Do Violent Video Games Really Make Kids More Violent?
This paper examines the widely debated question of whether violent video games cause children and young adults to become violent. Drawing on sources including FBI and U.S. Secret Service reports, juvenile crime statistics, and the book Grand Theft Childhood, the paper argues that no empirical link exists between playing violent video games and youth violence. It addresses common pro-causation claims — such as increased aggression and modeling of violent behavior — and counters them with evidence that juvenile violent crime rates have fallen as video game sales have risen, that most attackers in school violence cases showed no interest in video games, and that gaming is largely a social activity. The paper concludes that blaming video games for youth violence is an oversimplification unsupported by available evidence.
- Introduction: Paper's thesis: violent games don't cause violence
- Pro and Con Arguments on Video Games and Violence: FBI data, bullying stats, and aggression claims examined
- Crime Statistics and the Causation Debate: Juvenile crime fell as video game sales rose
- Real-World Incidents and Misattribution: Virginia Tech shooting wrongly blamed on video games
- Industry and Legal Perspectives: Industry leaders and courts reject causation claims
- Conclusion: No empirical evidence links games to youth violence
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What makes this paper effective
- Engages both sides of the debate before firmly defending its thesis, lending the argument credibility and balance.
- Uses concrete statistics — such as the 71.9% decline in juvenile murder rates alongside rising video game sales — to ground abstract claims in measurable evidence.
- Draws on a variety of source types (government agencies, legal rulings, industry leaders, and academic research) to support a single coherent position.
Key academic technique demonstrated
The paper demonstrates effective use of the rebuttal structure: it introduces opposing claims, grants them fair representation, and then systematically dismantles them with counter-evidence. This technique strengthens the writer's own position by showing awareness of the full argumentative landscape rather than ignoring contrary views.
Structure breakdown
The paper opens with a clear thesis statement, then moves through a structured pro-and-con review. It addresses statistical evidence, high-profile real-world incidents, industry data, and legal precedent in successive sections before closing with a summary conclusion. Each section builds on the previous one, reinforcing the central claim that no empirical link exists between violent video games and youth violence.
Introduction
Do violent video games cause young people to become violent? This has been a hotly debated topic in the United States for several years. There are valid opinions on both sides of the issue, but this paper takes the position that violent video games do not cause kids to be violent.
Works Cited
Gallagher, Michael D. "Video Games Don't Cause Children to be Violent." U.S. News. Retrieved April 11, 2012, from http://www.usnews.com. 2010.
ProCon.org. "Video Games: Do violent video games contribute to youth violence?" Retrieved April 11, 2012, from http://videogames.procon.org. 2012.
Stevens, Tim. "Violent Video Games Don't Cause Violence, Says New Book." Switched. Retrieved April 11, 2012, from http://www.switched.com. 2008.
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