Abstract:Psychological studies find that video game play is associated with markers for violent and antisocial attitudes. It is plausible that these markers indicate either whetted or sated preferences for antisocial behavior. I investigate whether a proxy for video gaming is associated with the prevalence of various crimes and find evidence that gaming is associated with significant declines in crime and death rates. These results are robust to various alternative specifications. Other youth-related leisure activities… Show more
“…It is likely that any effect of video games will be localized where gaming demand is higher. Ward () exploited this idea by relating changes in various crimes in a county from year to year to changes in the number of video game stores. As mentioned before, we do not have cross‐sectional variation in video game sales.…”
Section: Resultsmentioning
confidence: 99%
“…Yet to date, because the field has not moved beyond suggestive laboratory studies, we argue their external validity to understanding the impact on crime is limited. With the exception of Ward (), social scientists have yet to move beyond the laboratory to understand whether concerns about game violence's causal effect on crime are warranted.…”
Section: Resultsmentioning
confidence: 99%
“…This link has not been found with crime data however. Ward () found a negative association between county‐level video game store growth and the growth in crime rates. In a relevant study, Dahl and DellaVigna () find that popular violent movies caused crime to decrease in the evening and weekend hours of a movie's release lasting into the following week, with evidence that violent movies were drawing men into theaters and away from alcohol consumption.…”
Video games are an increasingly popular leisure activity. As many best-selling games contain hyper-realistic violence, many researchers and policymakers have hypothesized that violent games cause violent behaviors. Laboratory experiments have found evidence suggesting that violent video games increase aggression. Before drawing policy conclusions about the effect of violent games on actual behavior, these experimental studies should be subjected to tests of external validity. Our study uses a quasi-experimental methodology to identify the short-run and medium-run effects of violent game sales on violent crime using time variation in retail unit sales data of the top 30 selling video games and violent criminal offenses from both the Uniform Crime Report and the National Incident-Based Reporting System from 2005 to 2011. We find no evidence of an increase in crime associated with video games and perhaps a decrease.
“…It is likely that any effect of video games will be localized where gaming demand is higher. Ward () exploited this idea by relating changes in various crimes in a county from year to year to changes in the number of video game stores. As mentioned before, we do not have cross‐sectional variation in video game sales.…”
Section: Resultsmentioning
confidence: 99%
“…Yet to date, because the field has not moved beyond suggestive laboratory studies, we argue their external validity to understanding the impact on crime is limited. With the exception of Ward (), social scientists have yet to move beyond the laboratory to understand whether concerns about game violence's causal effect on crime are warranted.…”
Section: Resultsmentioning
confidence: 99%
“…This link has not been found with crime data however. Ward () found a negative association between county‐level video game store growth and the growth in crime rates. In a relevant study, Dahl and DellaVigna () find that popular violent movies caused crime to decrease in the evening and weekend hours of a movie's release lasting into the following week, with evidence that violent movies were drawing men into theaters and away from alcohol consumption.…”
Video games are an increasingly popular leisure activity. As many best-selling games contain hyper-realistic violence, many researchers and policymakers have hypothesized that violent games cause violent behaviors. Laboratory experiments have found evidence suggesting that violent video games increase aggression. Before drawing policy conclusions about the effect of violent games on actual behavior, these experimental studies should be subjected to tests of external validity. Our study uses a quasi-experimental methodology to identify the short-run and medium-run effects of violent game sales on violent crime using time variation in retail unit sales data of the top 30 selling video games and violent criminal offenses from both the Uniform Crime Report and the National Incident-Based Reporting System from 2005 to 2011. We find no evidence of an increase in crime associated with video games and perhaps a decrease.
“…In fact, two recently published studies analyzed the effect of violent media (movies and video game stores) on crime, and found increased exposure may have caused crime rates to decrease (Dahl and Dellavegna 2009;Ward 2011). These studies, unlike the laboratory studies, were conducted with observational data, which poses unique scientific challenge to establishing causality.…”
“…Por su parte, Hussain y Griffits (2009) demuestran la incidencia de la dependencia a los videojuegos a partir del descuido de ciertos hábitos relacionados con la: higiene, comida, trabajo y escuela. En otro orden de cuestiones, algunos estudios han puesto de manifiesto que, desde el entorno familiar el seguimiento, del tiempo que dedican a los videojuegos sus hijos y/o hijas, es prácticamente nulo (Muros et al, 2013;Tolsá y Bringué, 2012;Ward, 2010). El fuerte rol autoritario ejercido en el pasado en la tutela se ha relajado considerablemente en la actualidad.…”
Section: Revista Complutense De Educaciónunclassified
Entre las actividades de ocio de los/as jóvenes, cabe mencionar las asociadas con los videojuegos. Por ello, la finalidad central de este estudio es analizar las preferencias del colectivo de adolescentes con los videojuegos, así como conocer su dedicación y problemáticas que generan, teniendo en cuenta principalmente la variable de género. El presente trabajo se encuadra en un enfoque metodológico cuantitativo-cualitativo, a partir de la recogida de datos con un cuestionario y la técnica del grupo de discusión. En el estudio han participado un total de 151 adolescentes. 124 a partir de la aplicación de un cuestionario cerrado (62 hombres y 62 mujeres) y 27 a través de la realización de 6 grupos de discusión (17 hombres y 10 mujeres). Como resultados y conclusiones, cabe destacar la existencia diferenciada en el uso de los videojuegos en función de la edad y por razón de género. A su vez, las mujeres muestran una responsabilidad mayor en esta actividad, tanto en el tiempo de dedicación como en la elección. Los chicos destinan una gran cantidad de tiempo a los videojuegos de contenido violento, mientras las chicas prefieren los de estrategia. En general, el juego con videojuegos no genera problemáticas sustanciales y controversias, aunque algunos participantes reflejan manifestaciones de mal humor. Por último, cabe indicar que las prácticas con los videojuegos en la adolescencia se ciñen al mero hecho de divertirse, desperdiciando las posibilidades educativas que esta actividad ofrece.
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