Statistics show that the rate of violent crime in the United States surpasses
the rate in any other Western democracy. Homicide is the second leading cause
of death for Americans age 15 to 30 and the leading cause of death for African
Americans in that age bracket. By the 7th grade, the average American child
will have witnessed 8,000 murders and 100,000 acts of violence on television.
What are the causes of violence? There is no easy answer, and probably no
single cause. Some experts emphasize biological reasons, such as genetic or
chemical "triggers" in people that make them more likely to be violent. Others
blame such social problems such as poverty, discrimination, or the breakdown of
family values. And some point to cultural factors, such as the amount of
violence portrayed in the visual media. A particular concern is the growing
market of video games that feature high levels of realistic violence.
This unit provides information on what is currently known about violence on
television and in video games and what effect the exposure to this violence has
on youth. It examines current policies, both in the United States and in
Europe, that are designed to classify and regulate access to violent video
games. The unit also presents a discussion model called "structured academic
controversy" for exploring the facts, arguments, and options surrounding the
regulation of violent video games.
Focus Question
Should our democracy place criminal penalties on anyone who sells or rents
violent video games rated AO (ESRB) or 18+ (PEGI) to persons younger than 18?
Objectives
Learn how experts understand the causes of violence.
Identify research that explores possible connections between media portrayals
of violence and violent behavior among young people.
Analyze the reasons for supporting and opposing limits on violent video games
for young people.
Identify areas of agreement and disagreement with other students.
Decide, individually and as a group, whether governments should place a
criminal penalty on the selling or renting of violent video games to young
people; support decisions based on evidence and sound reasoning.
Reflect on the value of deliberation when deciding issues in a democracy.