FW: Video Games & Youth Violence - Examining the Facts
Peripherally related to the recent exchanges on video games and addiction. .julian. -----Original Message----- http://www.idsa.com/IDSAfinal.pdf Video Games & Youth Violence: E X A M I N I N G T H E F A C T S In the aftermath of tragic and highly publicized incidents of youth violence in recent years, the nation has discussed and debated the causes of youth violence and the steps that can be taken to prevent it. While the discussion has drawn out a broad diversity of views, each is rooted in a common perspective: a sincere concern about the problem and a shared desire to curtail it. Indeed, it is precisely because society¹s concern about youth violence is so sincere that we should be fastidious in debating its causes and consequences. That is the perspective from which the computer and video game industry approaches the important question of how its products affect young people; and how to balance the rights it has under the First Amendment with its responsibilities to consumers. The French journalist Georges Bernanos once said that ³the worst, the most corrupting of lies is a problem poorly stated.² Youth violence is a problem in this country, but its solution will not be found by ignoring facts, sensationalizing opinions, or pointing fingers. The fact is that youth violence has dramatically declined in the United States during the past decade, precisely the period in which video game use among adults and children has skyrocketed. Moreover, the most objective and methodologically sound studies have found no causation between game playing and violent activity. This document is an effort to gather facts and provide information about the computer and video game industry, the games it produces, the people who play the games, the scientific research on the effects of the games, and the extensive efforts the industry has undertaken to inform parents about the games they buy for their children. Everybody is entitled to his or her own opinions about the entertainment industry. But not to their own facts. We hope that by bringing important facts to light we can help correct some misperceptions about the industry and its games, and foster a public dialogue that addresses a serious issue with the seriousness it deserves.
participants (1)
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Julian Bleecker