I’m OK with it. (I’ve only glanced at the article.)
It’s easy for me to say. I’m in my mid-twenties, and I don’t play many games at all that have ratings above T (none that are Adult Only/AO and I don’t think any that are Mature/M.)
But as it stands, don’t you already have to provide an ID to purchase and rent games above a certain rating? This just holds people to it. So it’s nothing new, really.
As for jobs, like I said, I was always under the impression that your parents would have to buy it for you anyway. And it’s not quite like cigarettes, because buying cigarettes and alcohol for a minor is an offense. So the sales wouldn’t decrease. And unless people only buy bloody/violent video games, then people who work in developing AO/M games would simply find work in other games. Instead of having a game that drops the f-bomb or makes a person’s head explode, then you’d have people working in other genres or using “frick” instead.
Also, your parents are psychiatrists. What do they say on the matter? My father’s a woodworker. I don’t know anything about working wood (no homo.) I don’t necessarily trust your by-proxy expertise.
However, I do have experience in social science research, and a quick search of Google yields these sorts of abstract excerpts:
An updated meta-analysis reveals that exposure to violent video games is signiﬁcantly linked to increases in aggressive behaviour, aggressive cognition, aggressive affect, and cardiovascular arousal, and to decreases in helping behaviour. Experimental studies reveal this linkage to be causal. Correlational studies reveal a linkage to serious, real-world types of aggression. Methodologically weaker studies yielded smaller effect sizes than methodologically stronger studies, suggesting that previous meta-analytic studies of violent video games underestimate the true magnitude of observed deleterious effects on behaviour, cognition, and affect.
-This from the Journal of Adolescence, Craig Anderson, “An update on the effects of playing violent video games”
Research shows that violent video games increase aggressive behavior and decrease prosocial behavior, but could relaxing video games have the opposite effects?
-This from a Whitaker/Bushman article in 2009. This is in the background for their article on prosocial behavior from video games.
Longitudinal analyses using path analysis showed that violence exposure at T1 predicted physical (but not indirect/relational) aggression 30 months later,
-This from a German study published in 2008 (within about five years is “current” for this field).
In any case, the results are mixed, at best. And there’s certainly peer-reviewed evidence saying that violent video games increased not only aggression but violent behavior as well.
My question is: why are people so attached to kill people in such brutal ways for fun?