As video game images become increasingly more realistic and graphic, policy makers are debating if there is a link between the violence depicted in those games and violence in real life.
A 20-year-old gunman"s shooting spree at a school in the northeastern America this month has reinvigorated discussions about violence, prompting lawmakers to call for greater examination of brutality in video games. "But evidence does not suggest violence in games causes violence in life," says James Ivory, a professor in the university"s department of communication who researches the effects of video games. "The agreement is pretty well universal among social scientists that there is not a clearly
established
link between actual violent crime and violent media usage," says Ivory.
He adds that it is possible, though debated, that exposure to violent video games could make a person think or respond more aggressively in a short term, in Ivory"s words, "might even make you potentially more of a jerk to somebody." But he emphasizes, temporary aggression and violent crime are worlds apart.
Wayne LaPierre, head of the National Rifle Association, disagrees. He maintains that there exists in this country sadly a callous, corrupt and corrupting shadow industry that sells and sows violence against its own people, through vicious, violent video games.
He named the popular game "Grand Theft Auto" as an example. One of the creators of "Grand Theft Auto", Navid Khonsari, says he grew up playing video games in Iran, Canada and the U.S. , where video games were enjoyed by people of all ages. "The discerning factor among the countries," says Khonsari, "is that while video games have been readily available, what has been limited is the accessibility to weapons.
The focus on virtual violence might be limiting substantive discussions about firearm regulations and mental health treatment. "When we talk about violent video games and actual violent crime, we"re chasing something that hasn"t really been observed and we"re not talking about other things that have been observed," says Ivory.
Despite the renewed focus on video game violence, investigators of the most recent U.S. school shooting have not said whether the young gunman was a player of violent video games. Interest in video games continues to grow around the globe. Analysts estimate people spent about $70 billion worldwide on video games and components in 2012. North America, Western Europe and East Asia remain key markets, while gaming is on the rise in India, Brazil, Russia and Southeast Asia. What"s the feature of the present day video games
A.They contain too much violence. B.They seem so lifelike and vivid. C.They have no difference with the real life. D.They have become increasingly popular among youngsters.