SlideShare a Scribd company logo
•Total US sales of video game
hardware and software increased
204% from 1994 to 2014, reaching
$13.1 billion in 2014, while violent
crimes decreased 37% and murders
by juveniles acting alone fell 76% in
that same period.
• 90% of pediatricians
and 67% of parents
agreed or strongly
agreed that violent
video games can
increase aggressive
behavior among
children.
•An estimated four out of
five US households with a
male child own a video
game system and
worldwide sales of video
games are predicted to
reach $102.9 billion in
2017.
•60% of middle school boys
and 40% of middle school
girls who played at least
one Mature-rated (M-rated)
game hit or beat up
someone, compared with
39% of boys and 14% of
girls who did not play M-
rated games.
'DO VIOLENT VIDEO GAMES CONTRIBUTE TO YOUTH
VIOLENCE?'
"Children who see a lot of violence are more likely to view violence as an
effective way of settling conflicts. Children exposed to violence are
more likely to assume that acts of violence are acceptable behavior.
(Yes)
"The opposition to gaming springs largely from the neophobia that has
pitted the old against the entertainments of the young for centuries.
Most gamers are under 40, and most critics are non-games-playing
over-40s. But what of the specific complaints - that games foster
addiction and encourage violence? There's no good evidence for
either… (No)
http://videogames.procon.or
g/view.answers.php?questio
nID=1608
PRO ARGUMENTS: 'DO VIOLENT VIDEO
GAMES CONTRIBUTE TO YOUTH
VIOLENCE?'
• Playing violent video games causes more aggression,
bullying, and fighting. 60% of middle school boys and
40% of middle school girls who played at least one
Mature-rated (M-rated) game hit or beat up someone,
compared with 39% of boys and 14% of girls who did not
play M-rated games. A 2014 peer-reviewed study in the
Journal of the American Medical Association found that
habitual violent video game playing had a causal link with
increased, long-term, aggressive behavior.
CON ARGUMENTS: 'DO VIOLENT VIDEO GAMES
CONTRIBUTE TO YOUTH VIOLENCE?'
• Sales of violent video games have significantly increased while violent juvenile crime rates have
significantly decreased. Total US sales of video game hardware and software increased 204% from 1994 to
2014, reaching $13.1 billion in 2014, while violent crimes decreased 37% and murders by juveniles acting
alone fell 76% in that same period. The juvenile Violent Crime Index arrest rate in 2012 was 38% below
1980 levels and 63% below 1994, the peak year.
https://www.youtube.com/watch?v=0B3lHfivQMQ
https://www.youtube.com/watch?v=kj9R2QqzLkk
https://www.youtube.com/watch?v=9zJg1YQTkWs
https://www.youtube.com/watch?v=I3a4hudwJFo
• But the same team of experts said
there was insufficient evidence to
conclude that the influence of
games such as Call Of Duty and
Grand Theft Auto led to criminal
acts.
• US Computer &
Video Game
Unit Sales: 2007
& 2008
(Units in
Millions)
• US
Computer &
Video Game
Dollars
Sales
Growth,
1996-2008
(Dollars in
Billions)
• 2008 Video Game
Sales by Genre

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Video Game Powerpoint 2016

  • 1.
  • 2. •Total US sales of video game hardware and software increased 204% from 1994 to 2014, reaching $13.1 billion in 2014, while violent crimes decreased 37% and murders by juveniles acting alone fell 76% in that same period.
  • 3. • 90% of pediatricians and 67% of parents agreed or strongly agreed that violent video games can increase aggressive behavior among children.
  • 4. •An estimated four out of five US households with a male child own a video game system and worldwide sales of video games are predicted to reach $102.9 billion in 2017. •60% of middle school boys and 40% of middle school girls who played at least one Mature-rated (M-rated) game hit or beat up someone, compared with 39% of boys and 14% of girls who did not play M- rated games.
  • 5. 'DO VIOLENT VIDEO GAMES CONTRIBUTE TO YOUTH VIOLENCE?' "Children who see a lot of violence are more likely to view violence as an effective way of settling conflicts. Children exposed to violence are more likely to assume that acts of violence are acceptable behavior. (Yes) "The opposition to gaming springs largely from the neophobia that has pitted the old against the entertainments of the young for centuries. Most gamers are under 40, and most critics are non-games-playing over-40s. But what of the specific complaints - that games foster addiction and encourage violence? There's no good evidence for either… (No) http://videogames.procon.or g/view.answers.php?questio nID=1608
  • 6. PRO ARGUMENTS: 'DO VIOLENT VIDEO GAMES CONTRIBUTE TO YOUTH VIOLENCE?' • Playing violent video games causes more aggression, bullying, and fighting. 60% of middle school boys and 40% of middle school girls who played at least one Mature-rated (M-rated) game hit or beat up someone, compared with 39% of boys and 14% of girls who did not play M-rated games. A 2014 peer-reviewed study in the Journal of the American Medical Association found that habitual violent video game playing had a causal link with increased, long-term, aggressive behavior.
  • 7. CON ARGUMENTS: 'DO VIOLENT VIDEO GAMES CONTRIBUTE TO YOUTH VIOLENCE?' • Sales of violent video games have significantly increased while violent juvenile crime rates have significantly decreased. Total US sales of video game hardware and software increased 204% from 1994 to 2014, reaching $13.1 billion in 2014, while violent crimes decreased 37% and murders by juveniles acting alone fell 76% in that same period. The juvenile Violent Crime Index arrest rate in 2012 was 38% below 1980 levels and 63% below 1994, the peak year.
  • 9. • But the same team of experts said there was insufficient evidence to conclude that the influence of games such as Call Of Duty and Grand Theft Auto led to criminal acts.
  • 10. • US Computer & Video Game Unit Sales: 2007 & 2008 (Units in Millions) • US Computer & Video Game Dollars Sales Growth, 1996-2008 (Dollars in Billions) • 2008 Video Game Sales by Genre