especially when the question is framed: ‘Can playing video games lead to violent
behaviour?’
11
While there is no compelling evidence to support that proposition,
revelations that killers have actually used video games as training tools has kept
these issues in the media spotlight.
12
When it comes to defining the psychological impact of a particular
stimulus on an individual, scientific researchers cannot overcome a number of
impediments to drawing conclusions that apply to a population as a whole. A range
of factors produce differences from one person to another including genetics, the
social environment, and the degree of violence within the society of one particular
individual. Access to weapons, poverty, and the degree of violence within one’s
family are believed to be essential factors in the decision to resort to armed
violence. Moreover, most scientific research on the causes of violent behaviour is
conducted within developed countries where violence is more limited and severely
sanctioned. As access to Internet and video games is no longer limited to privileged
countries,
13
scientific research conducted in say Nairobi or in the favelas of
Rio de Janeiro could yield very different conclusions from existing, often US-based,
11 For an illustration of the scientific debate: Anderson et al, assert a causal link between violent games and
violent behaviour: Craig A. Anderson, Akiko Shibuya, Nobuko Ihori, Edward L. Swing, Brad J. Bushman,
Akira Sakamoto, Hannah R. Rothstein and Muniba Saleem, ‘Violent video game effect on aggression,
empathy and prosocial behaviour in eastern and western countries: a meta-analytic review’,in
Psychological Bulletin, Vol. 136, No. 2, pp. 151–173. For Ferguson the link is not proven and attention
should be focused elsewhere (e.g., on poverty and domestic violence). See Christopher J. Ferguson,
‘Media violence effects: confirmed truth or just another X-file?’,inJournal of Forensic Psychology,Vol.9,
No. 2, April–June 2009, pp. 103–126. This is also the conclusion of the Swedish Media Council, Summary
of Violent Computer Games and Aggression – An Overview of the Research 2000–2011, Swedish Media
Council, Stockholm, 2012, available at: http://www.statensmedierad.se/upload/_pdf/Summery_
Violent_Computer_Games.pdf (last visited 20 December 2012), and Brown, Governor of California,
et al. v. Entertainment Merchants Association et al., Certiorari to the United States Court of Appeals for
the Ninth Circuit, No. 08–1448. Argued 2 November 2010 – Decided 27 June 2011 (hereinafter ‘Brown’)
where the majority of the US Supreme Court noted that: ‘Psychological studies purporting to show a
connection between exposure to violent video games and harmful effects on children do not prove that
such exposure causes minors to act aggressively. Any demonstrated effects are both small and
indistinguishable from effects produced by other media’ (Scalia, J., p. 13, who delivered the opinion of the
Court, in which Kennedy, Ginsburg, Sotomayor, and Kagan, JJ., joined. Alito, J., filed an opinion
concurring in the judgment, in which Roberts, C. J., joined. Thomas, J., and Breyer, J., filed dissenting
opinions.)
12 Tragic events including mass killings by gunmen at Columbine, Virginia Tech, and Sandy Hook have
heightened public concern. Like Norwegian mass murderer Anders Breivik, several US perpetrators
regularly played Call of Duty. Police observations regarding similarities between Sandy Hook gunman
Adam Lanza’s modus operandi and methods used in a video game he frequently played are particularly
revealing. See Dave Altimari and Jon Lender, ‘Sandy Hook shooter Adam Lanza wore earplugs’,in
Hartford Courant, 6 January 2013, available at: http://articles.courant.com/2013-01-06/news/hc-sandy-
hook-lanza-earplugs-20130106_1_police-cars-lauren-rousseau-newtown (last visited 10 January 2013).
13 In 2008 an estimated 31,68 million people, worldwide, played online video games, out of which an
estimated 3 million played first person shooter games. These figures do not take into account those people
who played either on unconnected computers, PlayStations or cell phones. In the Middle East, in 2010, 64
million people played online video games or on PlayStations. In 2012 there are an estimated 211.5 million
video-games players in the US. See ‘Mobile gamers now represent the largest gamer segment’,inNPD,
5 September 2012, available at: https://www.npd.com/wps/portal/npd/us/news/press-releases/pr_120905/
(last visited 20 October 2012). In Turkey, in 2012, an estimated 21.8 million people played video games on
computers, smartphones, and game consoles. See ‘Infographic 2012’,inNewZoo, 21 June 2012, available
at: http://www.newzoo.com/infographics/infographic-turkey/ (last visited 20 October 2012).
B. Clarke, C. Rouffaer, and F. Se
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ne
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chaud – Beyond the Call of Duty: why shouldn’t video game players
face the same dilemmas as real soldiers?
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