As of March 2010, in the U.S. there is no federal law against the sale of violent video games to children in the United States. Several of the states have passed laws intended to control sale of violent video games, but in all cases the courts have ruled them unconstitutional on the grounds that the First Amendment guarantees freedom of speech and the laws restricting sale of violent video games are construed by the courts to restrict speech.
However there is a system of self-regulation governed by the Entertainment Software Rating Board (ESRB). The ESRB is a self-regulatory body for the interactive entertainment software industry established in 1994 by the Entertainment Software Association (ESA), formerly the Interactive Digital Software Association (IDSA). ESRB independently applies and enforces ratings, advertising guidelines, and online privacy principles adopted by the computer and video game industry. The Entertainment Software Rating Board (ESRB) ratings are designed to provide information about video and computer game content, so consumers can make informed purchase decisions. ESRB ratings have two parts: rating symbols suggest age appropriateness for the game, and content descriptors indicate elements in a game that may have triggered a particular rating and/or may be of interest or concern.
Game Ratings & Descriptor Guide
The Entertainment Software Rating Board (ESRB) ratings are designed to provide concise and impartial information about the content in computer and video games so consumers, especially parents, can make an informed purchase decision. ESRB ratings have two equal parts: rating symbols suggest age appropriateness for the game and content descriptors indicate elements in a game that may have triggered a particular rating and/or may be of interest or concern.
To take full advantage of the ESRB rating system, it's important to check both the rating symbol (on the front of the box) and the content descriptors (on the back).
ESRB Rating Symbols
EARLY CHILDHOOD
Titles rated EC (Early Childhood) have content that may be suitable for ages 3 and older. Contains no material that parents would find inappropriate.
EVERYONE
Titles rated E (Everyone) have content that may be suitable for ages 6 and older. Titles in this category may contain minimal cartoon, fantasy or mild violence and/or infrequent use of mild language.
EVERYONE 10+
Titles rated E10+ (Everyone 10 and older) have content that may be suitable for ages 10 and older. Titles in this category may contain more cartoon, fantasy or mild violence, mild language and/or minimal suggestive themes.
TEEN
Titles rated T (Teen) have content that may be suitable for ages 13 and older. Titles in this category may contain violence, suggestive themes, crude humor, minimal blood, simulated gambling, and/or infrequent use of strong language.
MATURE
Titles rated M (Mature) have content that may be suitable for persons ages 17 and older. Titles in this category may contain intense violence, blood and gore, sexual content and/or strong language.
ADULTS ONLY
Titles rated AO (Adults Only) have content that should only be played by persons 18 years and older. Titles in this category may include prolonged scenes of intense violence and/or graphic sexual content and nudity.
RATING PENDING
Titles listed as RP (Rating Pending) have been submitted to the ESRB and are awaiting final rating. (This symbol appears only in advertising prior to a game's release.)
ESRB Content Descriptors
* Alcohol Reference - Reference to and/or images of alcoholic beverages
* Animated Blood - Discolored and/or unrealistic depictions of blood
* Blood - Depictions of blood
* Blood and Gore - Depictions of blood or the mutilation of body parts
* Cartoon Violence - Violent actions involving cartoon-like situations and characters. May include violence where a character is unharmed after the action has been inflicted
* Comic Mischief - Depictions or dialogue involving slapstick or suggestive humor
* Crude Humor - Depictions or dialogue involving vulgar antics, including “bathroom” humor
* Drug Reference - Reference to and/or images of illegal drugs
* Fantasy Violence - Violent actions of a fantasy nature, involving human or non-human characters in situations easily distinguishable from real life
* Intense Violence - Graphic and realistic-looking depictions of physical conflict. May involve extreme and/or realistic blood, gore, weapons and depictions of human injury and death
* Language - Mild to moderate use of profanity
* Lyrics - Mild references to profanity, sexuality, violence, alcohol or drug use in music
* Mature Humor - Depictions or dialogue involving "adult" humor, including sexual references
* Nudity - Graphic or prolonged depictions of nudity
* Partial Nudity - Brief and/or mild depictions of nudity
* Real Gambling - Player can gamble, including betting or wagering real cash or currency
* Sexual Content - Non-explicit depictions of sexual behavior, possibly including partial nudity
* Sexual Themes - References to sex or sexuality
* Sexual Violence - Depictions of rape or other violent sexual acts
* Simulated Gambling - Player can gamble without betting or wagering real cash or currency
* Strong Language - Explicit and/or frequent use of profanity
* Strong Lyrics - Explicit and/or frequent references to profanity, sex, violence, alcohol or drug use in music
* Strong Sexual Content - Explicit and/or frequent depictions of sexual behavior, possibly including nudity
* Suggestive Themes - Mild provocative references or materials
* Tobacco Reference - Reference to and/or images of tobacco products
* Use of Drugs - The consumption or use of illegal drugs
* Use of Alcohol - The consumption of alcoholic beverages
* Use of Tobacco - The consumption of tobacco products
* Violence - Scenes involving aggressive conflict. May contain bloodless dismemberment
* Violent References - References to violent acts
NOTE:
When a content descriptor is preceded by the term "Mild," it is intended to convey low frequency, intensity or severity of the content it modifies.
Content descriptors are not intended to be a listing of every type of content one might encounter in the course of playing a game. For more detail about how ESRB assigns content descriptors, go to http://www.esrb.org/ratings/faq.jsp#12.
Online Rating Notice
Online-enabled games carry the notice "Online Interactions Not Rated by the ESRB." This notice warns those who intend to play the game online about possible exposure to chat (text, audio, video) or other types of content created by other players (e.g., maps, skins) that have not been considered in the ESRB rating assignment.
For more helpful tips and resources, go to http://www.esrb.org/about/resources.jsp
About Entertainment Software Rating Board (ESRB)
The Entertainment Software Rating Board (ESRB) is a self-regulatory body established in 1994 by the Entertainment Software Association (ESA). ESRB independently applies and enforces ratings, advertising guidelines, and online privacy principles adopted by the industry.
Important! The Lion & Lamb Project
Lion & Lamb is a national grassroots initiative by parents for parents, providing information about the effects of violent entertainment, toys and games on children's behavior. The organization works with parents, teachers, day care providers, and others to advocate a simple message: violence is not child's play.
FAQs on Violent Video Games and Other Media Violence (continued) by Craig A. Anderson, Ph.D.
Source: Video Game Special Edition
Topics: Children and Television, Children and Video Games, Disadvantages of Video Games, Monitoring What Video Games Your Children Play
1. For your 2003 article on The Influence of Media Violence on Youth (1), you and a distinguished group of media scholars selected by the National Institute of Mental Health reviewed 50 years of research on media violence and aggression. What have been the main research steps, and what are the main conclusions?
Most of the early research focused on two questions:
1. Is there a significant association between exposure to media violence and aggressive behavior?
2. Is this association causal? (That is, can we say that violent television, video games, and other media are directly causing aggressive behavior in our kids?)
The results, overall, have been fairly consistent across types of studies (experimental, cross-sectional, and longitudinal) and across visual media type (television, films, video games). There is a significant relation between exposure to media violence and aggressive behavior. Exposing children and adolescents (or “youth”) to violent visual media increases the likelihood that they will engage in physical aggression against another person. By “physical aggression” we mean behavior that is intended to harm another person physically, such as hitting with a fist or some object. A single brief exposure to violent media can increase aggression in the immediate situation. Repeated exposure leads to general increases in aggressiveness over time. This relation between media violence and aggressive behavior is causal.
2. What have researchers focused on in more recent years? How does exposure to media violence increase later aggressive behavior?
Early aggression researchers were interested in discovering how youth learn to be aggressive. Once they discovered observational learning takes place not only when youth see how people behave in the real world but also when they see characters in films and on television, many began to focus on exactly how watching such violent stories increases later aggression. In other words, more recent research really focused on the underlying psychological mechanisms. In the last 10 years there also has been a huge increase in research on violent video games. Based on five decades of research on television and film violence and one decade of research on video games, we now have a pretty clear picture of how exposure to media violence can increase aggression in both the immediate situation as well as in long term contexts. Immediately after consuming some media violence, there is an increase in aggressive behavior tendencies because of several factors.
1. Aggressive thoughts increase, which in turn increase the likelihood that a mild or ambiguous provocation will be interpreted in a hostile fashion.
2. Aggressive (or hostile) emotion increases.
3. General arousal (e.g., heart rate) increases, which tends to increase the dominant behavioral tendency.
4. Youth learn new forms of aggressive behaviors by observing them, and will reenact them almost immediately after wards if the situational context is sufficiently similar.
Repeated consumption of media violence over time increases aggression across a range to situations and across time because of several related factors.
1. It creates more positive attitudes, beliefs, and expectations regarding aggressive solutions to interpersonal problems. In other words, youth come to believe that aggression is normal, appropriate, and likely to succeed.
2. It also leads to the development of aggressive scripts, which are basically ways of thinking about how the social world works. Heavy media violence consumers tend to view the world in a more hostile fashion.
3. It decreases the cognitive accessibility of nonviolent ways to handle conflict. That is, it becomes harder to even think about nonviolent solutions.
4. It produces an emotional desensitization to aggression and violence. Normally, people have a pretty negative emotional reaction to conflict, aggression, and violence, and this can be seen in their physiological reactions to observation of violence (real or fictional, as in entertainment media). For example, viewing physical violence normally leads to increases in heart rate and blood pressure, as well as to certain brain wave patterns. Such normal negative emotional reactions tend to inhibit aggressive behavior, and can inspire helping behavior. Repeated consumption of media violence reduces these normal negative emotional reactions.
5. Repetition increases learning of any type of skill or way of thinking, to the point where that skill or way of thinking becomes fairly automatic. Repetition effects including learning how to be aggressive.
3. Is there a difference between the effects of TV/film violence versus Video-Games violence?
Most of the research has focused on TV/film violence (so-called "passive" media), mainly because they have been around so much longer than video games. However, the existing research literature on violent video games has yielded the same general types of effects as the TV and Cinema research. At a theoretical level, there are reasons to believe that violent video games may have a larger harmful effect than violent TV and film effects. This is a very difficult research question, and there currently is no definite answer. But, recent studies that directly compare passive screen media to video games have been tend to find bigger effects of violent video games.
4. Is that why there have been so many school shootings by kids who play lots of violent video games? Can such games turn a normal, well-adjusted child or adolescent into a school shooter?
No, that would be an overstatement, one that mainstream media violence researchers do not make. The best way to think about this is the risk factor approach. There are three important points to keep in mind.
* First, there are many causal risk factors involved in the development of a person who frequently behaves in an aggressive violent manner. There are biological factors, family factors, neighborhood factors, and so on. Media violence is only one of the top dozen or so risk factors.
* Second, extreme aggression, such as aggravated assault and homicide, typically occurs only when there are a number of risk factors present. In other words, none of the causal risk factors are "necessary and sufficient" causes of extreme aggression. Of course, cigarette smoking is not a necessary and sufficient cause of lung cancer, even though it is a major cause of it. People with only one risk factor seldom (I’m tempted to say “never”) commit murder.
* Third, consumption of media violence is the most common of all of the major risk factors for aggression in most modern societies. It also is the least expensive and easiest risk factor for parents to change. In sum, playing a lot of violent games is unlikely to turn a normal youth with zero or one or even two other risk factors into a killer. But regardless of how many other risk factors are present in a youth’s life, playing a lot of violent games is likely to increase the frequency and the seriousness of his or her physical aggression, both in the short term and over time as the youth grows up.
5. Are some social groups more susceptible to the negative effects of violent video games than others? Are some groups immune to these effects?
There is some research suggesting that individuals who are already fairly aggressive may be more affected by consumption of violent video games, but it is not yet conclusive. Similarly, video game effects occasionally appear to be larger for males than females, but such findings are rare. Most studies find that males and females are equally affected, and that high and low aggressive individuals are equally affected. One additional point is worth remembering: Scientists have not been able to find any group of people who consistently appear immune to the negative effects of media violence or video game violence.
6. How important is the distinction between realistic violence versus fantasy violence?
7. Aren't there studies of violent video games that have found no significant effects on aggression? Yes, such studies do exist. In any field of science, some studies will produce effects that differ
from what most studies of that type find. If this weren't true, then one would need to perform only one study on a particular issue and we would have the "true" answer. Unfortunately,
science is not that simple. As an example, consider the hypothesis that a particular coin is "fair," by which I mean that upon
tossing it in the air it is equally likely to come up "heads" as "tails." To test this hypothesis, you
toss it 4 times, and it comes up heads 3 times (75% heads). I toss it 4 times and get 2 heads
(50%). My two graduate students toss it 4 times each, getting 4 tails and 2 heads (0% heads, 50%
heads, respectively). Is the coin fair? Why have different people gotten different results? Well,
part of the problem is that each of us has conducted a "study" with a sample size that is much too
small to produce consistent results. We each should have tossed the coin at least 100 times. Had
we done so, each of us would have had about 50% heads (if the coin was truly a "fair" coin). But
we still wouldn't have gotten the exact same results. Chance plays some role in the outcome of
any experiment. So even if all the conditions of the test are exactly the same, the results will differ
to some extent. Of course, in the real world of science, the situation is much more complex. Each
study differs somewhat from every other study, usually in several ways. Given that scientific studies of the same question will yield somewhat different results, purely on
the basis of chance, how should we go about summarizing the results of a set of studies? One way
is to look at the average outcome across studies. This is essentially what a meta-analysis does.
And when one does a meta-analysis on the video game violence research literature, the clear
conclusion is that the results are quite consistent. On average there is a clear effect: exposure to
violent video games increases subsequent aggression. This has been found for each of the three
major research designs (experimental, cross-sectional, and longitudinal), for youth and for young
adults, and for youth in North American, Japan, and Western Europe. Some of the few contradictory studies can be explained as being the result of poor methods. For
example, one frequently cited that failed to find a video game effect did not actually measure
aggressive behavior; instead, it measured arguments with a friend or spouse. That same study also
failed to show that participants in the “high video game violence” condition actually played more
violent games than participants in the “low video game violence” condition. In fact, when you
separate studies into those that were well conducted versus those that had major flaws, you find
that the well conducted studies found bigger average effects of violent video games on aggression
than did the poorly conducted studies. Some well-conducted and some poorly-conducted studies
suffer from a too small sample size. But the main point is that even well conducted studies with
appropriate sample sizes will not yield identical results. For this reason, any general statements
about a research domain must focus on the pooled results, not on individual studies. 8. But what about the claims made by the media industries and by some other media violence
experts, who say that the existing research evidence shows no effects of violent media? The various entertainment media industries have lots of money to spend on trying to convince the
general public and political leaders that there is nothing to worry about. And they do spend large
sums on this. Unlike the research community, which has no vested interest in the topic, the media
industry is very concerned about profits and will do almost anything to protect those profits. A
recent book by James Steyer titled "The Other Parent: The Inside Story of the Media's Effect on
Our Children," reveals much about how this works in the U.S. 3 I suspect that most people would
be shocked by many of the revelations contained in this book. I personally have witnessed media
industry lobbyists lie about a factual issue, watched them get caught in that lie, and then seen the
same lobbyist deliver the same lie to a different group a year later. So, one must distinguish
between real vs. industry supported experts. 9. But haven't other media violence experts also claimed that there is no valid scientific evidence
linking media violence to aggression? Yes, and no. The media industries seek out, promote, and support "experts" who will make such
claims. There are several such "experts" who have made their careers by bashing legitimate
research. Examining their credentials is quite revealing. Many do not have any research training in
an appropriate discipline. Of those who do have advanced degrees in an appropriate discipline (for
example, social psychology), almost none of them have ever conducted and published original
media violence research in a top-quality peer-reviewed scientific journal.4 That is, they have never
designed, carried out, and published a study in which they gathered new data to test scientific
hypotheses about potential media violence effects. In other words, they are not truly experts on
media violence research. Again, to get at the truth, one must distinguish between actual vs.
self-proclaimed (and often industry-backed) experts. 10. Are there any evaluations of the media violence research literature done by groups who have
the appropriate expertise but who are not themselves media violence researchers? Interestingly, a number of professional organizations have asked their own experts to evaluate the
media violence research literature. One of the most recent products of such an evaluation was a
"Joint Statement on the Impact of Entertainment Violence on Children," issued by six medical and
public health professional organizations at a Congressional Public Health Summit on July 26,
2000. This statement noted that "...entertainment violence can lead to increases in aggressive
attitudes, values, and behavior, particularly in children." The statement also noted that the
research points "...overwhelmingly to a causal connection between media violence and aggressive
behavior in some children." The six signatory organizations were: American Academy of
Pediatrics, American Academy of Child & Adolescent Psychiatry, American Medical Association,
American Psychological Association, American Academy of Family Physicians, and the American
Psychiatric Association. Along the same line, several reports by the U.S. Surgeon General have
concluded that exposure to media violence is a significant risk factor for later aggression and
violence. Both the American Academy of Pediatrics and the American Psychological Association
have specifically addressed the violent video game issue; both concluded that playing violent
video games is a causal risk factor for later aggression against others, and called for a reduction in
exposure of youth to this risk factor. The medical research community knew that cigarette smoking causes lung cancer long before the
general public came to hold such beliefs. In fact, there are still sizable numbers of smokers who
don't really believe this to be true. The tobacco industry was quite effective keeping the public
confused regarding the true causal effect of tobacco on lung cancer. Among other tactics, they
promoted "experts" who claimed that the research was badly done, or was inconsistent, or was
largely irrelevant to lung cancer in humans. The media industries have been doing much the same
thing, seeking out, promoting, and supporting "experts" willing to bash media violence research The tobacco industry successfully defended itself against lawsuits for many years. There have
been several lawsuits filed in the U.S. against various video game companies in recent years. As
far as I know, none have been successful yet. One big difference between the tobacco industry
case and the violent media case is that the main sources of information to the public (e.g., TV
news shows, newspapers, magazines) are now largely owned by conglomerates that have a vested
interest in denying the validity of any research suggesting that there might be harmful effects of
repeated exposure to media violence The tobacco industry certainly had some influence on the media, because of their advertising
revenues, but the violent media industries are essentially a part of the same companies that own
and control the news media. Thus, it is likely to be much more difficult for the general public to
get an accurate portrayal of the scientific state of knowledge about media violence effects than it
was to get an accurate portrayal of the tobacco/lung cancer state of scientific knowledge. Given
that it took 30-some years for the public to learn and accept the tobacco/lung cancer findings, it
seems unlikely that we'll see a major shift in the public's understanding of media violence effects.
Indeed, a study that my colleague Brad Bushman and I published in 2001 suggests that the media
violence/aggression link was firmly established scientifically by 1975, and that news reports on
this research have gotten less accurate over time.5 Another big difference is in the proportion of
people who were hooked on these risk factors as children. The vast majority of youth repeatedly
consume violent media, well before they turn 18; this was never true of tobacco products. This is
important in part because of the “third person effect,” a psychological phenomenon in which
people tend to [believe] that they personally are immune to risk factors that can affect others. 12. The U.S. Senate invited you to deliver an expert's opinion on violent video games in March,
2000. Has anything changed in the video game research literature since then? Yes, since that time a large number of new video game studies have been published. One of the
most important developments is that now there have been several major longitudinal studies of
violent video game effects on youth. In such studies, the research gathers information about a
child’s video game habits and their typical level of aggressiveness at two separate points in time.
The two time points may be separated by months or years. Sophisticated statistical techniques are
used to answer a simple question: Do those who played lots of violent video games at the first
measurement time show larger increases in aggression over time than those who played few
violent video games? Such longitudinal studies from North America, Europe, and Japan have all
found the same answer: Yes. In addition, my colleagues and I have done several meta-analyses of all of the video game studies.
It is even clearer today than it was at that earlier date that violent video games should be of
concern to the general public. That is, even stronger statements can now be made on the basis of
the scientific literature. 13. What is your advice concerning public policy towards violent entertainment media,
particularly violent video games violence managing? My colleagues and I try very hard to restrict our role in public policy debate to that of an expert
media violence researcher. After all, that's what our training is in, and what we have devoted our
careers to doing. So, when the U.S. Senate (or anyone else) asks what the current scientific
research literature shows, I tell them as plainly and clearly as possible. There is a "correct" answer
to such a question, and I do my best to convey that answer. When asked what society should do
about it, well, that's a political question that should (in my view) be publicly debated. There is no
single "correct" answer to this public policy question because a host of personal values are
relevant to the debate, in addition to the relevant scientific facts. In addition, there are legal issues
that differ for different countries. Nonetheless, I am willing to give a vague answer to the public policy question. Given the
scientific evidence that exposure to media violence (and video game violence) increases
aggression in both the short-term and the long-term, and given my belief that the level of
aggression in modern society could and should be reduced, I believe that we need to reduce the
exposure of youth to media violence. My preference for action is to somehow convince parents to
do a better job of screening inappropriate materials from their children. It is not always an easy
task for parents—in part because of poor ratings systems—and perhaps there are appropriate
steps that legislative bodies as well as the media industries could take to make it easier for parents
to control their children's media diet. But of course, as long as the media industries persist in
denying the scientific facts and persist in keeping the general public confused about those facts,
many parents won't see a need to screen some violent materials from their children. Ironically, the
industry's success in keeping parents confused and in making parental control difficult is precisely
what makes many citizens and legislators willing to consider legislation designed to reign in what
they perceive to be an industry totally lacking in ethical values. My colleagues and I recently
published several pieces on the complexity of the public policy issues. 14. Does violence sell? Clearly, violence does sell, at least in the video game market. But it is not clear whether the
dominance of violent video games is due to an inherent desire for such games, or whether this is
merely the result of the fact that most marketing dollars are spent on promoting violent games
instead of nonviolent ones. One great irony in all of this is the industry belief that violence is
necessary in their product in order to make a profit. One result of that belief is that most of
marketing efforts go into marketing violence. In fact, the media has seemingly convinced many
people in the U.S. that they like only violent media products. But nonviolent and low violent
products can be exciting, fun, and sell well. Myst is a good example of an early nonviolent video
game that sold extremely well for quite some time. More recent examples include The Sims, many
sports and racing games, and many simulation games. Interestingly, in some of our studies college
students have to play nonviolent video games. Some of the these students report that they have
never played nonviolent games, and are surprised to learn that they like some of the nonviolent
ones as much as their violent games. Even more intriguing is recent research on the psychological motivations that underlie judgments
about which games are the most fun and worthy of repeat business. Scholars at the University of
Rochester conducted six studies on game players’ ratings of game enjoyment, value, and desire
for future play. They found that games that give the player a lot of autonomy (lots of choices
within the game) and feelings of competence (for example, success in overcoming difficulties with
practice) were rated much more positively than games without these characteristics, regardless of
whether or not the games included violence. In other words, violent games are so popular mainly
because such games tend to satisfy both autonomy needs and competence needs, not because they
contain violence. 15. So are video games basically bad for youth? No, a better summary statement is that a well-designed video game is an excellent teaching tool.
But what it teaches depends upon its content. Some games teach thinking skills. Some teach
math. Some teach reading, or puzzle solving, or history. Some have been designed to teach kids
how to manage specific illnesses, such as diabetes, asthma, and cancer. But all games teach
something, and that “something” depends on what they require the player to practice. In short,
there are many nonviolent games that are fun, exciting, and challenging. Children and adolescents
(and adults) like them and can learn positive things from them. Some even get you to exercise
muscles other than those in your hands. In moderation, such games are good for youth. But
parents and educators need to check the content of the games they are considering for the youth
in their care. You can’t simply use the game ratings, because many games rated by the industry as
appropriate for children and for teens contain lots of violence. But with a bit of parental effort,
and some household rules about game-playing, the youth’s gaming experience can be fun and
positive. Anderson, C.A., Berkowitz, L., Donnerstein, E., Huesmann, L.R., Johnson, J., Linz, D.,
Malamuth, N., & Wartella, E. (2003). The influence of media violence on youth. Psychological
Science in the Public Interest, 4, 81-110. Link to reference Anderson, C.A., Gentile, D.A., & Buckley, K.E. (2007). Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy. New York: Oxford University Press. Link to reference Steyer, J. P. (2002). The Other Parent:The Inside Story of the Media’s Effect on Our Children. New York: Simon & Schuster. Link to reference Huesmann, L.R., & Taylor, L.D. (2003). The case against the case against media violence. In D.A. Gentile (Ed.), Media violence and children (pp.107–130). Westport, CT: Praeger. Link to sample chapter Bushman, B.J., & Anderson, C.A. (2001). Media violence and the American public: Scientific facts versus media misinformation. American Psychologist, 56, 477-489. Link to reference Gentile, D.A., Saleem, M., & Anderson, C.A. (2007). Public policy and the effects of media violence on children. Social Issues and Policy Review, 1, 15-61. Link to reference Przybylski, A. K., Ryan, R. M., & Rigby, C. Scott. (2009). The motivating role of violence in video games. Personality and Social Psychology Bulletin, 35, 243-259. Link to reference Gentile, D. A., & Gentile, J. R. (2008). Violent video games as exemplary teachers: A conceptual analysis. Journal of Youth and Adolescence, 37, 127-141. Link to reference Anderson, C.A., & Gentile, D.A. (2008). Media violence, aggression, and public policy. In E. Borgida & S. Fiske (Eds.), Beyond Common Sense: Psychological Science in the Courtroom (pp.
281-300). Malden, MA: Blackwell. Link to reference Violent Video Games and Desensitization by Jeanne H. Brockmyer, Ph.D. Link to reference Violent Video Games, Social and School Adjustment, and Aggressive Behavior by Eric F. Dubow, Ph.D. & Jason A. Drummond Link to reference Reducing the Harmful Impact of Media Violence Exposure: An Example of a Classroom-Based Program in Germany by Ingrid Möller, Ph.D. & Barbara Krahé, Ph.D. Link to reference Violent Video Game Labels Actually Attract Kids by The Nemours Foundation Link to reference