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Go Home State of Play: The Video-Game Burning in Connecticut Can...

PLANK JANUARY 10, 2013

State of Play: The Video-Game Burning in Connecticut Can Only Backfire

On Saturday, in a twist on gun buyback programs, a Connecticut town will host a “Violent Video Games Return Program,” encouraging residents to turn in their used first-person-shooter games—to be later smashed and incinerated—in exchange for a $25 gift card from the local chamber of commerce. I sympathize with the initiative: The town in question, Southington, is a mere half-hour drive from Newtown, and the program’s founder is Max Goldstein, a 12-year-old who, while attending the funeral of a boy murdered at Sandy Hook Elementary, resolved that the violent games he loved were just too real to take after Adam Lanza’s shooting spree. But are we really hoping to purge our collective soul by demolishing copies of "Halo 4"? Americans have gone to the dumpster before, of course, burning gangsta-rap CDs for being too profane or comic books for being too subversive. But video games are different. They are not made to be watched or read or heard, but played. The digital violence we witness on-screen comes from our own hands, which makes video games both much easier and much harder to saddle with allegations of corrupting the culture.

To understand video games’ complex status as our current bête noire of media entertainment, it is helpful to examine, briefly, some of the pariahs of the past. Comic books, particularly those rich in murders and fornication, so irked lawmakers in the 1940s and 1950s that McCarthy-like hearings were held and words like “terror,” “horror,” and “crime” were banned from appearing in books’ titles. Not long after, television was called upon to face Congress, with representatives of the American Temperance Society, the Woman’s Christian Temperance Movement, and the National Grand Lodge of the International Order of Good Templars decrying the new medium’s alleged encouragement of violence and drunkenness. The same drama unfurled in the early ’90s with gangsta rap. Almost immediately after the genre entered the MTV mainstream in the late 1980s, it was besmirched in the press, discussed by the Supreme Court, and even closely monitored by the FBI. Music whose primary themes were sex and violence, went its critics’ logic, was unworthy of the protections usually afforded to artistic endeavors; in the words of then Vice President Dan Quayle, such music had “no place in society.”

All three crusades were politically potent, bringing liberals and conservatives closer than most other issues ever could. But in each case, the critique soon began to unravel—and not simply because there’s never been conclusive proof of a correlation between media consumption and deviant behavior. Each attempt to discredit a particular art form or genre immediately ran against a bulwark of ethnic, ideological, or socioeconomic considerations. The targeted comic book artists, for example, were nearly all sons of Jewish immigrants, which inevitably colored the debate about their creations—particularly with news of the Holocaust still fresh—with racial overtones. Fuming in 1941, one critic warned that comic books were “furnishing a pre-fascist pattern for the youth of America”; many agreed, leading to massive comic-book burnings. That the works of Jewish authors and illustrators were being set aflame in American towns just a few years after they met the same fate in Germany was a bitter irony. The movement to curb gangsta rap followed a similar pattern: To have a serious discussion about N.W.A.’s lyrics also meant having a discussion about race and poverty and prejudice and a host of other issues that complicated the simplistic narrative of gangsta rap’s corruption of America’s youth. Inevitably, the casters of aspersion ended up looking like graying fuddy-duddies on the wrong end of progress, while the former menaces to society entered the mainstream (and, in some cases, the canon): The refugees of the shuttered shock comics went on to found Mad Magazine, and N.W.A.’s Straight Outta Compton was ranked the 144th best albums of all time by Rolling Stone. (The Chronic, by N.W.A. alum Dr. Dre, was ranked 137th. Meanwhile, fellow alum Ice Cube, as much an actor as a rapper now, was seen most recently portraying a police officer in the Hollywood remake of 21 Jump Street.)

But video games are different. Whatever else they may be—pastime, industry, media—they are first and foremost algorithms, strings of if/then propositions that govern carefully scripted interactions between players and machines. These interactions may have something to say about real-world issues—recent titles, like the Call of Duty series, have been uncannily adept at incorporating historical and geopolitical themes into their games—but that’s not where the pleasure of play lies. As any habitual gamer knows, the thrills that compel us to pick up a game controller are very different than the ones that drive us to listen to Tupac, say, or indulge in a gory Quentin Tarantino movie. The latter give the satisfaction of seeing the social order challenged in a defiant but ultimately safe way; Straight Outta Compton, for example, sold more than three million copies—more than 80 percent of which were bought by white suburban kids who saw the rappers as the new heralds of illicit cool. This dynamic doesn’t apply to Battlefield 3, say, or Call of Duty: Modern Warfare 3, or any of 2012’s best-selling and bloodiest games. It’s not only that these games tend to be deeply embedded within the establishment and adoring of its values—the U.S. Army, itself a major player in the video game market, has recently licensed a host of virtual weapons to video-game producers—but also that when we play, we’re engaged in a series of rapid, instinctual movements that are much more about pattern recognition and hand-eye coordination than they are about imitating, or fashioning our own values after, the characters on the screen. We embody the game, and the nature of our embodiment has more to do with our thumbs than it does with our minds. In this respect, the experience is much more like playing a contact sport than it is watching TV or listening to music: Video games move too fast for us to think about the meaning of it all; when we play, we’re too busy trying to stay alive.

Several generations of scholars have found no evidence that violent video games lead to violent behavior. Having reviewed much of the existing research on the question when adjudicating (and ultimately rejecting) California’s attempt to restrict the sales of violent video games, Supreme Court Justice Antonin Scalia summed it up nicely: “Psychological studies purporting to show a connection between exposure to violent video games and harmful effects on children do not prove that such exposure causes minors to act aggressively.” Nonetheless, the critics keep howling. And that chorus will only grow louder as the video-game industry continues its stratospheric growth: Despite disappointing sales in 2012, video game titles—particularly violent ones—are setting records never before achieved by any book, album, or movie. Call of Duty: Modern Warfare 3 made $775 million in the five days after its release in late 2011, a sum that took the highest-grossing movie of all time, Avatar, nearly two months to reach. The game’s sequel of sorts, Call of Duty: Black Ops II, did even better in late 2012, selling a billion dollar’s worth of copies in just two weeks. That number, one senior video game industry executive noted, equaled the total take of the ten best-selling movies of that year thus far. If one is so inclined, it’s easy to imagine such a massive industry constituting a real threat to the culture—not just a foul and marginal medium, but an increasingly dominant one deserving of respect and trepidation. It’s even easier to imagine given the nature of games: It’s one thing for a parent to hear her kid parrot a few filthy lines of lyrics, but it’s quite another to watch the kid furiously pressing buttons to enact a pixilated on-screen carnage.

The fear directed at video games, then, is as understandable as it is misguided and, ultimately, futile. Kids who play violent video games, and increasingly do so with strangers from around the world, are not doing anything fundamentally different than what previous generations have done, when sticks served as swords or hands as pistols. Then, as now, they were making sense of their world through games, working through complex issues like trust and competition and, yes, violence—not by reading or watching or listening to anything, but by playacting. Without ever having read cultural historian Johan Huizinga, kids perpetually prove his point that so much of modern culture—war, jurisprudence, economy, courtship, religion—stems from game play, which is, first and foremost, a safe and sublimated way for human beings to experience the intense, sweeping emotions that make up so much of life. For many American kids, such play happens to occur in the digital rather than the real world. By confiscating and burning their games, parents risk extinguishing a critical outlet—and creating the very problem they were trying to avoid.

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21 comments

A good article, though it perhaps articulates a point that anyone who isn't immensely stupid already knows. Virtually every other country on Earth (the only real exception these days being North Korea) has a population that stuffs as much American television, movies, music, and video games as it can get into its cultural maw. This is particularly true of Western Europe and East Asia. And yet America is the only nation in the First World whose citizenry kills one another at such a fantastic rate. Blaming the "media" is, as ever, an easy move that allows politicians and citizens to avoid looking at the problems of inadequate law enforcement, a totally overburdened judicial system, an utterly nonexistent public mental health system, and too many guns. Fixing those issues would cost money and would anger many (though not all) rural and conservative voters. Dragging a few media representatives in front of a house subcommittee just wastes time, which is a comparatively cheap resource.

- zuludown

January 10, 2013 at 12:14am

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I am reminded of something like this:

Nov. 17, 2004 -- Do Little Miss Muffet, Jack and Jill, and the Incy Wincy Spider need a rating system especially when it comes to categories for violence? Traditional nursery rhymes have more than 10 times the number of violent scenes per hour as British TV, according to a new study.
http://www.webmd.com/parenting/news/20041117/violence-common-in-nursery-rhymes

- Nusholtz

January 10, 2013 at 7:19am

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Two thoughts. First, if you've never had a son who wasted thousands of hours during adolescence and early adulthood "playing" these games, perhaps the argument that "we shouldn't regulate these games because we can't prove that they get people killed" makes sense. But it's not that simple. For a certain subset of our young (under 30) adult, mostly male population, these games are the moral equivalent of selling crack cocaine at the corner convenience store. Those who do fall into that pattern, never get those formative hours and years back to spend them on things that enable them to advance themselves and contribute to society. What a waste. Second, "doesn't lead to murder" is a pretty low bar to ask any product to meet to escape regulation. How about asking whether these games reflect values we want our society to evidence? These games are simply (very successful) efforts to exploit the least admirable of human proclivities in order to generate dollars for big business.

- IowaBeauty

January 10, 2013 at 9:38am

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This person has obviously never raised a son - the article's glibness and lack of first hand knowledge of the subject just infuriates. There is a great deal of specificity to the impact of violent video games on the mind and brain development of a developing boy. Surf it up yourself Liel.

- WandreyCer

January 10, 2013 at 11:42am

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As someone in his mid-twenties who spent his entire childhood and teenage years playing video games (many of them violent) with friends, I find the idea that they cause people to go on killing sprees laughable. In fact, the only video game I've seen mentioned in connection to Adam Lanza was Dance Dance Revolution, which is a game about dancing. That's right: dancing. Move your left foot here. Move your right foot there. Dancing. Violent works of art have existed as long as civilization itself (look at The Bible and Greek tragedies). Why don't all actors who appear in violent plays and films snap and murder people in real life? Because the play-acting they're doing is not motivated by actual anti-social tendencies. I'm not saying that video games can't be part of the gun control conversation. But citing video games as the sole cause, and suggesting that they inherently corrupt youths and render them unproductive is not only disingenuous, but it distracts everyone from the biggest problem: the proliferation of assault weapons and the lack of health resources for the mentally ill. IowaBeauty, while I have agreed with you about a lot of things in the past, I just don't see how you can argue that an individual playing a video game has the same morals of a crack-dealer. That's like saying that people who read Edgar Allan Poe's 1st-person narratives about murderers do so because they strive to commit similar crimes.

- maxhencke

January 10, 2013 at 12:01pm

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Max, I wasn't comparing the individual playing the game to a crack dealer, I was comparing the people who build and sell them to crack dealers. I understand your point of view - that you did this, and weren't harmed - but I disagree with it. Not because I think game players automatically become violent ciitizens, or even become significantly more likely to murder people. I'm arguing that they are harmed by the nearly addictive nature of the games, the time and mental power lost, and the socialization deferred. These games, in my experience as a parent, defer maturation and growth in adolescent and young adult males, at a time in their life when maturation is most essential. That's a real, and unnecessary, cost.

- IowaBeauty

January 10, 2013 at 12:24pm

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Leibovitz made good points but then revealed some blatant ignorance at the end. We seem to agree as a society that we should restrict violent movies to adults (R-rating), yet seem to excuse the far more engaging and immersive practice of "kids who play violent video games" (as Leibovitz literally says). Violent video games should not be sold to minors. Indeed, Call of War is rated "Mature" because of its gun violence, gore, drug use, and language. And I don't think we can look to the anecdotal experiences of commentators for guidance on this. The question is whether these video games have a broader corrupting influence. As far as I can tell, the evidence is rather thin. But the evidence of video games affecting our mental health is somewhat more robust (just look at the problems occurring in East Asia). And mental health plays a big role in the current debate about gun violence. The link to video games may be more indirect that we think.

- polcereal

January 10, 2013 at 12:26pm

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I was an adolescent boy before video games, and I managed to waste many thousands of hours without them. Is listening to Led Zeppelin with headphones for hours on end any more virtuous than video games? I also think that violence and warfare are inherently interesting to adolescent boys, but that fascination almost never translates into real actions. It may even serve as a harmless outlet for it. I spent a lot of time playing Risk as a kid, and my views on warfare and world domination weren't influenced by it at all (although Kamchatka is just asking to be overrun).

- Attrill

January 10, 2013 at 12:53pm

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IowaBeauty: Respectfully, I still disagree. Your argument reminds me of the "comic books will stunt your growth" argument, popular in the 1950s. I graduated college with a 3.9 GPA, and most of my friends who played video games also finished college (or graduate school), have good jobs, and are hardworking people. I don't think there's any proof that it impedes growth or maturation. In fact, for many people--such as those who work in Silicon Valley--video games served as a starting point of their interest in marketable skills such as computer programming. Many games require complex intellectual reasoning and sound strategy, which, if anything, bolster "mental power" rather than diminish it. I also appreciate Attrill's point about Led Zepplin. Adolescents "waste" thousands of hours doing all kinds of things. I'm sure there was a period when people thought it was a waste of time to read lots and lots of novels, instead of doing something practical like studying mathematics or philosophy. But imagination--and a general sense of "fun" or "play"--provides a release for children who are under enormous pressure to excel in academics and extra-curricular activities. While superficially it may be hard to see how a violent video game or movie or song (or any video game, for that matter) can provide a constructive catharsis, the studies indicate overwhelmingly that the majority of people exposed to these things don't ultimately carry out violent acts. To be clear, I am very anti-gun. But guns are unambiguously harmful; that's what they're designed to do. The harmfulness of video games and other forms of simulated entertainment, on the other hand, is--at best--a matter of opinion.

- maxhencke

January 10, 2013 at 1:07pm

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School shooting in CA two hours ago. It's almost as if the crazies are upping the ante for the NRA. Law's gonna pass, people.

- chaitless

January 10, 2013 at 1:26pm

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The natural reaction after the Sandy Hook shooting was this: "There are an alarming number of mass shootings in this country. This is made possible, in part, because of the ease of access to weapons designed explicitly for this purpose. Therefore, we should reduce the ease of access to these weapons". The video game issue has been introduced as a red herring to this discussion by people who resist this obvious conclusion. Unfortunately, they has gained additional support from people who are so pessimistic and hopeless of substantive change that they settle for a conclusion that meets less well-organized resistance ("Therefore, we should reduce access to video games that may or may not cause increased tendency toward violence in some individuals"). The effect of prolonged exposure of young minds to video game violence is an interesting question and deserves investigation, but let's not pretend that, in connection with mass shootings, it is anything but a distraction from a more serious engagement with the problem.

- Fishpeddler

January 10, 2013 at 1:41pm

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Max, I never expected to convince you. I work in the tech industry, so I too could name colleagues who are or were video game nuts, including some who love the shooter games, but are perfectly well adjusted and contributing adults. I also know 85 year old smokers who never got lung cancer. You can't prove absence of contributing causation anecdotally. Of course, you can't prove contributing causation anecdotally, either. What I can prove that way is that I've seen video games, and the very engaging first person shooter games in particular, cause a lot of damage in particular cases. One might argue that the people so affected would have found some other a-social and all-consuming activity had the games been absent, and that might be right. I don't know. Hopefully you'll never have a son who at 17 and still at 21 thinks the world of warcraft is more real than than the world of humans. I've seen enough of these to convince me that the minuscule good (if any) that comes from these games is outweighed by the demonstrable bad.

- IowaBeauty

January 10, 2013 at 3:05pm

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I'm sorry, but what the hell is wrong with a voluntary video-game buyback program? If people want a $25 gift card in exchange for giving up video games they no longer play, who cares? If they think it makes them better or more productive citizens, or if they are simply milking some chamber of commerce for their own fun, so what? We all laugh at NRA idiots who complain about voluntary gun buyback programs and try to get court orders to stop the re-purchased guns from being destroyed, as if a gun has constitutional rights or something. But how is that lunacy any different from the lunacy of someone who objects to a voluntary video game buyback? This author could have written an article about how violent video games are a huge red herring and, in and of themselves, have no ascertainable influence on violent behavior. Which he (or she) sort of did after starting out by stupidly criticizing the video game buyback program. Perhaps an editor could have offered some gentle guidance here?

- wildboy

January 10, 2013 at 3:11pm

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At least half the time in Led Zeppelin's lyrics, the guy appears to finally _learn_ something. Admittedly, the lyrics can be pretty risque, but the message is not entirely "this is good". I must say, they also had a good chemistry when they started jamming. IowaBeauty: How about maybe just setting limits. In the movie Sparkle, the mother was always shown turning off the TV. It is just a movie, but it doesn't seem like a bad idea to apply to video games as well. What I object to in this article is mainly this. It may be perfectly harmless (and maybe even good, especially after a tough day at school or the office) to blow a bunch of aliens intent on world domination out of the sky, or annihilate a throng of zombies who mindlessly seek to take over the world. As long as you don't see your neighbor, or your classmates, or the clown on the road or the putz in the office as a space alien or a zombie, returning to the rat-race of the real world is probably safe after a game, or two, or three, or four..... What about the people who don't? Is that really zero percent? There is also a matter of appeal. Led Zeppelin may not have helped my youth a lot, but there were other bands with a message that was a lot worse. For some reason, I stayed away from a lot of that stuff, including some of Led Zeppelin. Taste in music (and surely taste in video games) does reflect something about the mind. People who start going to church (after some repentant conversion) start putting the excessively nasty stuff away (from what I have seen at least). Are video games so different? Nevertheless, I agree with the author that the NRA should not make video game manufactures the sole scapegoat here. It's not clear what was in the head of Lanza and most of the other sick people who have done these things. The problem is far more complex, and the NRA is not helping matters.

- wkdawson

January 10, 2013 at 7:08pm

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The good things about violent video games: They have taken the heat off cartoons and rock music. When I was a kid all I ever heard was that cartoons were causing people to disconnect from reality and that rock music was loaded with satanic messages causing people to do bad things. Looney Tunes and Rush kind of like Mr Pibb and Red Vines: Crazy delicious. Makes me wonder: What's Tipper is up to these days. Attrill writes: "although Kamchatka is just asking to be overrun" :) Too true, too true

- seattleeng

January 10, 2013 at 7:17pm

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I crack up at the comparisons between a grotesque, highly realistic video game filled with dozens of murdered bloody bodies, gore spewing everywhere, machine guns screaming through body parts flying everywhere (shot and killed by the kids paying the game no less) and...Led Zeppelin. As if. I know tight jeans and white doves were a bit much for some parents back in the day, but please. I know a glib comparison when I see one - and this is just silly. Yes, I remember the days of rock and roll supposedly causing the youth of America to start doing drugs and fornicating in alleyways. I used to hide my Sex Pistols album from my father. He snagged it anyway (ended up liking it as I recall). Half the fun of listening to that music was shocking your folks. I work with adolescents and love them. Not much has changed. Not all video games are bad, many are very creative and I enjoy them very much. But there is no helpful comparison to be made here, there just isn't. There is no musical experience that compares to a violent, gory video game. And this is from someone who attended lots of punk rock concerts back in the day (good God, what a bunch of screaming dolts - loads of fun though). Look, I'm not opposed to the damn things, its a free country - but I'm with Wildboy, if someone wants to turn them in, more power to them. They are gruesome and often really disturbing. I have no problem with gruesome and disturbing as a concept, I'm an old hippy and it's hard to phase me. I love art, especially transgressive art and am a first amendment purist. But we have to be real here. These video games simply don't fall under any of those banners. So what, its something new, but its not art. It's closer to taking drugs, I'd say. These videos aren't allowed in my house nor is my son allowed to play them anywhere else (I check with his friends parents on what they play, as they do with me). These parents are mostly all hearty, former rock and roll/punk rock listeners who see zero comparison between the ridiculous, horrifying violence of some of these games (my nephew had nightmares for weeks just watching one when he was 10 or so) and music. Sorry. I find the comparisons not just not helpful, but misleading so therefore UNhelpful. As a parent, I can't un-invent the things, nor do I want to. I know forbidden fruits are awfully tempting. But I'm also allowed to all a spade a spade - this things are often beneath contempt.

- WandreyCer

January 10, 2013 at 8:01pm

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"Taste in music (and surely taste in video games) does reflect something about the mind." Agreed. However, I do think that people do oversimplify what the most successful (in both commercial and game play terms) shooter video games involve. There are games that only focus on blood and guts shock value, but those titles are universal failures that very few people play more than once or twice. The successful ones involve a lot of problem solving, map reading, resource allocation, player cooperation, and a good storyline, usually with moral implications. There is a lot going on in video game narratives, no one should assume they are just shoot 'em up games. I have a fair amount of faith in the minds today's adolescents based on the games that end up being blockbusters. Bioshock presents clear ethical questions, the Halo franchise has spawned novels, Assassin's Creed III does a great job of depicting Colonial America, and Black Ops games focus on the "blowback" of intelligence operations. There is a lot more going on in violent video games than most people suspect. Ultimately how an adolescent interprets these themes is based on how they're raised. I survived an obsession an adolescent obsession with Rush and Ayn Rand, and what I see in current FPS video games isn't nearly that bad. Oh - as much as I hate to admit it, I am happy to agree with Seattleeng for once. ;)

- Attrill

January 10, 2013 at 9:23pm

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"I crack up at the comparisons between a grotesque, highly realistic video game filled with dozens of murdered bloody bodies, gore spewing everywhere, machine guns screaming through body parts flying everywhere (shot and killed by the kids paying the game no less) and...Led Zeppelin." Which games are you referring to, and what games have you played? I am a parent and an uncle, and I've been pretty impressed with my nephews and what they take away from the violent video games they choose. To me the biggest piece of evidence that these games are not harmful is drop in teen violence over the the last few decades. Over a time frame where the percentage of adolescent boys playing video games has basically gone from zero to nearly one hundred percent there has been a measurable drop in teen violence. I don't see games as being the cause of that drop, but in general I think we would see more violence if games did indeed cause violent actions. Blaming video games for the horrors of Newtown is like blaming Catcher in the Rye for Chapman, or Taxi Driver for Hinckley.

- Attrill

January 10, 2013 at 9:37pm

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We face the problem expressed so well in Anthony Burgess' novel Clockwork Orange. Do we want freedom? We are getting closer and closer to understanding human behavior so well that we will be able to control it. If we then start controlling it so well that we can prevent a significant portion of human viciousness, will it be worth the price we pay? Think about this VERY CAREFULLY. Or responding to B. F. Skinner's asptly named book, we need to decide if we want to move Beyond Freedom and Dignity Skinner's reputation has not held up that well. When I was young I was much entranced with him. Fortunately, neither of us had much charisma.

- skahn

January 11, 2013 at 12:34am

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I don't think anyone is arguing that violent video games are the sole cause of gun violence, or that they are sufficient by themselves to cause violent behavior. The argument is that they are are a contributing factor in causing violent behavior. If it is such an idiotic notion that media can affect behavior, then please tell me what is the premise of commercial advertising? Dhurtado

- NR143296

January 11, 2013 at 10:58pm

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So IowaBeauty, your argument basically is that video games are a bad waste time. And Maxhencke, your argument basically is that video games are a good waste of time. That's a debate for the ages. Incidentally, while the idea that burning copies of violent video games is silly, faux-highbrow symbolism (though my heart goes out to the boy who came up with this), I would have contributed to it anyway. A $25 gift card to burn a used game is a better deal than trading one in for store credit at GameStop.

- Zuri-K

January 12, 2013 at 3:34am

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