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games research

Research Post 3: A correlation between video game sales and violence

For the next part of my research, I read a New York Times article that discussed recent findings concerning violence and its relation to video games. The main gist of the article is that it in most situations there are too many variables to control for which gives skewed results. Christopher J. Ferguson, one of the researchers and an associate psychology professor at Texas A&M International University is quoted saying that this particular area of research has been very poorly done and he cannot draw a conclusion from the research that has been done.

There were two statistics in this article that stuck out to me and will be very important in my research. The first, was that from 1994 to 2010 the number of violent youth offenders was cut in half, meaning that 224 out of every 100,000 of population fit that criteria. This is an argument against those that say video games spur violence has the popularity (and realism) of video games has grown during that time period.

The article focused on a paper that examined the the correlation between video game sales and violence rates. The study found that higher video game sales were actually followed by a lower rate of violent crimes.

For my next post I intend to read this article and see what other information is in it.

The New York Times is a reliable source, but this article can only be taken in the context of other findings. It has helped me get a stronger base in where the research on this topic has been and what direction it is heading in. This will help me critically analyze research articles better and examine them in the context of other research being done.

Citation

Carey, Benedict. “Shooting in the Dark.” The New York Times 11 Feb. 2013: n. pag. Print.

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Discussion

One thought on “Research Post 3: A correlation between video game sales and violence

  1. Perhaps the reason the research done on this particular subject is so poorly executed is because of the reasons the people involved have for conducting it. When something horrible happens, people always look for a scapegoat. It’s a natural tendency to point fingers. So when a younger person commits a horrendous crime, people think ‘well what has changed in their generation that would urge them to do such a thing.’ And most of the time they come up with the one thing that has developed the most in the last couple decades: video games. So they go out and do some spotty research and come back with scary stats that are half made up. What the industry needs is credible, unbiased research to prove what’s really going on.

    Posted by sccrdude540 | June 25, 2013, 12:52 am

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