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In the past, you were a gamer because you liked playing videogames, regardless of non-issues like gender, race or sexuality. However, the people behind the recent fuss see everything through the warped lens of identity politics. Their narcissism and willingness to harass game developers into submission has made the art of making a good videogame even more of a chore. Instead of developers being able to portray their own vision and tell their stories, they are constantly being coerced by mobs of online activists to adhere to particular neurotic standards. Even when game developers aren’t being shouted down for creating an allegedly aberrant game, the spectre of the Twitterati, the coercive power of their fury, must be ever-present.
Quite simply, the research just hasn’t panned out. For one thing, even while video game sales have skyrocketed, youth violence plummeted to its lowest levels in 40 years according to government statistics. Secondly, it has been increasingly recognized that much of the early research on VVG linking them to increased aggression was problematic: most studies used outcome measures that had nothing to do with real-life aggression and failed to control carefully for other important variables, such as family violence, mental health issues or even gender in many studies (boys both play more VVG and are more aggressive.) This was something the U.S. Supreme Court recognized when, after considering California’s attempt to ban the sale of VVG to minors in Brown v. EMA, it stated on June 27, 2011, “These studies have been rejected by every court to consider them, and with good reason.”
“Difficulty was a consistent, robust predictor that accounted for a certain share of the variability in aggressive feelings and thoughts and behaviors,” says Andrew Przybylski, an experimental psychologist at Oxford and the lead author on the paper. “We didn’t once find a content effect.”
Dr Andy Przybylski, from Oxford University’s Oxford Internet Institute, the lead author, said the fact that the study had not found evidence of a link between violent games and real-life aggression did not mean it does not exist but academics are divided about the possible effects.

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