Of these children, 14% of girls and 50% of boys favored games with an "M" (mature) or "AO" (adult-only) rating.Since the late 1990s, some acts of violence have been highly publicized in relation to beliefs the suspect in the crime may have had a history of playing violent video games.
In 1998, Steven Kirsh reported in the journal Childhood that the use of video games may lead to acquisition of a hostile attribution bias.
Fifty-five subjects were randomised to play either violent or non-violent video games.
Video game controversies refers to a wide range of debates on the social effects of video games on players and broader society.
Since the early 2000s, advocates of video games have emphasized their use as an expressive medium, arguing for their protection under the laws governing freedom of speech and also as an educational tool.
Detractors argue that video games are harmful and therefore should be subject to legislative oversight and restrictions.
The positive and negative characteristics and effects of video games are the subject of scientific study.Some may not be happy with that, but that's where the science is." A 2002 US Secret Service study of forty-one individuals who had been involved in school shootings found that twelve percent were attracted to violent video games, twenty-four percent read violent books and twenty-seven percent were attracted to violent films.The study concerned children between ages 5 and 12, and were assessed for the typical amount of time they played video games per week and pre-existing empathy and attitudes towards violence.Subjects were later asked to read stories in which the characters' behaviour was ambiguous.Participants randomised to play violent video games were more likely to provide negative interpretations of the stories.Academic research has examined the links between video games and addiction, aggression, violence, social development, and a variety of stereotyping and sexual morality issues.The Entertainment Software Association reports that 17% of video game players are boys under the age of eighteen and that 36% are women over the age of eighteen, with 48% of all gamers being women of all ages.The catalyst model suggests that stress, coupled with antisocial personality are salient factors leading to aggression.It does allow that proximal influences such as family or peers may alter aggressiveness but not media and games.They also report that the average age of a gamer is 31.A survey of 1,102 children between 12 and 17 years of age found that 97% are video game players who have played in the last day and 75% of parents checked the censor's rating on a video game before allowing their child to purchase it.