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video games promote violence is a testament to
the power of perception to trump reality. In 2005,
Senators Clinton, Lieberman and Bayh introduced
legislation to restrict access to video games on the
grounds they encourage violent behavior (McCul-
lagh & Broache, 2006). That same year violent
crimes by both children and adults reached an all
time low in US record keeping history (Bureau
of Justice Statistics, 2006).
Much of the research on computer games lead-
ing to increased aggression is based on observing
study participants in a lab setting playing a video
game. It is not based on actual cases of demon-
strated aggression (Anderson & Bushman, 2001).
Furthermore, the studies often equate aggression
and violence with no support for that assumption.
While this is a typical method of research, it does
not demonstrate a causal link between computer
games and violence. To date, there is no widely
accepted study that shows that playing violent
computer games, watching violent television
shows, or listening to violent music leads to vio-
lent behavior. Belief in a linkage persists, but so
far, the linkage is no more substantiated than any
other urban legend. Like Big Foot and the notion
that NASA faked the Apollo Moon landings, the
myth that video games lead to violence remains
persistent but unfounded.
that in the initial intense interest of new games
displaced other activities temporarily but time
committed to games decreased quickly. Durkin
(1995) found that the stereotypical obsession with
playing games was episodic rather than constant
as typically claimed (Stoll, 1995). As is often the
case with stereotypes, it is likely that the model of
gamers completely obsessed with video games to
exclusion of all else including sunlight, exercise
and social interaction is a caricature based on
selective consideration of evidence. While there
are many gamers who play obsessively periodi-
cally, there are few verified reports to match the
stereotype. Microsoft released Halo 2 on Novem-
ber 9, 2004 with record-breaking sales of more
than two million copies the first day (Surette &
Thorsen, 2004). By November 11, reports of
players beating the game began to appear on the
Internet. Since the game can be expected to take
at least 20 hours to play all the way through, some
players were likely living up to their promises to
skip work or school to master the game. Playing
a game for more than twenty hours in two days is
probably a bit obsessive; especially if the player
is shirking standing commitments to do so. But
it is reasonable to believe that the Halo 2 fanatics
who did so went back to work or school after they
beat the game. Otherwise there would have been a
rash of news stories about Halo 2 causing serious
problems for players. The reality is that even the
most obsessive players only play obsessively when
they have a new game that hooks their interest.
It took three and half years to develop Halo 2. A
chain of blockbuster releases did not follow it week
after week after week. Most computer and video
games lose their compelling sense of excitement
over time. The more obsessed and committed the
player, the sooner they are likely to beat the game.
Even if a player wanted to stay in an obsessive
state about games, there are simply not enough
quality game releases to maintain it.
MUVEs and games are subjected to a double
standard under this objection. Kutner and Olson
(2008) point out that a student who practices
Objection: games and mUVes are
Inherently Anti-Social and Addictive
The objection about the addictiveness of games
and MUVEs and their promotion of anti-social
behavior go hand in hand. Obviously, if a person is
spending more time in virtual worlds, they cannot
be spending the same amount of time they used
to on all other pursuits (Fischoff, 2008).
Stoll (1995) expressed the concern of many
parents and teachers when he published the convic-
tion that computer games displaced other, more
worthwhile activities among children and students.
He included in his charges that computer games
are addictive. Creasy and Myers (1986) found
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