Introduction
The ultraviolent video game “Grand Theft Auto V” grossed more than $1 billion in its first three days on the market. Young players know it's fantasy, some experts say, but others warn the game can negatively influence youths' behavior. (Getty Images/Mario Tama)
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Recent accounts of mass school shootings and other violence have intensified the debate about whether pervasive violence in movies, television and video games negatively influences young people's behavior. Over the past century, the question has led the entertainment media to voluntarily create viewing guidelines and launch public awareness campaigns to help parents and other consumers make appropriate choices. But lawmakers' attempts to restrict or ban content have been unsuccessful because courts repeatedly have upheld the industry's right to free speech. In the wake of a 2011 Supreme Court ruling that said a direct causal link between media violence — particularly video games — and real violence has not been proved, the Obama administration has called for more research into the question. Media and video game executives say the cause of mas shootings is multifaceted and cannot be blamed on the entertainment industry, but many researchers and lawmakers say the industry should shoulder some responsibility.
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Apr. 29, 2022 |
Political Violence |
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Jun. 01, 2018 |
Gang Violence |
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Oct. 09, 2015 |
Fighting Gangs |
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Feb. 14, 2014 |
Media Violence |
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Nov. 15, 2013 |
Domestic Violence |
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Feb. 08, 2013 |
Preventing Hazing |
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Jan. 06, 2006 |
Domestic Violence |
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Oct. 31, 2003 |
Serial Killers |
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Sep. 03, 1993 |
Suburban Violence |
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Apr. 27, 1979 |
Violence in the Family |
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Jun. 05, 1968 |
Violence in American Life |
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