# data[].attributes.body
violent video games provide opportunities for children to explore virtually the consequences of violent actions and to develop their moral compasses.
-war
-violence
-death ///// all without real world consequences.
"...A feeling among boys that violent video games can teach moral lessons" Many war-themed video games allow or require players to take the roles of the soldiers, making them more aware of real world situations.

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the competitive nature of a video game is what arouses aggression, not the level of violence content.
"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 video games are not among the factors of violence:
-abusive parents
-poverty
-neglect
substance use
"As more people have been exposed to violent video games, serious and deadly assaults have not increased" -Psychology of Popular Media Culture.

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"An estimated four out of five US households with a male child own a video game system. 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. 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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studies show that violent video games can have a positive effect on kindness, civic engagement, and "pro social" behavior. playing the games can give them a feeling of guilt.

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"By age seven, children can distinguish fantasy from reality, and can tell the difference between video game violence and real-world violence. 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. Exposure to fantasy is important for kids. Fisher-Price toy company stated: "Pretending is more than play: it's a major part of a child's development. Fantasy not only develops creative thinking, it's also a way for children to deal with situations and problems that concern them."

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Violent video games enables people to release their stress and anger into the video games instead of real life. In the published Journal of Adolescence Health, found that children (especially boys) play video games as a way to release their emotions.
61.9%- "helped relax"
47.8%- "helps forget their problems"
45.5%- "helps my anger"
Because of this, games sales have increased and crime rated decreased.

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"In Brown v. Entertainment Merchants Association (2011) the US Supreme Court ruled 7-2 that California could not ban the sale of violent video games to minors."  "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 studies that are made for seeing if violent video games cause violence is only studied for short periods of time. the studies do not follow the children.

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"Sales of violent video games have significantly increased while violent juvenile crime rates have significantly decreased."

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http://videogames.procon.org/