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An Apr. 2015 peer-reviewed study published in Psychiatric Quarterly found that playing violent video games had no impact on hostility levels in teenagers

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The number of high school students who had been in at least one physical fight decreased from 43% in 1991 to 25% in 2013, and student reports of criminal victimization at school dropped by more than half from 1995 to 2011

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ames instead of committing violent acts. Some researchers say that violent people often seek out violent video games, and that the time they spend playing the games is taking them off the streets, leading to decreased crime.

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here is no good evidence that video game playing is a risk factor for violence. An Aug. 2014 peer-reviewed study published in Psychology of Popular Media Culture pointed out that "As more people have been exposed to violent video games, serious and deadly assaults have not increased

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iolent games allow youth to experiment with moral issues such as war, violence, and death without real world consequences

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Although boys play an average of nine hours per week, [84] only a small percentage of them display violent behavior. Patrick M. Markey, PhD, Director of the Interpersonal Research Laboratory at Villanova University, stated, "90% of young males play video games

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Justice Antonin Scalia wrote in the majority opinion that studies purporting to show a connection between violent video games and harmful effects on children "have been rejected by every court to consider them, and with good reason: They do not prove that violent video games cause minors to act aggressively

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The 2012 Sandy Hook Elementary shooter, for example, was originally and incorrectly reported to be an avid player of violent video games. Investigators later showed that the shooter's favorite games were Super Mario Brothers, Dance, Dance Revolution, and other non-violent video games. [

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An Oct. 2013 study in Psychology of Popular Media Culture found that people who had no experience playing video games were six times more likely to believe the games contributed to mass shootings. Older Americans were five times more likely than young people to think that the games caused mass shootings

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. A peer-reviewed study in Psychology of Violence determined that the competitive nature of a video game was related to aggressive behavior, regardless of whether the game contained violent content or not

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In 2005, the United States had 2,279 murders committed by teenagers (27.9 per million residents) compared to 73 in Japan (3.1 per million

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Many war-themed video games allow or require players to take the roles of soldiers from different sides of a conflict, perhaps making players more aware of the costs of war." [

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One study estimated that this effect leads to about ten fewer crimes per day nationwide. ]

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Another study published in Computers in Human Behavior discovered that youths exposed to violence in action games displayed more prosocial behavior and civic engagement, "possibly due to the team-oriented multiplayer options in many of these games."

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A study of the countries representing the 10 largest video game markets internationally found no correlation between playing video games and gun-related killings. [

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Video game players understand they are playing a game. Kids see fantasy violence all the time, from Harry Potter and the Minions to Bugs Bunny and Tom and Jerry. Their ability to distinguish between fantasy and reality prevents them from emulating video game violence in real life.

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"90% of young males play video games. Finding that a young man who committed a violent crime also played a popular video game, such as Call of Duty, Halo, or Grand Theft Auto, is as pointless as pointing out that the criminal also wore socks." [84]

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effect of video games as a possible reason for why higher game sales have been associated with lower crime rates.

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A peer-reviewed study in Psychology of Violence determined that the competitive nature of a video game was related to aggressive behavior, regardless of whether the game contained violent content or not

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Violent games allow youth to experiment with moral issues such as war, violence, and death without real world consequences

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"Another study published in Computers in Human Behavior discovered that youths exposed to violence in action games displayed more prosocial behavior and civic engagement."

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"Of the 41 attackers studied, 27% had an interest in violent movies, 24% in violent books, and 37% exhibited interest in their own violent writings, while only 12% showed interest in violent video games."

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Do violent video games contribute to youth violence - pros and cons

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Do violent video games contribute to youth violence - pros and cons

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http://videogames.procon.org/

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" Total US sales of video game hardware and software increased 204% from 1994 to 2014, reaching $13.1 billion in 2014, while violent crimes decreased 37% and murders by juveniles acting alone fell 76%."

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"violent video games may provide a safe outlet for aggressive and angry feelings and may reduce crime."