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{{Short description|none}} <!-- "none" is preferred when the title is sufficiently descriptive; see [[WP:SDNONE]] -->
{{short description|Overview of controversies in video games}}
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{{Use American English|date=December 2020}}
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{{Video Games}}
'''VideoThere gamehave controversies'''been refers to a wide range ofmany debates on the social effects of [[video game]]s on players and [[video game culture|broader society]], as well as debates within the [[video game industry]]. Since the early 2000s, advocates of video games have emphasized their use as an [[games as art|expressive medium]], arguing for their protection under the laws governing [[freedom of speech]] and also [[Video games in education|as an educational tool]]. Detractors argue that video games are [[harm principle|harmful]] and therefore should be [[Free speech limitations|subject to legislative oversight and restrictions]]. The positive and alleged negative characteristics and effects of video games are the subject of scientific study. Academic research has examined the links between video games and [[video game addiction|addiction]], [[aggression]], [[violence]], [[psychosocial development|social development]], and a variety of stereotyping and [[sexual morality]] issues.<ref>Freedman J. ''Media violence and its effect on aggression: assessing the scientific evidence''. [[University of Toronto Press]], Toronto 2002 {{ISBN|0-8020-8425-7}}.</ref>{{page needed|date=December 2020}}
 
==Areas of controversy==
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In Japan, controversy over an [[eroge]] called ''Rape'' in 1989 led to the game being banned a few months after its release.<ref>{{cite magazine |title=Sick Japanese Rape Game Scrapped |magazine=[[New Computer Express]] |date=24 August 1989 |issue=42 (26 August 1989) |page=5 |url=https://archive.org/details/NewComputerExpress042/page/n4/mode/1up}}</ref> The game ''[[RapeLay]]'', a Japanese eroge with a storyline centering on the player's character stalking and raping a mother and her two daughters, also caused controversy. Campaigns against the sale of the game resulted in its being banned in many countries. ''RapeLay''<nowiki/>'s publisher, which intended the game only to be available in Japan, withdrew it from distribution.<ref>{{cite web|title=The Most Controversial Video Games|last=Meli|first=Marissa|url=http://www.ugo.com/games/most-controversial-video-games-rapelay|archive-url=https://web.archive.org/web/20111217230706/http://www.ugo.com/games/most-controversial-video-games-rapelay|url-status=dead|archive-date=17 December 2011|website=UGO Networks |date=17 December 2011 |access-date=26 January 2012}}</ref>
 
Since 2018, Sony has now issued new regulations for [[PlayStation 4]] games with sexual content and [[fan service]]. For the localized release of ''Senran Kagura Burst Re: Newal'', "Intimacy Mode", a mode where the player can play with the characters' bodies was removed, but by comparison, the same mode that was featured in previous titles like ''[[Senran Kagura: Estival Versus]]'' and ''[[Senran Kagura: Peach Beach Splash]]'' was not removed. PC release of ''Burst Re: Newal'' was not changed.<ref>{{cite web |url=http://www.pushsquare.com/news/2018/10/sony_seemingly_censors_controversial_senran_kagura_mode |title=Sony seemingly censors controversial Senran Kagura mode |date=13 October 2018 |access-date=2019-06-19 |archive-date=2018-10-26 |archive-url=https://web.archive.org/web/20181026064419/http://www.pushsquare.com/news/2018/10/sony_seemingly_censors_controversial_senran_kagura_mode |url-status=live }}</ref> The PS4 release of ''[[Nekopara Vol. 1]]'' was censored for similar reasons, resulting in the game receiving an "E" rating by the ESRB by comparison to the "M" rating for versions on [[Nintendo Switch]] and PC.<ref>{{cite web |url=http://www.pushsquare.com/news/2018/11/sony_censorship_row_returns_as_mature_rated_switch_title_is_e_for_everyone_on_ps4 |title=Sony censorship row returns as mature-rated Switch title is E for everyone on PS4 |date=7 November 2018 |access-date=2019-06-19 |archive-date=2019-02-19 |archive-url=https://web.archive.org/web/20190219020007/http://www.pushsquare.com/news/2018/11/sony_censorship_row_returns_as_mature_rated_switch_title_is_e_for_everyone_on_ps4 |url-status=live }}</ref> Sony claimed it was their decision to ban ''[[Omega Labyrinth Z]]'' outside of Japan due to its content.<ref>{{Cite web |url=https://www.eurogamer.net/articles/2018-06-25-playstation-blocks-launch-of-adult-anime-game-omega-labyrinth-z |title=PlayStation blocks launch of adult anime game Omega Labyrinth Z |website=[[Eurogamer]] |date=25 June 2018 |access-date=2019-06-19 |archive-date=2018-10-10 |archive-url=https://web.archive.org/web/20181010111829/https://www.eurogamer.net/articles/2018-06-25-playstation-blocks-launch-of-adult-anime-game-omega-labyrinth-z |url-status=live }}</ref> According to [[Idea Factory International]], the localized release of ''[[Date a Live |Date a Live: Rio Reincarnation]]'' will feature changes to certain event scenes and removal of illustrations that show characters in suggestive positions, although the PC version won't be changed.<ref>{{cite webCitation needed|urlreason=https://noisypixel.net/date-a-live-censored-westNoisyPixel |title=Datehas abeen Livemarked censoredas westan |date=8unreliable Novembersource 2018as |access-date=2019-06-19per |archive-date=2019-07-02Wikipedia:WikiProject |archive-url=https://web.archive.org/web/20190702192516/https://noisypixel.net/date-a-live-censored-westVideo games/Sources so should not be used|url-statusdate=liveJuly 2023}}/</ref>
 
====Content regulation and censorship====
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[[Video game console]]s were banned in [[People's Republic of China|Mainland China]] in June 2000.<ref>Hook L. [https://www.theglobeandmail.com/technology/gaming/gaming-news/lenovos-kinect-clone-evades-chinese-ban-on-video-game-consoles/article4104133/ "Lenovo's Kinect-clone evades Chinese ban on video-game consoles"]. {{Webarchive|url=https://web.archive.org/web/20120608053047/http://www.theglobeandmail.com/technology/gaming/gaming-news/lenovos-kinect-clone-evades-chinese-ban-on-video-game-consoles/article4104133/ |date=2012-06-08 }} ''[[The Globe and Mail]]'' 18 June 2012. Accessed 18 June 2012.</ref><ref>Ume L. [http://www.escapistmagazine.com/articles/view/features/9263-Console-Revolution "Console revolution"]. {{Webarchive|url=https://web.archive.org/web/20120512170149/http://www.escapistmagazine.com/articles/view/features/9263-Console-Revolution |date=2012-05-12 }} ''The Escapist''. 15 December 2011. Accessed 20 August 2011.</ref> This ban was finally lifted in January 2014. However, the Chinese would still police video games which would be
"hostile to China or not in conformity with the outlook of China's government". Reported by [[Bloomberg News|Bloomberg]], metaphorically speaking, Cai Wu, head of China's Ministry of Culture, said "We want to open the window a crack to get some fresh air, but we still need a screen to block the flies and mosquitoes."<ref>{{cite web|url=http://www.eurogamer.net/articles/2014-01-13-as-console-ban-lifts-china-plans-to-block-hostile-games|title=As the Console Ban Lifts, China Plan to Block "Hostile" Games|author=Tom Phillips|website=[[Eurogamer]]|date=13 January 2014|access-date=17 June 2015|archive-date=17 June 2015|archive-url=https://web.archive.org/web/20150617144831/http://www.eurogamer.net/articles/2014-01-13-as-console-ban-lifts-china-plans-to-block-hostile-games|url-status=live}}</ref> [[Blood censorship in China|Display of red blood is prohibited in video games]] produced and sold in China.<ref>{{cite news |last1=Liao |first1=Rita |title=China's new gaming rules to ban poker, blood and imperial schemes |url=https://techcrunch.com/2019/04/21/chinas-new-gaming-rules-to-ban-poker-blood-and-imperial-schemes |access-date=6 February 2023 |work=[[TechCrunch]] |date=22 April 2019}}</ref>
 
=====Voluntary regulation=====
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===Related to video game culture===
====Gaming addiction, gaming disorder, and other health-related concerns====
{{Main|Video game addiction|Video game-related health problems}}
Video game addiction is the excessive or [[compulsive behavior|compulsive]] use of computer and video games that interferes with daily life. Instances have been reported in which users play compulsively, isolating themselves from family and friends or from other forms of [[Interpersonal relationship|social contact]], and focus almost entirely on in-game achievements rather than broader life events.<ref>[http://parents.berkeley.edu/advice/teens/gameaddiction.html "Computer game addiction"]. {{Webarchive|url=https://web.archive.org/web/20120415050552/http://parents.berkeley.edu/advice/teens/gameaddiction.html |date=2012-04-15 }} Berkeley Parents Network. Accessed 25 June 2007.</ref><ref>Hauge M. and Gentile D. [http://www.psychology.iastate.edu/faculty/dgentile/SRCD%20Video%20Game%20Addiction.pdf "Video game addiction among adolescents: associations with academic performance and aggression"]. Paper presented at a Society for Research in Child Development Conference, Tampa Florida. April 2003. Accessed 25 June 2007. {{webarchive |url=https://web.archive.org/web/20090407085048/http://www.psychology.iastate.edu/faculty/dgentile/SRCD%20Video%20Game%20Addiction.pdf |date=7 April 2009 }}</ref> The first video game to attract political controversy for its "addictive properties" was the 1978 [[arcade game]] ''[[Space Invaders]]''.<ref>[http://www.computerandvideogames.com/207943/features/30-great-gaming-world-records/ "30 great gaming world records"]. {{Webarchive|url=https://web.archive.org/web/20120219055853/http://www.computerandvideogames.com/207943/features/30-great-gaming-world-records/ |date=2012-02-19 }} ''[[Computer and Video Games]]'' website 14 February 2009. Accessed 26 January 2012.</ref><ref>[https://web.archive.org/web/20110319091829/http://screen.oxfordjournals.org/content/29/2/52.extract "Electronic and computer games: the history of an interactive medium"]. [[Screen (journal)|''Screen'']] 1988 29(2) pp. 52–73. doi10.1093/screen/29.2.52 Accessed 2012. "In the UK, the Labour MP George Foulkes led a campaign in 1981 to curb the 'menace' of video games, maintaining that they had addictive properties. His 'Control of Space Invaders (and other Electronic Games) Bill' was put to the Commons and only narrowly defeated.</ref> One study from [[Chung Ang University]] observed that other structures affected by the excessive use of video games include the [[anterior cingulate cortex]] and [[orbitofrontal cortex]].<ref name="second">{{cite journal|last1=Han|first1=D. H.|last2=Kim |first2=Y. S. |last3=Lee |first3=Y. S. |last4=Min |first4=K. J. |last5=Renshaw |first5=P. F.|title=Changes in cue-induced, prefrontal cortex activity with video-game play |journal=Behaviour & Social Networking|year=2010|volume=13|issue=6|pages=655–661|doi=10.1089/cyber.2009.0327|pmid=21142990}}</ref> The results from this experiment suggest an increase in stimulation of these areas, resembling a pattern similar to those with [[substance dependence]]. Researchers interpreted their results of this increase in activity of the anterior cingulate and orbitofrontal cortices to be an indication of an early stage of [[video game addiction]].<ref name="second" />
 
The [[World Health Organization]] has included "gaming disorder" in the 11th edition of the [[International Statistical Classification of Diseases and Related Health Problems]], which was approved by May 2019.<ref>{{cite web |first1=Michelle |last1=Meyers |access-date=2019-05-27 |title=World Health Organization deems 'gaming disorder' an official illness |url=https://www.cnet.com/news/world-health-organization-deems-gaming-disorder-an-official-illness/ |website=CNET |archive-date=2019-05-27 |archive-url=https://web.archive.org/web/20190527091159/https://www.cnet.com/news/world-health-organization-deems-gaming-disorder-an-official-illness/ |url-status=live }}</ref><ref>{{cite web |access-date=2019-05-27 |title=ICD-11 - Mortality and Morbidity Statistics |url=https://icd.who.int/dev11/l-m/en#/http%253A%252F%252Fid.who.int%252Ficd%252Fentity%252F1448597234 |website=icd.who.int |archive-date=2018-01-31 |archive-url=https://web.archive.org/web/20180131135459/https://icd.who.int/dev11/l-m/en#/http%253A%252F%252Fid.who.int%252Ficd%252Fentity%252F1448597234 |url-status=live }}</ref><ref>{{cite web |url=https://www.eurogamer.net/articles/2019-06-01-academics-create-the-first-psychological-test-for-gaming-disorder |title=Academics create the first psychological test for gaming disorder |first=Wesley |last=Yin-Poole |date=1 June 2019 |access-date=1 June 2019 |work=[[Eurogamer]] |archive-date=1 June 2019 |archive-url=https://web.archive.org/web/20190601183129/https://www.eurogamer.net/articles/2019-06-01-academics-create-the-first-psychological-test-for-gaming-disorder |url-status=live }}</ref> It was defined as "a pattern of persistent or recurrent gaming behaviour ('digital gaming' or 'video-gaming')", defined by three criteria: the lack of control of playing video games, priority given to video games over other interests, and inability to stop playing video games even after being affected by negative consequences.<ref>{{cite web |url=https://www.engadget.com/2017/12/27/the-who-may-add-video-games-to-its-list-of-recognized-addictions/ |title=The WHO may add video games to its list of recognized addictions |first=Swapna |last=Krishna |date=27 December 2017 |access-date=27 December 2017 |work=[[Engadget]] |archive-date=28 December 2017 |archive-url=https://web.archive.org/web/20171228003102/https://www.engadget.com/2017/12/27/the-who-may-add-video-games-to-its-list-of-recognized-addictions/ |url-status=live }}</ref> The addition was contested by the video game industry and several academics, believing that its inclusion was too early and that more studies were needed.<ref>{{cite web |url=https://www.gamesindustry.biz/articles/2018-03-01-new-scientific-report-questions-world-heath-organisations-proposed-gaming-disorder-classification |title=New report questions World Health Organization's proposed 'gaming disorder' classification |first=Christopher |last=Dring |date=1 March 2018 |access-date=5 March 2018 |work=[[GamesIndustry.biz]] |archive-date=6 March 2018 |archive-url=https://web.archive.org/web/20180306023224/https://www.gamesindustry.biz/articles/2018-03-01-new-scientific-report-questions-world-heath-organisations-proposed-gaming-disorder-classification |url-status=live }}</ref>
 
{{main|Video game-related health problems}}
Outside of mental health, medical researchers are concerned that long-term playing of video games can lead to musculoskeletal issues, vision impairment, and obesity.
 
====Gaming culture and online harassment====
{{See also|Cyberbullying#In gaming|Sexism in video gaming}}
A further issue that can occur through gaming is online harassment or bullying behaviors. Esports communities seem to be particularly suffering from toxic behaviors. Especially in competitive esports games, negative behavior, such as harassment, can create barriers to players achieving high performance and can reduce players' enjoyment which may cause them to leave the game.<ref>{{cite journalbook |last1=Adinolf |first1=Sonam |last2=Turkay |first2=Selen |title=Toxic Behaviors in Esports Games: Player Perceptions and Coping Strategies |journal=Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts |chapter=Toxic Behaviors in Esports Games: Player Perceptions and Coping Strategies |date=23 October 2018 |pages=365–372 |doi=10.1145/3270316.3271545 |isbn=9781450359689 |s2cid=53098547 }}</ref> With its largely young, male-dominated population, gamers may exhibit habits and behaviors sometimes seen by outside groups as toxic and misogynistic, leading to harassment of other players.<ref>{{cite web |url=https://www.polygon.com/2018/7/25/17593516/video-game-culture-toxic-men-explained |title=Gaming's toxic men, explained |first=Colin |last=Campbell |date=25 July 2018 |access-date=24 August 2019 |work=[[Polygon (website)|Polygon]] |archive-date=19 July 2019 |archive-url=https://web.archive.org/web/20190719123151/https://www.polygon.com/2018/7/25/17593516/video-game-culture-toxic-men-explained |url-status=live }}</ref> A specific example of harassing behavior occurring within a game can be found in [[Xbox Live]] services. With its online chat and party system, this leaves the service open to unwanted harassment, trolling, or bullying to occur between players. To address these concerns, Microsoft made improvements with reputation levels for a player's Xbox Live account. The system is set to warn, then punish bad behavior in hopes of better regulating Xbox Live accounts.<ref>{{cite web |url=http://www.technobuffalo.com/2014/03/28/xbox-live-to-warn-then-punish-bad-behavior/ |title=Xbox Live to Warn, then Punish Bad Behavior |publisher=TechnoBuffalo |date=2014-03-28 |access-date=2015-02-18 |archive-url=https://web.archive.org/web/20150218235733/http://www.technobuffalo.com/2014/03/28/xbox-live-to-warn-then-punish-bad-behavior/ |archive-date=2015-02-18 |url-status=dead }}</ref>
 
The anonymous nature of the internet may be a factor of encouraging anti-social behavior. This type of behavior expands to other parts of the internet separate from gaming, such as online forums, social media sites, etc. Lack of accountability for one's actions on the internet may encourage others to engage in harassing behavior. Without minimal threat of punishment, some may find it easier to carry out negative behavior over online gaming.<ref>{{cite web |url=http://www.csl.mtu.edu/cs6461/www/Reading/Davenport02.pdf |title=Anonymity on the Internet: Why the Price May Be Too High |publisher=Csl.mtu.edu |access-date=18 February 2015 |archive-date=19 March 2015 |archive-url=https://web.archive.org/web/20150319005249/http://www.csl.mtu.edu/cs6461/www/Reading/Davenport02.pdf |url-status=live }}</ref> The [[Gamergate controversy]] that started in 2014 drew media attention to the negative portions of the culture of the video game community, highlighting the need to take steps against online harassment.<ref name="nytimes gg">{{cite news |url=https://www.nytimes.com/interactive/2019/08/15/opinion/what-is-gamergate.html |title=How an Online Mob Created a Playbook for a Culture War |first=Charlie |last=Warzel |date=15 August 2019 |access-date=21 August 2019 |work=[[The New York Times]] |archive-date=20 August 2019 |archive-url=https://web.archive.org/web/20190820192312/https://www.nytimes.com/interactive/2019/08/15/opinion/what-is-gamergate.html |url-status=live }}</ref>
 
Regarding whether attitudes towards women in games and gaming culture extend as far as [[misogyny]], opinions have been divided. For example, [[VentureBeat]] writer Rus McLaughlin sees it as a status quo "ingrained in video-game DNA",<ref>{{cite news |title=Sexism and misogyny are gaming's status quo |work=[[VentureBeat]] |author=Rus McLaughlin |url=https://venturebeat.com/2011/02/15/sexism-and-misogyny-are-gamings-status-quo/ |date=February 15, 2011 |access-date=28 September 2014 |archive-date=6 October 2014 |archive-url=https://web.archive.org/web/20141006070050/http://venturebeat.com/2011/02/15/sexism-and-misogyny-are-gamings-status-quo/ |url-status=live }}</ref> while Joe Yang (writing for the same source) regards such claims to be misleading, and sees misogyny as a problem where it does occur, but disputes that it is inherent or normative, or that the whole culture should be described that way.<ref>{{cite news |title=Why gaming culture is not misogynistic |work=[[VentureBeat]] |author=Joe Yang |url=https://venturebeat.com/2012/12/11/why-gaming-culture-is-not-misogynistic/ |date=11 December 2012 |access-date=10 October 2014 |archive-date=18 October 2014 |archive-url=https://web.archive.org/web/20141018175147/http://venturebeat.com/2012/12/11/why-gaming-culture-is-not-misogynistic/ |url-status=live }}</ref> In the gaming industry, 48 percent of female gamers have report receiving harassment based on their gender.<ref>{{cite web|accessdate=2024-04-08|title='A Band-aid approach' How harassment of women and Black online gamers goes on unchecked|url=https://www.usatoday.com/story/news/nation/2024/02/16/online-gaming-harassment-women-black-gamers/72576093007/|website=USA TODAY}}</ref> A survey conducted in the United States, Germany and China found that 59 per cent of women hide their gender to avoid harassment.<ref>{{cite news|first1=Malindy|last1=Hetfeld|accessdate=2024-04-08|title=A new survey shows 59% of women hide their gender while gaming to avoid harassment|url=https://www.pcgamer.com/a-new-survey-shows-59-of-women-hide-their-gender-while-gaming-to-avoid-harassment/|newspaper=PC Gamer|date=20 May 2021|via=www.pcgamer.com}}</ref><ref>{{cite web|first1=Brendan|last1=Sinclair|accessdate=2024-04-08|title=Survey says 59% of women hide gender to avoid harassment while gaming online|url=https://www.gamesindustry.biz/survey-says-59-percent-of-women-hide-gender-to-avoid-harassment-while-gaming-online|date=19 May 2021|website=GamesIndustry.biz}}</ref>
 
A further issue related to online behavior is the presence of younger players who may be exposed to behaviors of more mature players beyond the ability for parents to control this exposure, coupled with issues such as harassment and bullying. In the past, this has typically been controlled through the closed online environments from each of the major console systems that could maintain a safe environment, but with the wider availability of [[cross-platform play]] to allow console players on one system to play with those on other systems or with players on personal computers, these environments are no longer as controlled.<ref>{{cite web |url=http://www.eurogamer.net/articles/2017-06-13-sony-defends-decision-to-block-cross-play-with-xbox-one-and-nintendo-switch |title=Sony defends decision to block PS4 cross-play with Xbox One and Nintendo Switch |first=Wesley |last=Yin-Poole |date=13 June 2017 |access-date=13 June 2017 |work=[[Eurogamer]] }}</ref> In December 2020, the three major console manufacturers [[Microsoft]], [[Sony]], and [[Nintendo]] announced a joint plan to promote safer gaming based on the three principles of prevention, partnership, and responsibility to combat harassing and troubling behavior.<ref>{{cite web |url=https://www.gamasutra.com/view/news/375219/Microsoft_Nintendo_and_Sony_unite_to_create_safer_online_spaces.php |title=Microsoft, Nintendo, and Sony unite to create safer online spaces |first=Chris |last=Kerr |date=14 December 2020 |access-date=14 December 2020 |work=[[Gamasutra]] }}</ref>
 
====Video game impacts on youth====
Related to video game content (particularly violence), gaming addiction, and online harassment, there is ongoing concern that video games may have a negative impact on the development of children. Video games are commonly marketed towards younger audiences, and in a 2008 [[Pew Research Center]] study, 97% of teenagers from ages 12 to 17 played video games, with games featuring violent content generally among the preferred types of games these minors played.<ref name="Harvard 2010"/> Many of the studies related to linking violence and gambling addiction to video games are performed in consideration of how younger minds can be more susceptible to the possible effects. There has also been studies to try to consider positive effects of video games on youth development, since they encourage cognitive skills and thinking and cooperative participation.<ref>{{cite journal | last1 = Adachi | first1 = Paul JC | first2 = Teena | last2 = Willoughby | title = The link between playing video games and positive youth outcomes | journal = [[Child Development Perspectives]] | volume = 11 | issue = 3 | year = 2017 | pages = 202–206 | doi = 10.1111/cdep.12232 | s2cid = 152237845 }}</ref>
 
Some countries have adopted laws or regulations to limit minors' access to video games. Most notably is China, which was the first country to classify video games as having potentially addictive measures in 2008.<ref name=":112">{{Cite news|url=https://www.washingtonpost.com/news/worldviews/wp/2017/08/14/a-teen-checked-into-an-internet-addiction-camp-in-china-he-was-dead-two-days-later/|title=A teen checked into an Internet-addiction camp in China. He was dead two days later.|last1=Wang|first1=Amy B.|date=2017-08-14|newspaper=Washington Post|access-date=2018-02-20|issn=0190-8286}}</ref> Since 2005, China has passed regulations that are aimed to regulate how long a minor can play a video game, with new regulations imposing more stricter means to track this. As of 2019, the current Chinese law limits minors to 90 minutes of video games each weekday, and three hours on weekends.<ref>{{Cite news|url=https://www.ft.com/content/89ea206a-13f3-11da-af53-00000e2511c8|title=China moves to zap online game addiction|date=2005-08-23|website=Financial Times|access-date=2018-02-20}}</ref><ref>{{cite web | url = https://www.nytimes.com/2019/11/06/business/china-video-game-ban-young.html | title = 90 Minutes a Day, Until 10 p.m.: China Sets Rules for Young Gamers | first1 = Javier C. | last1 = Hernández | first2= Albee | last2= Zhang | date = November 6, 2019 | access-date = November 6, 2019 | work = [[The New York Times]] }}</ref> Other countries enforce content limits for video games that may be purchased by minors. The [[Australian Classification Board]]'s content ratings have legal weight, preventing games that are refused classification from being sold and requiring strict checks on a purchaser's age for those given a rating of MA15+, R18+, or X18+.<ref name="cats explained">{{cite web |title=Information for Parents: Classification categories explained |publisher=Australian Classification Board |url=http://www.classification.gov.au/Public/Resources/Pages/Parents.aspx |access-date=9 May 2015 |archive-date=29 October 2019 |archive-url=https://web.archive.org/web/20191029114513/http://www.classification.gov.au/Public/Resources/Pages/Parents.aspx |url-status=dead }}</ref><ref name="Fact Sheets">{{cite web |last=Clare |first=Jason (Minister for Justice) |title=Guidelines for the Classification of Films 2012 |date=10 December 2012 |publisher=Commonwealth of Australia |url=http://www.comlaw.gov.au/Details/F2012L02541 |access-date=10 May 2015}}</ref> Germany's ''[[Unterhaltungssoftware Selbstkontrolle]]'' also has similar restrictions on retail of games that are considered harmful to minors. Otherwise, these content rating systems are used as guidelines that are otherwise not directly enforceable, but typically still practiced in retail to prevent direct sale of mature titles to minors. For example, with the U.S.'s [[ESRB]] system, retailers generally will check age identification before selling M (mature) rated games to minors, and will refuse to stock AO (Adults Only) games.<ref name="ars-esrblaw">{{cite web | url=https://arstechnica.com/gaming/2008/05/id-please-bill-would-mandate-carding-for-m-rated-game-buys/ | title=ID, please: Bill would mandate carding for M-rated game buys | publisher=Condé Nast Publications | work=Ars Technica | date=8 May 2008 | access-date=November 22, 2013 | archive-url=https://web.archive.org/web/20131202225912/http://arstechnica.com/gaming/2008/05/id-please-bill-would-mandate-carding-for-m-rated-game-buys/ | archive-date=December 2, 2013 | url-status=live}}</ref>
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====Criminal activity, online safety, and cybersecurity====
Other common occurrences include online casino scams, phishing, cell phone dialers, malware in illegal downloads,<ref>{{Cite web |url=http://scholarlycommons.law.northwestern.edu/cgi/viewcontent.cgi?article=1069&context=njtip |title=Massively Multiplayer Online Fraud: Why the Introduction of Real World Law in a Virtual Context is Good for Everyone |access-date=2014-05-15 |archive-date=2014-05-17 |archive-url=https://web.archive.org/web/20140517115504/http://scholarlycommons.law.northwestern.edu/cgi/viewcontent.cgi?article=1069&context=njtip |url-status=live }}</ref><ref>{{Cite web |url=http://willodom.com/publications/VirtualWorldandFraud_Digra2007.pdf |title=Virtual worlds and fraud: Approaching cybersecurity in massive multiplayer online games |access-date=2014-05-15 |archive-date=2015-02-19 |archive-url=https://web.archive.org/web/20150219002444/http://willodom.com/publications/VirtualWorldandFraud_Digra2007.pdf |url-status=live }}</ref><ref>{{cite book |url=https://wwwbooks.google.com/books?hl=en&lr=&id=FZVfAQAAQBAJ&oi=fnd&pg=PP1&dq=%22Hackers+and+Hacking:+A+Reference+Handbook%22&otspg=lMY5Yh9LKB&sig=UmMfcf0tgcNNFovT_lPOaZF48SM&redir_esc=y#v=onepage&q&f=falsePP1|title=Hackers and Hacking|date=19 July 2013|publisher=ABC-CLIO|isbn=9781610692779|access-date=17 February 2015|archive-date=19 February 2015|archive-url=https://web.archive.org/web/20150219034140/http://www.google.com/books?hl=en&lr=&id=FZVfAQAAQBAJ&oi=fnd&pg=PP1&dq=%22Hackers+and+Hacking:+A+Reference+Handbook%22&ots=lMY5Yh9LKB&sig=UmMfcf0tgcNNFovT_lPOaZF48SM&redir_esc=y#v=onepage&q&f=false|url-status=live}}</ref><ref>{{cite web|url=http://www.scambusters.org/onlinegamesscam.html|title=Avoid these 7 Online Games Scam Ploys and Traps.html|date=9 December 2010|publisher=Scambusters.org|access-date=17 February 2015|archive-date=19 February 2015|archive-url=https://web.archive.org/web/20150219020345/http://www.scambusters.org/onlinegamesscam.html|url-status=live}}</ref> and [[money laundering]].<ref>{{cite arXiv|title=Laundering money Online: a review of cybercriminal's methods |author=Jean-Loup Richet |eprint=1310.2368 |class=cs.CY |year=2013 }}</ref> Others have found ways to use a built-in systems for illegal profit, notably the use of [[skin gambling]] tied to games like ''[[Counter-Strike: Global Offensive]]'' drew attention to how in-game virtual items could be used for gambling for real-world funds.
 
Players have increasingly been targeted by cybercriminals. According to cybersecurity firm [[Akamai Technologies|Akamai]], between July 2018 and June 2020, 1 in 10 of the 100 billion credential stuffing attacks recorded were targeted at the video game industry and its players, along with 1.4 in 10 of the web application attacks (152 million out of 10.6 billion). Cybercriminals attack video game players to steal their credentials, ID or data, as well as to steal payment card details or cash held in gaming accounts. Part of the motivation for attacking players is that they are seen as both a honeypot (they have something worth stealing), are a relatively vulnerable target (because many are young people or children) and some of their activities increase the opportunity to attack them (social behaviour, accessing cheats, downloading and sharing free games).<ref>{{cite web| url=https://advanced-television.com/2021/01/26/report-gamers-at-risk-from-cybercriminals/ | title=Report: Gamers at risk from cybercriminals | work=Advanced Television | author=Angharad Rhiannon | date=26 January 2021}}</ref> Sometimes the target of attacks is not the players themselves but the companies who produce the games, with cybersecurity researchers finding over a million compromised corporate accounts of game companies in January 2021.<ref>{{cite web | url=https://www.zdnet.com/article/cyber-criminals-are-taking-aim-at-online-gaming-for-their-next-big-pay-day/ | title=Cyber criminals are taking aim at online gaming for their next big pay day | work=ZDNet | date=6 January 2021}}</ref>
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===Related to the video game industry===
====Workplace concerns====
{{Main|Women and video games|Sexism and video games|Race and video games|Crunch (video games)}}
Just as with representation of women, LGBT, and minorities in video games themselves, these groups also can be marginalized within the video game development industry in Western markets. The industry is primarily made up of Caucasian, heterosexual males, according to 2017 industry studies, a result of the marketing of video games during the 70s and 80s. Experts have stressed the need to draw underrepresented groups into the industry to help developers gain broader insights for the stories and characters for video games, so that new games will appeal to the largest possible audiences.<ref>{{cite news |url=https://www.theguardian.com/technology/2017/mar/15/video-game-industry-diversity-problem-women-non-white-people |title=The video game industry has a diversity problem – but it can be fixed |first=Chella |last=Ramanan |date=15 March 2017 |access-date=22 August 2019 |work=[[The Guardian]] |archive-date=28 June 2019 |archive-url=https://web.archive.org/web/20190628153943/https://www.theguardian.com/technology/2017/mar/15/video-game-industry-diversity-problem-women-non-white-people |url-status=live }}</ref> While the industry has had isolated cases where minorities reported mistreatment, there had not yet been a moment like the [[Me Too movement]] in other entertainment fields as of 2021. However, with major legal cases of sexual misconduct towards female employees at [[Riot Games]], [[Ubisoft]] and [[Activision Blizzard]] filed from 2018 to 2021, some analysts and academics see such a watershed moment for the video game industry to be approaching.<ref name="nytimes jul30">{{cite news | url = https://www.nytimes.com/2021/07/29/technology/activision-walkout-metoo-call-of-duty.html | title = Activision, Facing Internal Turmoil, Grapples With #MeToo Reckoning | first1 = Kellen | last1 = Browning | first2= Mike | last2 = Isaac | date = July 29, 2021 | accessdate = July 30, 2021 | work = [[The New York Times]] }}</ref><ref>{{cite news | url = https://www.theguardian.com/technology/2021/aug/08/activision-blizzard-lawsuit-women-sexual-harassment | title = Activision Blizzard scandal a 'watershed moment' for women in the gaming industry | first = Kari | last = Paul |date = August 8, 2021 | accessdate = August 9, 2021 | work = [[The Guardian]] }}</ref>
 
{{Main|Crunch (video games)}}
Video game developers are considered creative professionals and thus typically do not qualify for [[overtime]] pay.<ref name="vice union">{{cite web |url=https://motherboard.vice.com/en_us/article/walk-the-line |title=Walk the Line |first=Emanuel |last=Maiberg |date=February 22, 2017 |access-date=February 23, 2017 |work=[[Vice (magazine)|Vice]] |url-status=live |archive-url=https://web.archive.org/web/20170222154745/https://motherboard.vice.com/en_us/article/walk-the-line |archive-date=February 22, 2017}}</ref> Larger studios, particularly those backed by [[Triple A (video gaming)|Triple A]] publishers, will frequently set game completion deadlines, and require employees to complete their tasks by this deadline, often requires several weeks of overtime work. This has become known as "[[Crunch (video games)|crunch time]]" within the industry.<ref>{{cite web|url=https://www.cnet.com/news/no-fun-for-game-developers/|title=No fun for game developers?|work=[[CNet News]]|last=Frauenheim|first=Ed|date=11 November 2004|access-date=22 August 2019|archive-date=3 April 2019|archive-url=https://web.archive.org/web/20190403165442/https://www.cnet.com/news/no-fun-for-game-developers/|url-status=live}}</ref> While infrequent periods of crunch time are tolerated, there have been several reported cases where developers have been forced into a crunch time mode for months at a time, even well before a game's set completion deadline.<ref>{{cite web | url=https://kotaku.com/inside-rockstar-games-culture-of-crunch-1829936466 |title=Inside Rockstar Games' Culture Of Crunch | first=Jason | last=Schreier | date=23 October 2018 | access-date=23 October 2018 | work=[[Kotaku]] | archive-date=1 November 2018 | archive-url=https://web.archive.org/web/20181101233541/https://kotaku.com/inside-rockstar-games-culture-of-crunch-1829936466 | url-status=live}}</ref><ref name="Eurogamer: Rockstar Spouse">{{cite web |first=Tom |last=Bramwell |date=11 January 2010 |url=http://www.eurogamer.net/articles/rockstar-spouse-attacks-studio-conditions |title="Rockstar Spouse" attacks dev conditions |website=[[Eurogamer]] |access-date=31 October 2017 |archive-url=https://web.archive.org/web/20171030201507/http://www.eurogamer.net/articles/rockstar-spouse-attacks-studio-conditions |archive-date=30 October 2017 |url-status=live}}</ref><ref name="GamesIndustry.biz: Rockstar Spouse">{{cite web |first=Kath |last=Brice |date=11 January 2010 |url=http://www.gamesindustry.biz/articles/rockstar-spouse-accuses-dev-of-pushing-its-employees-to-the-brink |title="Rockstar Spouse" accuses dev of pushing its employees "to the brink" |website=[[GamesIndustry.biz]] |access-date=31 October 2017 |url-status=live |archive-date=7 November 2017 |archive-url=https://web.archive.org/web/20171107025836/http://www.gamesindustry.biz/articles/rockstar-spouse-accuses-dev-of-pushing-its-employees-to-the-brink}}</ref> Such practices have caused developers and other groups starting in 2018 for discussing [[trade union|unionization]] within the industry and establishing reasonable limits on crunch time and other workers' rights.<ref name="vice union"/><ref>{{cite web | url = https://www.latimes.com/business/story/2022-03-19/video-game-workers-found-their-voices-in-the-pandemic-could-unions-be-next | title = Video game workers found their voices in the pandemic. Could unions be next? | first = Jaimie | last = Ding | date = March 19, 2022 | accessdate = March 20, 2022 | work = [[Los Angeles Times]] }}</ref>
 
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====Anti-consumer practices====
{{Main|Digital rights management|Video game monetization|Microtransaction|Loot box}}
Video games as computer software are potentially easy to copy and duplicate outside of the copyright owner's control, which can lead to widespread [[Copyright and video games|copyright infringement]]. Prior to digital distribution, some games included an in-game step that required the player to check part of the game's printed manual or material shipped with the game such as a [[code wheel]], which they entered into the game to validate ownership, though such simply checks were easily defeated through photocopies and shared information.<ref>{{cite magazine | url = https://www.pcgamer.com/code-wheels-poison-and-star-maps-the-creative-ways-old-games-fought-piracy/ | title = Code wheels, poison, and star maps: the creative ways old games fought piracy | first= Andy | last= Kelly | date =August 4, 2020 | accessdate = June 4, 2021 | magazine = [[PC Gamer]] }}</ref> With wide availability of the Internet making such physical schemes impractical to control copyright infringement, many developers and publishers turned to [[digital rights management]] (DRM) to control the use of digital content and devices after purchase and to protect an entity's intellectual property from public access.<ref>"The pros, cons, and future of DRM". Canadian Broadcasting Corporation 7 August 2009. Accessed 7 January 2012.</ref> DRM technologies typically tie the specific installation of a game to the computer it is installed on, preventing a user from sharing the same files with a second user; however this also can limit legitimate reuse of the installation of the game by the purchaser on different computers they own. Because of limitations placed on what a user can do with purchases games bundled with DRM, consumers argue it inconveniences legitimate customers and allows big business to stifle innovation and competition.<ref>[https://www.eff.org/issues/drm "DRM"]. {{Webarchive|url=https://web.archive.org/web/20180705015859/https://www.eff.org/issues/drm |date=2018-07-05 }} Electronic Frontier Foundation. Accessed 7 March 2014.</ref> In some types of "always-in DRM", the DRM must have a persistent connection to an external server, which has raised further concerns about the ability for a user to play a game if they temporarily lack an Internet connection, and the fate of the game if the DRM server should be discontinued.<ref>Plafke J. "Why SimCity's DRM is a necessary evil." ''ExtremeTechnology'', Ziff Davis Inc. website 7 March 2013.</ref><ref>Kain E. "''Diablo III'' fans should stay angry about always-online DRM". ''Forbes'' 17 May 2012. Accessed 5 March 2013.</ref>
 
{{Main|Video game monetization|Microtransaction|Loot box}}
With the advent of [[digital distribution]] and online storefronts for video games, publishers and developers sought ways to further [[video game monetization|monetize]] the game as to obtain further revenue after the initial sale. Larger expansion packs led way to the nature of [[microtransaction]]s, small purchases, typically under {{USD|5}} for a small benefit in the game. One of the first examples of this was a piece of horse armor for ''[[The Elder Scrolls IV: Oblivion]]'', which proved controversial. Publishers and developers would continue to develop other monetization methods, such as [[freemium]] games that are free to play but the player benefits by spending real-life money for in-game boosts. A more recent approach is the idea of [[loot box]]es, popularized in games like ''[[Overwatch (video game)|Overwatch]]'', where the player can purchase with either in-game or real-life funds a virtual box that contains a set of in-game items, with the items being distributed by various rarity levels. Loot boxes came under intense government and media scrutiny in 2018 as it felt these mechanics were too close or were like gambling, and would violate their local laws. Some countries like Denmark and the Netherlands banned the use of loot boxes, while other countries like the United States and United Kingdom urged the video game industry to voluntarily regulate the use of loot boxes.
 
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On 22 November 1997, Noah Wilson, aged 13, died when his friend, Yancy, stabbed him in the chest with a kitchen knife. Wilson's mother, Andrea Wilson, alleged her son was stabbed to death because of an obsession with the 1995 [[Midway Games|Midway]] game ''[[Mortal Kombat 3]]''; that Yancy was so obsessed with the game that he believed himself to be the character, [[Cyrax]], who uses a [[Fatality (Mortal Kombat)|finishing move]] which Wilson claims involves taking the opponent in a headlock and stabbing them in the chest, despite the fact that Cyrax has never used this Fatality in any game he has appeared in. The court found "Wilson's complaint fails to state a claim upon which relief can be granted."<ref>''[https://web.archive.org/web/20100331094526/http://www.unc.edu/~dlthomas/Videogames/Midway%20Games.pdf Wilson v. Midway Games, Inc.]'' 198 F.Supp.2d 167, 27 March 2002.</ref>
 
There have also been video game-related crimes which took place at schools. On 24 March 1998, [[Mitchell Johnson and Andrew Golden|13-year-old Mitchell Johnson and 11-year-old Andrew Golden]] killed four students and a teacher in the [[1998 Westside Middle School massacreshooting]]. Although no connection to video games was drawn by the press at the time, the case was re-examined by commentators a year later, subsequent to the events of the Columbine High School massacre, and it was determined that the two boys had often played ''[[GoldenEye 007 (1997 video game)|GoldenEye 007]]'' together and they enjoyed playing [[first-person shooter]] games.<ref>[[Steven L. Kent|Kent S.]] "The Mainstream and All Its Perils" ''[[The ultimate history of video games:...]]'' [[Three Rivers Press]], New York 2001 pp. 544–545. {{ISBN|0761536434}}</ref><ref>Barr S. and Grapes B. ''Violent children''. [[Greenhaven Press]], San Diego 2000 p. 26 {{ISBN|0737701595}} (originally printed as "Computer Violence: Are Your Kids At Risk?" ''[[Reader's Digest]]'' January 1999.)
</ref>
 
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On 29 November 2010 in [[South Philadelphia|South Philadelphia, Pennsylvania]], a 16-year-old boy, Kendall Anderson, bludgeoned his mother to death in her sleep with a [[claw hammer]] after she took away his [[PlayStation (console)|PlayStation]].<ref>Henry D. [http://abclocal.go.com/wpvi/story?section=news/crime&id=7816079 title=South Phila. "Teenager charged with killing mom"]. {{Webarchive|url=https://web.archive.org/web/20101203161452/http://abclocal.go.com/wpvi/story?section=news%2Fcrime&id=7816079 |date=2010-12-03 }} ABC 30 November 2010. Accessed 12 July 2010.</ref><ref>Sheridan M. [http://www.nydailynews.com/news/national/2011/02/17/2011-02-17_teen_kills_mom_with_claw_hammer_for_taking_away_his_playstation_court.html "Teen kills mom with claw hammer for taking away his PlayStation, court"]. {{Webarchive|url=https://web.archive.org/web/20110220154819/http://www.nydailynews.com/news/national/2011/02/17/2011-02-17_teen_kills_mom_with_claw_hammer_for_taking_away_his_playstation_court.html |date=2011-02-20 }} ''New York Daily News'', 17 February 2011.</ref>
 
On 24 March 2012, 1413-year-old Noah Crooks was accused of shooting Gretchen, his 32-year-old mother, dead with a .22 caliber rifle after a failed attempt to rape her. He was charged with first-degree murder and assault. During the dispatch call to 911 shortly following the murder, Crooks revealed that his mother had taken away his ''Call of Duty'' video game because his grades had turned poor and that this was the reason why he snapped. According to dispatch, Crooks did not seem emotional even though he had killed his mother a couple of hours earlier.<ref>{{Cite web |urllast=http://www.mirror.co.uk/news/worldCollins |first=David |date=2013-news/noah-crooks-boy-13-killed05-186889904 |title=Noah Crooks: Boy, 13, 'killed mum after attempting to rape her in row over Call of Duty' |last=Collins|firsturl=David|date=2013http://www.mirror.co.uk/news/world-05news/noah-04|website=Daily Mirror |accesscrooks-date=2020boy-0413-16killed-1868899 |archiveurl-datestatus=2019-10-07live |archive-url=https://web.archive.org/web/20191007115030/https://www.mirror.co.uk/news/world-news/noah-crooks-boy-13-killed-1868899 |urlarchive-statusdate=live2019-10-07 |access-date=2020-04-16 |website=Daily Mirror}}</ref>
After the [[Sandy Hook Elementary School shooting]] on 14 December 2012, initial media reports mis-identified the shooter as Ryan Lanza, the brother of the perpetrator. After discovering that Ryan had liked ''[[Mass Effect]]'' on Facebook, an internet mob immediately attacked the game's Facebook page, labelling the developers "child killers".<ref>Ashcraft B. [https://web.archive.org/web/20130315113459/http://kotaku.com/5968683/mob-blames-mass-effect-for-school-shooting-is-embarrassingly-wrong "Mob blames mass effect for school shooting, is embarrassingly wrong"]. ''Kotaku'' 15 December 2012.</ref> Once it was discovered that it was his brother, Adam, who had carried out the massacre, initial news stories claimed a link to two video games, ''[[StarCraft]]'' and ''[[Dance Dance Revolution]]''.<ref>Saidi N. and Gross D. [http://www.cnn.com/2012/12/19/tech/gaming-gadgets/violent-video-games-newtown "After Newtown, some shoppers think twice about violent video games"]. {{Webarchive|url=https://web.archive.org/web/20130221040235/http://www.cnn.com/2012/12/19/tech/gaming-gadgets/violent-video-games-newtown |date=2013-02-21 }} CNN 20 December 2012.</ref> After a UK tabloid claimed that Lanza had a ''[[Call of Duty]]'' obsession, this was widely repeated across the internet,<ref>McFerran D. [http://www.nintendolife.com/news/2012/12/uk_press_pins_blame_for_sandy_hook_massacre_on_video_games "UK press pins blame for Sandy Hook massacre on video games"]. {{Webarchive|url=https://web.archive.org/web/20121221105242/http://www.nintendolife.com/news/2012/12/uk_press_pins_blame_for_sandy_hook_massacre_on_video_games |date=2012-12-21 }} ''Nintendo Life'' 18 December 2012.</ref> Subsequently, a small town near Sandy Hook organized the collection and burning of video games in exchange for a gift certificate.<ref>Crecente B. [http://www.polygon.com/2013/1/2/3828182/connecticut-town-holds-drive-to-collect-and-destroy-violent-video "Connecticut town holds drive to collect and destroy violent video games"]. {{Webarchive|url=https://web.archive.org/web/20130204080334/http://www.polygon.com/2013/1/2/3828182/connecticut-town-holds-drive-to-collect-and-destroy-violent-video |date=2013-02-04 }} ''Polygon'' 2 January 2013.</ref> A report by CBS claimed that anonymous law enforcement sources suggested a link to video games, which was later dismissed by the Connecticut police, saying that it was "all speculation".<ref>Ferguson C. [http://edition.cnn.com/2013/02/20/opinion/ferguson-adam-lanza "Video games didn't cause Newtown rampage"]. {{Webarchive|url=https://web.archive.org/web/20130301051704/http://edition.cnn.com/2013/02/20/opinion/ferguson-adam-lanza |date=2013-03-01 }} CNN 20 February 2013.</ref> However, the incident prompted a wave of [[Reaction to the Sandy Hook Elementary School shooting#Violent video games|legislative and bureaucratic efforts against violent video games]] in the following months, including a meeting between US vice president, Joe Biden, and representatives from the video game industry on the topic of video game violence.<ref>Tassi P.[https://www.forbes.com/sites/insertcoin/2013/01/10/joe-biden-meeting-with-video-game-industry-about-gun-violence "Joe Biden sets misguided meeting with video game industry about gun violence"]. {{Webarchive|url=https://web.archive.org/web/20170307052404/https://www.forbes.com/sites/insertcoin/2013/01/10/joe-biden-meeting-with-video-game-industry-about-gun-violence/ |date=2017-03-07 }} ''[[Forbes]]'' 10 January 2013.</ref> The official investigation report, released on 25 November 2013, discussed video games only briefly in the 48-page document and did not suggest they contributed to Lanza's motive. The report revealed that Lanza played a variety of video games, although he was most fond of non-violent video games such as ''Dance, Dance Revolution'' and ''Super Mario Brothers''. The report particularly focused on ''Dance, Dance Revolution'' which he played regularly, for hours, with an associate.<ref>{{cite web |url=https://www.scribd.com/doc/187052598/Official-Sandy-Hook-Report |title=Official Sandy Hook Report |publisher=Scribd.com |access-date=2015-02-18 |archive-date=2014-12-31 |archive-url=https://web.archive.org/web/20141231182612/http://www.scribd.com/doc/187052598/Official-Sandy-Hook-Report |url-status=live }}</ref>
 
After the [[Sandy Hook Elementary School shooting]] on 14 December 2012, initial media reports mis-identified the shooter as Ryan Lanza, the brother of the perpetrator. After discovering that Ryan had liked ''[[Mass Effect]]'' on Facebook, an internet mob immediately attacked the game's Facebook page, labelling the developers "child killers".<ref>Ashcraft B. [https://web.archive.org/web/20130315113459/http://kotaku.com/5968683/mob-blames-mass-effect-for-school-shooting-is-embarrassingly-wrong "Mob blames mass effect for school shooting, is embarrassingly wrong"]. ''Kotaku'' 15 December 2012.</ref> Once it was discovered that it was his brother, Adam, who had carried out the massacre, initial news stories claimed a link to two video games, ''[[StarCraft]]'' and ''[[Dance Dance Revolution]]''.<ref>Saidi N. and Gross D. [http://www.cnn.com/2012/12/19/tech/gaming-gadgets/violent-video-games-newtown "After Newtown, some shoppers think twice about violent video games"]. {{Webarchive|url=https://web.archive.org/web/20130221040235/http://www.cnn.com/2012/12/19/tech/gaming-gadgets/violent-video-games-newtown |date=2013-02-21 }} CNN 20 December 2012.</ref> After a UK tabloid claimed that Lanza had a ''[[Call of Duty]]'' obsession, this was widely repeated across the internet,<ref>McFerran D. [http://www.nintendolife.com/news/2012/12/uk_press_pins_blame_for_sandy_hook_massacre_on_video_games "UK press pins blame for Sandy Hook massacre on video games"]. {{Webarchive|url=https://web.archive.org/web/20121221105242/http://www.nintendolife.com/news/2012/12/uk_press_pins_blame_for_sandy_hook_massacre_on_video_games |date=2012-12-21 }} ''Nintendo Life'' 18 December 2012.</ref> Subsequently, a small town near Sandy Hook organized the collection and burning of video games in exchange for a gift certificate.<ref>Crecente B. [http://www.polygon.com/2013/1/2/3828182/connecticut-town-holds-drive-to-collect-and-destroy-violent-video "Connecticut town holds drive to collect and destroy violent video games"]. {{Webarchive|url=https://web.archive.org/web/20130204080334/http://www.polygon.com/2013/1/2/3828182/connecticut-town-holds-drive-to-collect-and-destroy-violent-video |date=2013-02-04 }} ''Polygon'' 2 January 2013.</ref> A report by CBS claimed that anonymous law enforcement sources suggested a link to video games, which was later dismissed by the Connecticut police, saying that it was "all speculation".<ref>Ferguson C. [http://edition.cnn.com/2013/02/20/opinion/ferguson-adam-lanza "Video games didn't cause Newtown rampage"]. {{Webarchive|url=https://web.archive.org/web/20130301051704/http://edition.cnn.com/2013/02/20/opinion/ferguson-adam-lanza |date=2013-03-01 }} CNN 20 February 2013.</ref> However, the incident prompted a wave of [[Reaction to the Sandy Hook Elementary School shooting#Violent video games|legislative and bureaucratic efforts against violent video games]] in the following months, including a meeting between US vice president, [[Joe Biden,]] and representatives from the video game industry on the topic of video game violence.<ref>Tassi P.[https://www.forbes.com/sites/insertcoin/2013/01/10/joe-biden-meeting-with-video-game-industry-about-gun-violence "Joe Biden sets misguided meeting with video game industry about gun violence"]. {{Webarchive|url=https://web.archive.org/web/20170307052404/https://www.forbes.com/sites/insertcoin/2013/01/10/joe-biden-meeting-with-video-game-industry-about-gun-violence/ |date=2017-03-07 }} ''[[Forbes]]'' 10 January 2013.</ref> The official investigation report, released on 25 November 2013, discussed video games only briefly in the 48-page document and did not suggest they contributed to Lanza's motive. The report revealed that Lanza played a variety of video games, although he was most fond of non-violent video games such as ''Dance, Dance Revolution'' and ''Super Mario Brothers''. The report particularly focused on ''Dance, Dance Revolution'' which he played regularly, for hours, with an associate.<ref>{{cite web |url=https://www.scribd.com/doc/187052598/Official-Sandy-Hook-Report |title=Official Sandy Hook Report |publisher=Scribd.com |access-date=2015-02-18 |archive-date=2014-12-31 |archive-url=https://web.archive.org/web/20141231182612/http://www.scribd.com/doc/187052598/Official-Sandy-Hook-Report |url-status=live }}</ref>
 
In the wake of the [[2019 El Paso shooting|El Paso, Texas shooting on 3 August]], and the [[2019 Dayton shooting|Dayton, Ohio shooting on 4 August]] in 2019, President [[Donald Trump]] partially attributed the shootings to video games. Trump stated "We must stop the glorification of violence in our society. This includes the gruesome and grisly video games that are now commonplace. It is too easy today for troubled youth to surround themselves with a culture that celebrates violence."<ref name="cnn 2019-08-05"/> Similar concerns were raised by House Minority Leader [[Kevin McCarthy]].<ref name="cnn 2019-08-05">{{cite news |url=https://www.cnn.com/2019/08/05/politics/violent-video-game-shooting-fact-check/index.html |title=Fact check: Are violent video games connected to mass shootings? |first=Ellie |last=Kaufman |date=5 August 2019 |access-date=5 August 2019 |publisher=[[CNN]] |archive-date=5 August 2019 |archive-url=https://web.archive.org/web/20190805204202/https://www.cnn.com/2019/08/05/politics/violent-video-game-shooting-fact-check/index.html |url-status=live }}</ref>
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On 22 July 2011, [[Anders Behring Breivik]] perpetrated the [[2011 Norway attacks]], detonating a car bomb in the executive government quarter, and then travelled to a summer camp for teenagers, where he proceeded to stalk and kill a large number of people. Seventy-seven people were killed in the attacks, a majority of them being teenagers who were at the summer camp. Hundreds were injured by the car bomb explosion.<ref>{{cite web |url=http://www.biography.com/people/anders-behring-breivik-20617893 |title=Anders Behring Breivik biography |access-date=2013-03-11 |work=Biography.com |quote=On July 22, 2011, a bomb exploded in a car outside the office of Prime Minister Jens Stoltenberg in Regjeringskvartalet in central Oslo. The powerful blast killed eight people and injured hundreds... Breivik went on a deadly shooting spree at the camp, killing 69 people, mostly teens. |archive-date=2013-03-05 |archive-url=https://web.archive.org/web/20130305160719/http://www.biography.com/people/anders-behring-breivik-20617893 |url-status=live }}</ref> Breivik himself claimed in court that he had deliberately used the 2009 video game ''[[Call of Duty: Modern Warfare 2]]'' to train for the attacks, specifically by practicing his aim using a "holographic aiming device".<ref>{{cite news |url=https://www.theguardian.com/world/2012/apr/19/anders-breivik-call-of-duty |title=Anders Breivik 'trained' for shooting attacks by playing Call of Duty |access-date=2013-03-11 |last=Pidd |first=Helen |date=2012-04-19 |work=The Guardian |quote=The 33-year-old said he practiced his shot using a "holographic aiming device" on the war simulation game, which he said is used by armies around the world for training. "You develop target acquisition", he said. He used a similar device during the shooting attacks that left 69 dead at a political youth camp on the island of Utøya on 22 July. |archive-date=2019-11-17 |archive-url=https://web.archive.org/web/20191117080738/https://www.theguardian.com/world/2012/apr/19/anders-breivik-call-of-duty |url-status=live }}</ref> He stated in his manifesto that he had been planning the attacks since 2002.
 
On 24 March 2012, 14-year-old Noah Crooks was accused of shooting Gretchen, his 32-year-old mother, dead with a .22 caliber rifle after a failed attempt to rape her. He was charged with first-degree murder and assault. During the dispatch call to 911 shortly following the murder, Crooks revealed that his mother had taken away his ''Call of Duty'' video game because his grades had turned poor and that this was the reason why he snapped. According to dispatch, Crooks did not seem emotional even though he had killed his mother a couple of hours earlier.<ref>{{Cite web|url=http://www.mirror.co.uk/news/world-news/noah-crooks-boy-13-killed-1868899|title=Noah Crooks: Boy, 13, 'killed mum after attempting to rape her in row over Call of Duty'|last=Collins|first=David|date=2013-05-04|website=Daily Mirror |access-date=2020-04-16|archive-date=2019-10-07|archive-url=https://web.archive.org/web/20191007115030/https://www.mirror.co.uk/news/world-news/noah-crooks-boy-13-killed-1868899|url-status=live}}</ref>
 
On the night of 14 April 2012, in [[Clydebank, Scotland]], a 13-year-old boy slashed his friend's throat after a session of ''[[Gears of War 3]]''. The wound was deep enough to expose his [[trachea]] and required 20 staples after his surgery. In March 2013, Brian Docherty, a chairman of the Scottish Police Federation, commented that "These games are rated 18 and shouldn't be played by children of this young age" and that "We need to look again at what we can do to [prevent children from playing games meant for adults]."<ref>{{cite web|url=http://www.eurogamer.net/articles/2013-05-03-senior-scottish-cop-attacks-online-gaming-after-13-year-old-boy-slashes-a-friends-throat-following-gears-of-war-3-session|title=A Senior Scottish Cop Calls For a Second Look into Prevention of Children Playing Adult Games Online After a 13-Year-Old Boy Slashes His Friend's Throat Following Gears of War 3 Session|author=Wesley Yin-Poole|website=[[Eurogamer]]|date=3 May 2013|access-date=16 June 2015|archive-date=17 June 2015|archive-url=https://web.archive.org/web/20150617083043/http://www.eurogamer.net/articles/2013-05-03-senior-scottish-cop-attacks-online-gaming-after-13-year-old-boy-slashes-a-friends-throat-following-gears-of-war-3-session|url-status=live}}</ref> Similar and other effects were denounced in 2004 by [[Gary Webb]] in his article ''The Killing Game'', exposing the use of increased reality video games by the US Army.<ref>{{cite news |url=http://www.newsreview.com/sacramento/killing-game/content?oid=31755 |title=The killing game |work=Sacramento News & Review |date=14 October 2004|access-date=2015-02-18 |archive-date=2014-10-09 |archive-url=https://web.archive.org/web/20141009074930/http://www.newsreview.com/sacramento/killing-game/content?oid=31755 |url-status=live }}</ref>
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Action video game players have better [[hand–eye coordination]] and visuo-motor skills, such as resistance to distraction, sensitivity to information in the peripheral vision and ability to count briefly presented objects, than non-players.<ref>{{Cite journal |last1=Daphne Bavelier |last2=Green |first2=C. Shawn |date=May 2003 |title=Action video game modifies visual selective attention |journal=Nature |volume=423 |issue=6939 |pages=534–537 |doi=10.1038/nature01647 |pmid=12774121 |bibcode=2003Natur.423..534G |s2cid=1521273 |issn=1476-4687 |url=https://archive-ouverte.unige.ch/unige:103890 |access-date=2020-03-18 |archive-date=2020-06-06 |archive-url=https://web.archive.org/web/20200606033158/https://archive-ouverte.unige.ch/unige:103890 |url-status=live |doi-access=free }}</ref> Through the development of the [[PlayStation Move]], [[Kinect]] and [[Wii]], video games can help develop motor skills through full body movement.<ref>[[Steven Johnson (author)|Johnson S]]. ''[[Everything Bad Is Good For You]]''. Penguin Group, New York 2005 pp. 153–156.</ref> Furthermore, video games have also been linked with increased visual and attentional skills. Studies have shown that video game players were not only able to track 2 more objects on average than non video-game players, but were also more likely to recognize targets in a cluttered area.<ref>{{Cite journal|last1=Achtman|first1=R.L.|last2=Green|first2=C.S.|last3=Bavelier|first3=D.|date=2008 |title=Video games as a tool to train visual skills|journal=Restorative Neurology and Neuroscience |volume=26 |issue=4–5|pages=435–446|issn=0922-6028|pmc=2884279|pmid=18997318}}</ref> Experiments have indicated increases in cognition and problem solving skills in professional gamers.<ref name="discovermagazine.com"/> A common viewpoint is that playing video games is an intellectually lazy activity, but research suggests it may actually strengthen children's spatial navigation, reasoning, memory and perception skills.<ref>{{cite web|last1=Nauert|first1=Rick |title=Video Games can help Boost Social, Memory & Cognitive Skills|url=http://psychcentral.com/news/2013/11/26/video-games-help-boost-social-memory-cognitive-skills/62537.html|website=PsychCenteral|date=26 November 2013 |publisher=John M. Grohol|access-date=2015-04-15|archive-date=2015-04-15|archive-url=https://web.archive.org/web/20150415071326/http://psychcentral.com/news/2013/11/26/video-games-help-boost-social-memory-cognitive-skills/62537.html|url-status=live}}</ref>
 
In 1994, a study conducted by the University of California in which fifth graders played extensive hours of video games, they managed to gain better spatial skills.<ref>{{cite journal|last1=Subrahmanyam|first1=K.|last2=Greenfield|first2=P.M.|title=Effects of video game practice on spatial skills in girls and boys|journal=Journal of Applied Developmental Psychology|date=1994|volume=15|issue=1|pages=13–32|doi=10.1016/0193-3973(94)90004-3|s2cid=4829410 }}</ref> The children were split into two groups, with the experimental group playing ''[[Marble Madness]]'', while the control group played ''Conjecture''. The distinction is important because ''Marble Madness'' requires spatial skills while ''Conjecture'' does not. The results may not be generalizable, since the sample of kids is taken from a single private school, and may not necessarily be representative of the population. The children practiced their respective game for forty-five minutes per session for three sessions, all on separate days. Appropriate pre- and post-tests were also assessed for [[spatial ability]], on the day before and after the sessions. Irrespective of gender, practicing ''Marble Madness'' significantly increased spatial ability, especially in the children who had low performance on the spatial ability pre-test. Conversely, playing ''Conjecture'' did not increase children's spatial skills. This indicates that the type of game is important to consider when changes to cognitive abilities appear to be present. It is unknown if these increases in spatial ability persist into the long-term. This could mean that any benefits to practicing may only last if practice sessions are done at least intermittently.
 
===Relief from stress===
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===Pro-social behavior===
In 2010, Tobias Greitemeyer and Silvia Osswald conducted a series of 4 experiments where some people played a prosocially themed video game, and others played a neutral video game. They found that the people who played the prosocial game were more helpful compared to the people who played the neutral game when another person had a mishap and asked for help. The people who played prosocial games were also more likely to assist in further experiments as a favor to the researcher, and more likely to step in and calm down a situation where someone was being harassed.<ref>{{Cite journal|last1=Greitemeyer|first1=Tobias |last2=Osswald|first2=Silvia|date=2010|title=Effects of prosocial video games on prosocial behavior |journal=Journal of Personality and Social Psychology|volume=98|issue=2|pages=211–221|doi=10.1037/a0016997 |pmid=20085396|s2cid=17797503|issn=1939-1315 |url=https://semanticscholar.org/paper/61fae380cba2bedd9d3815f0d6bc3f11b96b06c5|access-date=2019-11-29 |url-status=live|archive-date=2020-11-20|archive-url=https://web.archive.org/web/20201120085515/https://www.semanticscholar.org/paper/Effects-of-prosocial-video-games-on-prosocial-Greitemeyer-Osswald/61fae380cba2bedd9d3815f0d6bc3f11b96b06c5}}</ref>
 
In 2012, a study approved by Iowa State University assessed whether prosocial games could promote helpful behavior in children. In this study, children aged 9–14 years old played three different types of video games.<ref>{{cite journal|last1=Saleem|first1=M.|last2=Anderson|first2=C.A.|last3=Gentile|first3=D.A. |title=Effects of prosocial, neutral, and violent video games on children's helpful and hurtful behaviors |journal=Aggressive Behavior|date=2012 |volume=38|issue=4|pages=281–287|doi=10.1002/ab.21428|pmid=25363697 |s2cid=23614155|url=https://semanticscholar.org/paper/b2a5dc4f3f7319285ae865a09af00a55d8698083|access-date=2019-11-29|url-status=live|archive-date=2020-11-20 |archive-url=https://web.archive.org/web/20201120085515/https://www.semanticscholar.org/paper/Effects-of-Prosocial%2C-Neutral%2C-and-Violent-Video-on-Saleem-Anderson/b2a5dc4f3f7319285ae865a09af00a55d8698083}}</ref> They were first assessed for aggression in order to avoid confounding. Afterwards, they completed a puzzle task with a partner and then assigned tangrams to a fictitious person in another room. The participants were told that the person in the other room, who they did not know was not actually real, had an opportunity to win a prize. The children were told they were not eligible for the gift card. The measure for helpful or hurtful behavior was based on how many easy or difficult tangrams they assigned to the fictitious person. Results indicated that playing prosocial games significantly more helpful behaviors in children than those who played violent video games. Conversely, playing violent video games had significantly more hurtful behaviors in children than the children who played prosocial games. Deviations from the expected pattern were also non-significant. The short-term effects observed after only thirty minutes of playing are substantial enough to consider the possibility that the longer amount of time a child plays a video game, the more effect it will have on their behavior. The researchers concluded that playing prosocial games affects a child's social cognition, because it changes their attitudes and affect. It is also important to note that outside the confines of a study, playing a video game may affect how a child acts, but it is not the only factor present that can affect this.
 
A study conducted in June 2014 at the [[University of Buffalo]] concluded that violent behavior in a virtual environment could lead to players' increased sensitivity of the moral codes that they violated, due to immoral behavior in video games eliciting guilt in players.<ref>{{Cite journal|volume=17|issue=8 |pages=499–504|doi=10.1089/cyber.2013.0658|pmid=24950172|year=2014|last1=Grizzard|first1=Matthew |title=Being Bad in a Video Game Can Make Us Morally Sensitive|journal=Cyberpsychology, Behavior, and Social Networking|last2=Tamborini|first2=Ron|last3=Lewis|first3=Robert J.|last4=Wang|first4=Lu|last5=Prabhu |first5=Sujay|hdl=2152/41144|hdl-access=free}}</ref>
 
===Mental health disorders===
Studies have shown that video games, whether they are designed to be therapeutic or not, can be used to lower anxiety levels of those who suffer from chronic anxiety issues.<ref>{{cite journal|last1=Hsieh|first1=Ru-Lan|title=The Impact of Short Term Video Games on Performance among Children with Developmental Delays: A Randomized Controlled Trial|journal=PLOS ONE|date=2016|volume=11|issue=3|pages=e0149714|doi=10.1371/journal.pone.0149714|pmid=26983099|pmc=4794225|bibcode=2016PLoSO..1149714H|doi-access=free}}</ref> Furthermore, a study done on children with mental disorders showed specifically designed therapeutic games, that provide a "lifelike alternate reality", which can help treat problems such as schizophrenia, anxiety disorders, and ADHD.<ref>Concepcion, H., (2017). "Video Game Therapy as an Intervention for Children With Disabilities Literature Review and Program Protocol". (Vol. 51, ''Therapeutic Recreation Journal'') Retrieved from http://search.lib.virginia.edu/articles/article?id=s3h%3A125493486 {{Webarchive|url=https://web.archive.org/web/20200922013430/https://search.lib.virginia.edu/articles/article?id=s3h%3A125493486 |date=2020-09-22 }}</ref>
 
Video games can be used in treatment for [[PTSD]]. Several studies tested using combat-themed first-person shooter games for treating the PTSD of veterans. The veterans reported that the games helped overcome their traumatic experiences and provided a way to socialize, which many PTSD sufferers struggle with. <ref>https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4601548/ </ref>
 
==See also==
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[[Category:Video game controversies| ]]
[[Category:Violence in video games]]