In 2008, in , and refuted claims that violent video games cause an increase in violent behavior in children. They report there is a scientifically non-significant trend showing that adolescents who do not play video games at all are most at risk for violent behavior and video game play is part of an adolescent boy's normal social setting. However, the authors did not completely deny the negative influences of violent (M-rated) video games on pre-teens and teenagers: Kutner and Olson suggested the views of alarmists and those of representatives of the video game industry are often supported by flawed or misconstrued studies and that the factors leading to violence in children and adolescents were more subtle than whether or not they played violent video games.
According to the Joint State Government Association (2008): The primary responsibility for assuring that VVGs (violent video games) do not impair the development of the Commonwealth’s children lies with its parents by using the rating system. The key to the rating system is the age ratings and content descriptors that appear on the packaging of nearly all video games sold by national distributors and most smaller retailers. Most retailers participate in a voluntary compliance system to prevent the sale of games to underage customers. The ESRB ratings have been highly effective in providing information to parents and other consumers about the age suitability and content of video games and supporting retailers in their enforcement of their store sales policies at brick and mortar locations, and to an increasings extent, on their Internet websites. However, there are instances where the games that are accessible on the internet are not submitted to ESRB for rating, such as betas like Slender Man and OctoDad.
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Harvard Mental Health Letter: Violent Video Games and Young People- parents have become increasing worried about the effects of gaming on their children that they sought helpFor starters, the effect size of video games on children’s thoughts and behaviors is very, very small — less than half of 1 percent, Ferguson told Healthline. Anderson says this doesn’t mean that the effect is insignificant. Instead, video game violence exposure is one of a great many risk factors for real-world violence.To examine the wealth of data on the psychological effects of video games, Anderson, director of the Center for the Study of Violence at Iowa State, and Christopher Ferguson, of Stetson University, have performed meta-analyses. These studies combine data from a large number of papers to tease out general trends.Who should we believe? Przybylski that people who did not grow up with video games and who lack video game experience are most likely to believe that violent video games cause real-world violence. Meanwhile, Brad Bushman, professor of communication and psychology at Ohio State University, that most Americans get their information on video games from the mass media, and that mass media has increasingly denied the effects of video games on violence over time.