[Air-l] FW: Video Games & Youth Violence - Examining the Facts

Julian Bleecker julian at fatdonut.com
Fri Nov 1 06:39:25 PST 2002


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.










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