Most self-involving video games contain some violent content, even those for children.
Similarly, the murder rate in the US has dropped by almost half, from 9.8 per 100,000 people in 1991 to 5.0 in 2009.
Yet the propaganda, Tanay said, makes people feel that crime is everywhere and that guns are needed for protection.
“They are naturally more vulnerable, because they are in the community, they are sick, and they may misinterpret something.”The 2 teenage boys who murdered 12 schoolmates and a teacher and injured 21 others at Columbine High School in Colorado before killing themselves, he said, lived in a pathological environment.
“Their lives centered around violent video games.”After the 1999 Columbine tragedy, the FBI and its team of psychiatrists and psychologists concluded that both perpetrators were mentally ill—Eric Harris was a psychopath and Dylan Klebold was depressive and suicidal. Now, we don’t take care of psychotic patients until they do something violent,” Tanay said.
Other analysts have argued that a possible causal factor may relate to the young killers’ obsessions with violent imagery in video games and movies that led them to depersonalize their victims. Writing about the Colorado tragedy in a July 20 magazine essay, Christopher Ferguson, Ph D, Interim Chair and Associate Professor of Psychology, Department of Psychology and Communication at Texas A&M International University, argued there is currently no scientific proof that the mass homicides can be explained, even in part, by violent entertainment. A 2002 report by the US Secret Service and the US Department of Education, which examined 37 incidents of targeted school shootings and school attacks from 1974 to 2000 in this country, found that “over half of the attackers demonstrated some interest in violence through movies, video games, books, and other media.”In a 2009 Policy Statement on Media Violence, the American Academy of Pediatrics said, “Extensive research evidence indicates that media violence can contribute to aggressive behavior, desensitization to violence, nightmares, and fear of being harmed.”This year, the Media Violence Commission of the International Society for Research on Aggression (ISRA) in its report on media violence said, “Over the past 50 years, a large number of studies conducted around the world have shown that watching violent television, watching violent films, or playing violent video games increases the likelihood for aggressive behavior.” for instance, published a comprehensive meta-analysis of violent video game effects and concluded that the “evidence strongly suggests that exposure to violent video games is a causal risk factor for increased aggressive behavior, aggressive cognition, and aggressive affect and for decreased empathy and prosocial behavior.”In a interview, psychologist Craig Anderson, Ph D, Director of the Center for the Study of Violence at Iowa State University, said the evidence for the media violence–aggression link is very strong from every major type of study design: randomized experiments, cross-sectional correlation studies, and longitudinal studies.