**Anderson, Craig A 1. fact- violent video games are “significantly associated with: increased aggressive behavior, thoughts, and affect; increased physiological arousal; and decreased pro-social (helping) behavior” 2. answered elsewhere- unneeded. 3. Laboratory experiments are relevant Fact- Arguments against laboratory experiments in behavioral sciences have been successfully debunked many times by numerous researchers over the years. Specific examinations of such issues in the aggression domain have consistently found evidence of high external validity. 4. field testing fact/claim (not sure)- Some field experiments have used behaviors such as biting, pinching, hitting, pushing, and pulling hair, behaviors that were not modeled in the game. The fact that these aggressive behaviors occur in natural environments does not make them "normal" play behavior, but it does increase the face validity (and some would argue the external validity) of the measures. 5. correlational studies claim- correlational studies are routinely used in modern science to test theories that are inherently causal. Whole scientific fields are based on correlational data (e.g., astronomy). Well conducted correlational studies provide opportunities for theory falsification. They allow examination of serious acts of aggression that would be unethical to study in experimental contexts. They allow for statistical controls of plausible alternative explanations. 6. fact- High levels of violent video game exposure have been linked to delinquency, fighting at school and during free play periods, and violent criminal behavior 7. video games and children as apposed to adults fact- here is not consistent evidence for the claim that younger children are more negatively affected than adolescents or young adults or that males are more affected than females. There is some evidence that highly aggressive individuals are more affected than nonaggressive individuals, but this finding does not consistently occur. Even nonaggressive individuals are consistently affected by brief exposures. Further research will likely find some significant moderators of violent video game effects, because the much larger research literature on television violence has found such effects and the underlying processes are the same. However, even that larger literature has not identified a sizeable population that is totally immune to negative effects of media violence 8. Unrealistic games are less harmful/ damaging Claim/facts- Unrealistic video game violence is completely safe for adolescents and older youths. Facts: Cartoonish and fantasy violence is often perceived (incorrectly) by parents and public policy makers as safe even for children. However, experimental studies with college students have consistently found increased aggression after exposure to clearly unrealistic and fantasy violent video games. Indeed, at least one recent study found significant increases in aggression by college students after playing E-rated (suitable for everyone) violent video games. 9. the effects of video games are small fact- Meta-analyses reveal that violent video game effect sizes are larger than the effect of second hand tobacco smoke on lung cancer, the effect of lead exposure to I.Q. scores in children, and calcium intake on bone mass. Furthermore, the fact that so many youths are exposed to such high levels of video game violence further increases the societal costs of this risk factor (Rosenthal, 1986). 10. arousal is the reason for aggression from video games claim- Arousal cannot explain the results of most correlational studies because the measured aggression did not occur immediately after the violent video games were played. Furthermore, several experimental studies have controlled potential arousal effects, and still yielded more aggression by those who played the violent game. 11. If violent video games cause increases in aggression, violent crime rates in the U.S. would be increasing instead of decreasing. Claim- untrue claimThree assumptions must all be true for this myth to be valid: (a) exposure to violent media (including video games) is increasing; (b) youth violent crime rates are decreasing; (c) video game violence is the only (or the primary) factor contributing to societal violence. The first assumption is probably true. The second is not true, as reported by the 2001 Report of the Surgeon General on Youth Violence (Figure 2-7, p. 25). The third is clearly untrue Unanswered Questions -One especially large gap is the lack of longitudinal studies testing the link between habitual violent video game exposure and later aggression, while controlling for earlier levels of aggression and other risk factors -Recent video games reward players for killing innocent bystanders, police, and prostitutes, using a wide range of weapons including guns, knives, flame throwers, swords, baseball bats, cars, hands, and feet. Some include cut scenes (i.e., brief movie clips supposedly designed to move the story forward) of strippers. In some, the player assumes the role of hero, whereas in others the player is a criminal. - Another gap concerns potential differences in effect sizes of television versus video game violence. There are theoretical reasons to believe that violent video game effects may prove larger, primarily because of the active and repetitive learning aspects of video games. - more research is needed to: (a) refine emerging general models of human aggression; (b) delineate the processes underlying short and long term media violence effects; (c) broaden these models to encompass aggression at the level of subcultures and nations. **Duran, H.B. The article from daniweb is a personal excerpt about how a woman is unable to connect video games to violent behavior… not so much for fact and claim. Great quote- columbine killers “Harris and Klebold reportedly liked playing Doom - as did my husband and I. We have yet to go on a homicidal rampage, and so it was hard for me to relate to such a simple connection.” Look into Blazing Angels or Resident Evil? Can Violent Video Games be a Force for Good?—doctor’s study Claim- What he found was that all video game information was based on inconclusive evidence. Same time when video games are increasing- violent crimes are decreasing Fact- Video games improves visual and spatial cognition Fact- Teaming up with Stephanie Rueda (also of Texas A&M University), Dr. Ferguson gave 103 young adults a "frustration task." Their results showed that subjects who played violent games were "less hostile and depressed." suggesting that such games "reduce depression and hostile feelings in players through mood management." **Harding, Anne Questiondo children become more aggressive after playing video games or are aggressive kids more attracted to violent videos? fact- n the new study, Dr. Craig A. Anderson, Ph.D., of Iowa State University in Ames, and his colleagues looked at how children and teen's video game habits at one time point related to their behavior three to six months later. Factual study- The study included three groups of kids: 181 Japanese kids12 to 15; 1,050 Japanese kids 13 to 18; and 364 U.S. kids ages 9 to 12. Factual study- The U.S. children listed their three favorite games and how often they played them. In the younger Japanese group, the researchers looked at how often the children played five different violent video game genres (fighting action, shooting, adventure, among others); in the older group they gauged the violence in the kids' favorite game genres and the time they spent playing them each week. Factual study- Japanese children rated their own behavior in terms of physical aggression, such as hitting, kicking or getting into fights with other kids; the U.S. children rated themselves too, but the researchers took into account reports from their peers and teachers as well. Factual study- In every group, children who were exposed to more video game violence did become more aggressive over time than their peers who had less exposure. This was true even after the researchers took into account how aggressive the children were at the beginning of the study -- a strong predictor of future bad behavior. Claim/fact (not sure)- There are two ways violent media can spur people to violent actions First is imitation; children who watch violence in the media can internalize the message that the world is a hostile place, and being aggressive is regular and ok. Second, kids can become desensitized to violence. "When you're exposed to violence day in and day out, it loses its emotional impact on you," Huesmann said. Claim- Dr. Cheryl K. Olson, co-director of the Center for Mental Health and the Media at Massachusetts General Hospital in Boston, isn't convinced. Claim- "It's not the violence per se that's the problem, it's the context and goals of the violence," said Olson, citing past research on TV violence and behavior. Her advice to parents? Move the computer and gaming stuff out of kids' rooms and into public spaces in the home, like the living room, so they can keep an eye on what their child is up to. Claim- Dr. David Walsh, president of the National Institute on Media and the Family, a Minneapolis-based non-profit, argues that the pervasiveness of violence in media has led to a "culture of disrespect" in which children get the message that it's acceptable to treat one another rudely and even aggressively. **Jenkins, Henry 1. The availability of video games has led to an epidemic of youth violence- FALSE Facts- The overwhelming majority of kids who play do NOT commit antisocial acts. According to a 2001 U.S. Surgeon General's report, the strongest risk factors for school shootings centered on mental stability and the quality of home life, not media exposure. The moral panic over violent video games is doubly harmful. It has led adult authorities to be more suspicious and hostile to many kids who already feel cut off from the system. It also misdirects energy away from eliminating the actual causes of youth violence and allows problems to continue to fester. 2. Scientific evidence links violent game play with youth aggression. Facts- Claims like this are based on the work of researchers who represent one relatively narrow school of research, "media effects." This research includes some 300 studies of media violence. But most of those studies are inconclusive and many have been criticized on methodological grounds. In these studies, media images are removed from any narrative context. Subjects are asked to engage with content that they would not normally consume and may not understand. Finally, the laboratory context is radically different from the environments where games would normally be played. Most studies found a correlation, not a causal relationship, which means the research could simply show that aggressive people like aggressive entertainment. But no research has found that video games are a primary factor or that violent video game play could turn an otherwise normal person into a killer. 3. Children are the primary market for video games. Claims with factual support- While most American kids do play video games, the center of the video game market has shifted older as the first generation of gamers continues to play into adulthood. Already 62 percent of the console market and 66 percent of the PC market is age 18 or older. The game industry caters to adult tastes. Meanwhile, a sizable number of parents ignore game ratings because they assume that games are for kids. One quarter of children ages 11 to 16 identify an M-Rated (Mature Content) game as among their favorites. Clearly, more should be done to restrict advertising and marketing that targets young consumers with mature content, and to educate parents about the media choices they are facing. Commission has found that 83 percent of game purchases for underage consumers are made by parents or by parents and children together. 4. irrelevant. 5. Because games are used to train soldiers to kill, they have the same impact on the kids who play them. Claim- Former military psychologist and moral reformer David Grossman argues that because the military uses games in training the generation of young people who play such games are similarly being brutalized and conditioned to be aggressive in their everyday social interactions. Grossman's model only works if: • we remove training and education from a meaningful cultural context. • we assume learners have no conscious goals and that they show no resistance to what they are being taught. • we assume that they unwittingly apply what they learn in a fantasy environment to real world spaces. 6. Video games are not a meaningful form of expression. Claim with factual support- Federal Court of Appeals Judge Richard Posner noted: "Violence has always been and remains a central interest of humankind and a recurrent, even obsessive theme of culture both high and low. It engages the interest of children from an early age, as anyone familiar with the classic fairy tales collected by Grimm, Andersen, and Perrault are aware." Posner adds, "To shield children right up to the age of 18 from exposure to violent descriptions and images would not only be quixotic, but deforming; it would leave them unequipped to cope with the world as we know it." Many early games were little more than shooting galleries where players were encouraged to blast everything that moved. 7. irrelevant 8. Video game play is desensitizing. Claims- Play allows kids to express feelings and impulses that have to be carefully held in check in their real-world interactions. Media reformers argue that playing violent video games can cause a lack of empathy for real-world victims. Yet, a child who responds to a video game the same way he or she responds to a real-world tragedy could be showing symptoms of being severely emotionally disturbed. Here's where the media effects research, which often uses punching rubber dolls as a marker of real-world aggression, becomes problematic. The kid who is punching a toy designed for this purpose is still within the "magic circle" of play and understands her actions on those terms. Such research shows us only that violent play leads to more violent play. **Kubrick This article is moderately useless, it just repeats the craig Anderson case and also is from a biased Christian organization. I choose to not use this as a source and will be taking it off my list. This source has nothing but Christian point of view on video games and how they need to be less important in our lives. **NAUERT, RICK ALL CLAIMS (NOTHING 100% PROVEN)--New research in video games In the study, researchers determined that competitiveness, rather than violence, may be the main video game feature that influences aggression. In review, researchers found video game violence alone did not elevate aggressive behavior. However, more competitive games produced greater levels of aggressive behavior than less competitive games, no matter how much violence was in the games. The study was conducted by lead author Paul J.C. Adachi, M.A., a PhD candidate at Brock University in Canada with the findings published online in the journal Psychology of Violence. In a pilot study, both games were rated evenly in terms of competitiveness, difficulty and pace of action, but differently in terms of violence. After participants finished playing the game, a unique methodology was used to measure aggression. Participants were told they were going to take part in a separate food tasting study in which they had to select a cup of hot sauce for a “taster” who they were told did not particularly like hot or spicy food. The participants could choose from one of four different hot sauces (from least hot to most hot) for the taster to drink. The authors concluded that, in this study, video game violence alone was not sufficient to elevate aggressive behavior. In a second experiment, students played one of the following four video games: “Mortal Kombat versus DC Universe,” a violent fighting game rated as highly competitive and very violent; “Left 4 Dead 2,” a violent, moderately competitive first-person shooter game in which the main character battles zombies using guns; “Marble Blast Ultra,” a nonviolent, noncompetitive game where players control a marble through a series of labyrinth-like mazes as quickly as possible; and “Fuel,” the highly competitive, nonviolent racing game from the first study. Afterward, the students completed the same hot sauce tasting test from the first study. Electrocardiograms measured the participants’ heart rates before and during video game play. On average, students who played the highly competitive games, “Fuel” and “Mortal Kombat versus DC Universe,” prepared significantly more of a hotter sauce than participants who played “Marble Blast Ultra” and “Left 4 Dead 2,” the least competitive games. They also had significantly higher heart rates. “These findings suggest that the level of competitiveness in video games is an important factor in the relation between video games and aggressive behavior, with highly competitive games leading to greater elevations in aggression than less competitive games,” wrote Adachi **Phil, Dr. Fact- A recent content analysis by the research organization Children Now shows that a majority of video games include violence and about half of the violent incidents would result in serious injuries or death in the "real" world. Claim- Dr. Phil explains, "The number one negative effect is they tend to inappropriately resolve anxiety by externalizing it. So when kids have anxiety, which they do, instead of soothing themselves, calming themselves, talking about it, expressing it to someone, or even expressing it emotionally by crying, they tend to externalize it. They can attack something, they can kick a wall, they can be mean to a dog or a pet." Claim- Children spend a great deal of time with violent video games at exactly the ages that they should be learning healthy ways to relate to other people and to resolve conflicts peacefully. Fact- And, according to the National Institute on Media and the Family, it's not just a concern when it comes to young children. Teenage brains are in the midst of growth spurts, making teens very impressionable Claims- How can parents minimize any potential harm? Psychologists have found that when parents limit the amount of time as well as the types of games their children play, children are less likely to show aggressive behaviors. Other research suggests that active parental involvement in children's media usage — including discussing the inappropriateness of violent solutions to real life conflicts, reducing time spent on violent media, and generating alternative nonviolent solutions to problems — all can reduce the impact of media violence on children and youth. If you play video games with your child, Dr. Phil suggests alternative activities that allow you to have more interaction with your child, such as playing a board game together or going for a walk and exploring together. **Sebhatleab, Natan. Claim- Many reputable sources such as the Harvard Medical Center for Mental Health, the Journal of Adolescent Health, and the British Medical Journal have concluded there is no link between playing violent video games and acting in manners shown in the game. The Palo Alto Medical Foundation have found many positive attributes to playing video games. Two positive attributes are that these video games “improve a player’s manual dexterity and computer literacy.” Fact- Taking on virtual identities allows people to express themselves where they wouldn’t have the courage to in real life. Violent video games allow people to take their anger out virtually, which is much safer than physically Claim- Another point to be made is many people don’t play video games alone. Video games are one of the true ultimate bonds, whether it be parent to child, friend to friend, or friend to foe. Claim- Violent video games will always be a controversial topic. All I want to say is don’t be so quick to look at the negative of something. There has to be a reason these games were created, obviously many people have fun playing them. After many powerful establishments have proved there is no relationship between these violent video games and violent actions there should be less if none at all controversy about these video games.