| Video games for children, teens and young adults | | | | of the most popular and also most violent and |
| bring in $10 billion a year in the United States. | | | | controversial of the games, a player is rewarded |
| Certainly some of the games offer harmless | | | | if he has sex with a prostitute and then murders |
| entertainment and maybe even some educational | | | | her (the most recent of the series, Grand Theft |
| value. But the games that seem to be the most | | | | Auto: San Andreas, was the best-selling title in |
| eagerly anticipated, the games that major retailer | | | | 2004). Whether or not these games contribute to |
| Zany Brainy says "the industry is focusing on," | | | | violent "real-life" behavior among their primary |
| and the games that fly off the shelves as soon | | | | users (pre-teen and teen boys) has spurred |
| as they're released are those rated "M" for | | | | major controversy. And, as with most hot-button |
| mature and "AO" for adults only. To garner an "M" | | | | issues, there are strong proponents and |
| rating, the content is intended for people aged 17 | | | | opponents on either side. Yes, Video Games |
| and older, and may contain sexual themes and | | | | Cause Violence Much attention was brought to |
| intense violence or language. An "AO"-rated game | | | | video game violence after it was realized that the |
| is suitable only for adults 18 and over, and may | | | | two teenagers behind the Columbine High School |
| include graphic depictions of sex and/or violence. | | | | shootings played (and even created their own |
| The popularity of the games is astounding. | | | | levels of) DOOM, one of the first "first-person |
| According to a 2004 report by the National Youth | | | | shooter" video games (attesting to its popularity, |
| Violence Prevention Resource Center, a 2001 | | | | a movie version of DOOM was just released on |
| review found that 49 percent of the 70 | | | | October 21). The most recent study on the topic, |
| top-selling video games contained serious violence. | | | | to be published in the January 2006 edition of |
| Out of all games, 41 percent required violence for | | | | Media Psychology, found that playing violent video |
| the protagonists to achieve their goals. And in 17 | | | | games does indeed cause violent thought patterns |
| percent of the games, violence was the primary | | | | in the brain. A team of international researchers |
| focus of the game itself. The violence is often | | | | observed 13 males, aged 18 to 26, for the study. |
| brutal and degrading to women. In the game | | | | It was found that, after playing a mature-rated |
| "Duke Nukem," for instance, a player can enter a | | | | game, 11 out of the 13 participants showed |
| room with naked women saying "Kill me," while | | | | significant effects from the games. |
| tied to posts. In the Grand Theft Auto series, one | | | | |