol. Authorities are saying that the sensational game Flappy Bird had something to do with the suicide.

There has also been 7 reports of other suicides around the U.S. today alone. Flappy Bird developer Dong Nguyen has just taken Flappy Bird off app stores this morning and is believed to be the cause of the suicides.

Flappy Bird was generating an estimated $50,000 daily just off in game advertisements. Dong Nguyen apparently could not handle the publicity as he said "It is not anything related to legal issues, I just cannot keep it anymore." Nguyen was also posting similar tweets on his Twitter account. Authorities are still investigating the suicides as well as trying to find out Nguyen's motives for taking down the famous game, Authorities believe it could have been death threats.

# data[].attributes.attachment_link.title
Creator of "Flappy Bird" Commits Suicide After Taking Down Game From App Stores (Several Worldwide Suicides Follow)

# data[].attributes.attachment_link.description
SAN FRANCISCO - Flappy Bird developer Dong Nguyen has just been found dead in his home with a gunshot wound in his head. Authorities are confirming that Nguyen committed suicide by shooting himself in the head with a pistol. Authorities are saying...

# data[].attributes.body
In My research the main target audience of this is teenagers and 7 out or 10

were from china

# data[].attributes.body
In allabama lawyers and reporters are trying

to create a lawsuite against GTA(Grand Theft Auto)

they said he practiced on the game and called it a murdering simulator

# data[].attributes.body
Ace Mealer, James Crump, Arnold Strickland: In June 2003, a teenager named Devin Moore, who was a big fan of the Grand Theft Auto series, went on a killing spree. He’d been brought to a police station on suspicion of stealing a car, at which point he grabbed a gun, shot two officers and a 911 dispatcher, and grabbed a set of car keys as he made a speedy exit. He drove off in a police cruiser but was quickly captured. When caught, he reportedly said, Life is like a video game. Everybody’s got to die sometime." Classy guy.

# data[].attributes.attachment_link.readable_text
Imagine if the entertainment industry created a video game in which you could decapitate police officers, kill them with a sniper rifle, massacre them with a chainsaw, and set them on fire.

Think anyone would buy such a violent game?

They would, and they have. The game Grand Theft Auto has sold more than 35 million copies, with worldwide sales approaching $2 billion.

Last winter, a multi-million dollar lawsuit was filed in Alabama against the makers and marketers of Grand Theft Auto, claiming that months of playing the game led a teenager to go on a rampage and kill three men, two of them police officers.

Can a video game train someone to kill? Correspondent Ed Bradley reports on this story that first aired on March 6, 2005.

Grand Theft Auto is a world governed by the laws of depravity. See a car you like? Steal it. Someone you don't like? Stomp her. A cop in your way? Blow him away.

There are police at every turn, and endless opportunities to take them down. It is 360 degrees of murder and mayhem: slickly produced, technologically brilliant, and exceedingly violent.

And now, the game is at the center of a civil lawsuit involving the murders of three men in the small town of Fayette, Ala. They were gunned down by 18-year-old Devin Moore, who had played Grand Theft Auto day and night for months.

Attorney Jack Thompson, a long-time crusader against video-game violence, is bringing the suit. "What we're saying is that Devin Moore was, in effect, trained to do what he did. He was given a murder simulator," says Thompson.

"He bought it as a minor. He played it hundreds of hours, which is primarily a cop-killing game. It's our theory, which we think we can prove to a jury in Alabama, that, but for the video-game training, he would not have done what he did."

Moore's victims were Ace Mealer, a 911 dispatcher; James Crump, a police officer; and Arnold Strickland, another officer who was on patrol in the early morning hours of June 7, 2003, when he brought in Moore on suspicion of stealing a car.

Moore had no criminal history, and was cooperative as Strickland booked him inside the Fayette police station. Then suddenly, inexplicably, Moore snapped.

According to Moore's own statement, he lunged at Officer Arnold Strickland, grabbing his .40-caliber Glock automatic and shot Strickland twice, once in the head. Officer James Crump heard the shots and came running. Moore met him in the hallway, and fired three shots into Crump, one of them in the head.

Moore kept walking down the hallway towards the door of the emergency dispatcher. There, he turned and fired five shots into Ace Mealer. Again, one of those shots was in the head. Along the way, Moore had grabbed a set of car keys. He went out the door to the parking lot, jumped into a police cruiser, and took off. It all took less than a minute, and three men were dead.

"The video game industry gave him a cranial menu that popped up in the blink of an eye, in that police station," says Thompson. "And that menu offered him the split-second decision to kill the officers, shoot them in the head, flee in a police car, just as the game itself trained them to do."

After his capture, Moore is reported to have told police, "Life is like a video game. Everybody's got to die sometime." Moore is awaiting trial in criminal court. A suit filed by the families of two of his victims claims that Moore acted out a scenario found in Grand Theft Auto: The player is a street thug trying to take over the city. In one scenario, the player can enter a police precinct, steal a uniform, free a convict from jail, escape by shooting police, and flee in a squad car.

"I've now got the entire police force after me. So you have to eliminate all resistance," says Nicholas Hamner, a law student at the University of Alabama, who demonstrated Grand Theft Auto for 60 Minutes. Like millions of gamers, the overwhelming majority, he says he plays it simply for fun.

David Walsh, a child psychologist who's co-authored a study connecting violent video games to physical aggression, says the link can be explained in part by pioneering brain research recently done at the National Institutes of Health -- which shows that the teenage brain is not fully developed.

Does repeated exposure to violent video games have more of an impact on a teenager than it does on an adult?

"It does. And that's largely because the teenage brain is different from the adult brain. The impulse control center of the brain, the part of the brain that enables us to think ahead, consider consequences, manage urges -- that's the part of the brain right behind our forehead called the prefrontal cortex," says Walsh. "That's under construction during the teenage years. In fact, the wiring of that is not completed until the early 20s."

Walsh says this diminished impulse control becomes heightened in a person who has additional risk factors for criminal behavior. Moore had a profoundly troubled upbringing, bouncing back and forth between a broken home and a handful of foster families.

"And so when a young man with a developing brain, already angry, spends hours and hours and hours rehearsing violent acts, and then he's put in this situation of emotional stress, there's a likelihood that he will literally go to that familiar pattern that's been wired repeatedly, perhaps thousands and thousands of times," says Walsh.

"You've got probably millions of kids out there playing violent games like Grand Theft Auto and other violent games, who never hurt a fly," says Bradley. "So what does that do to your theory?"

"You know, not every kid that plays a violent video game is gonna turn to violence. And that's because they don't have all of those other risk factors going on," says Walsh. "It's a combination of risk factors, which come together in a tragic outcome."

# data[].attributes.attachment_link.description
Imagine if the entertainment industry created a video game in which you could decapitate police officers, kill them with a sniper rifle, massacre them with a chainsaw, and set them on fire. Think anyone would buy such a violent game? They would, and they have.

# data[].attributes.attachment_link.readable_text
The recent release of Grand Theft Auto 5 and the discovery that the Washington Navy Yard gunman was "obsessed with violent video games" has led to yet another series of media claims that video games cause violence.

There has never been any satisfactory scientific evidence for the association between video games and violent behaviour, but a recent study has revealed that baseless claims from the media that video games cause violence actually do cause violence

Dr Mario Vance, a psychological researcher at the Rapture Institute for headline-inspired science, conducted a seven-year longitudinal study that monitored the anger levels of more than a thousand volunteers from gaming communities. The results showed statistically significant increases in overall aggression and violent tendencies that occurred very soon after tenuous mainstream media stories claiming video games cause violence.

"Mainstream media have never liked video games, but it's just getting silly lately," said Dr Vance. "Recently, several media sources focused on Aaron Alexis (the Washington naval yard gunman) and his enthusiasm for Call of Duty as a cause for his brutal crimes. Because when wondering what could have made a naval reservist, someone trained by the military to engage in actions with the express intention of killing people, turn to violence, the obvious conclusion is 'video games', apparently.

"A bias is one thing, but turning a brutal and deadly shooting into an excuse to attack a tenuously linked entertainment medium? That borders on pathological."

Dr Vance and his colleagues assessed daily reports submitted by willing gamers as to their aggression levels and violent tendencies, and over 90% of subjects reported dramatic increases in anger and violent inclinations whenever they viewed a news story that associated video games and violent behaviour. The remaining subjects were not included as they were typically too busy punching walls or screaming incoherent threats at traffic.

"The media's main concern appears to be that enthusiastic gamers can't differentiate between games and the real world, so violent games will result in violent behaviour. But anyone who has the cognitive faculties to purchase, set up and operate modern games consoles won't have trouble differentiating between a cartoonish fantasy world and reality."

When asked whether the self-reporting system used in his research is the best approach, Dr Vance admitted that it was not without issues.

"Yes, you're relying on the subjective assessment of individuals as to their own mental state, so there will be concerns about reliability. But it's very hard to assess this sort of thing in the lab. We tried, but kept getting subject effects, demand effects and the like, where people taking part in the experiment knew they were taking part in an experiment, so behaved differently. Basically, people's ability to differentiate between fact and fiction disrupted our experiment into whether they could differentiate between fact and fiction."

Despite there being no evidence that video game players struggle to separate fiction and reality, many media sources keep insisting that this is the case, a situation Dr Vance describes as "depressingly ironic".

Dr Vance's co-researcher Dr Freeman was unavailable for comment.

Matthew Bryant, a 28-year-old marketer from Crewe and participant in the research, claims that video games have the opposite effect to what is claimed by the media.

"Last week we had a three-hour meeting where my boss berated the entire department for not using 'synergy'. I asked him what that meant exactly and I'm now on report for insubordination. After that I spent about five hours hacking up virtual zombies with virtual blunt instruments, and felt a lot less like I wanted to strangle my boss with that stupid school tie he wears, which is identical to the one the managing director has."

Another participant, Kerry Goodliff, a 16-year-old student, said the media reporting of video games has affected her directly.

"I used to enjoy multiplayer gaming. Granted, it expanded my vocabulary for homophobic insults considerably, but I've never felt the urge to travel to war-torn regions and practise my sniper skills for real. But my mother read that I could turn violent so confiscated my Playstation. One dubious article in the Telegraph and she decides I'm too impressionable. She owns four Derek Acorah DVDs and keeps asking her fortune teller what to do about me, so yeah, I'm the main problem here."

But several parent concern groups maintain that the violent content of video games is unsuitable for young people, and children should be encouraged to try more traditional means of entertainment, like the plays of Shakespeare (eg teen murder/suicide drama Romeo and Juliet, or mass family slaughter epic Hamlet) or the cinema, where nothing violent is ever shown.

Roy Parker, a father of three from Devon, argues that video games should be banned entirely.

"It's ridiculous that they're even allowed. I don't want my children growing up in a world where horrible stuff like that is just out there where anybody can come across it and be damaged by it."

Mr Parker later left a comment on the Daily Mail website, arguing that the death penalty should be reinstated for immigrants and anyone with the audacity to be poor.
Dean Burnett is a casual video gamer. When he's not doing back flips through Aztec temples, he is on Twitter, @garwboy Topics

# data[].attributes.attachment_link.title
Claims that 'video games lead to violence' lead to violence | Dean Burnett

# data[].attributes.attachment_link.description
The recent release of Grand Theft Auto 5 and the discovery that the Washington Navy Yard gunman was "obsessed with violent video games" has led to yet another series of media claims that video games cause violence.

# data[].attributes.body
Do violent video games influence real

life violence