On April 29, 2008, Rockstar Games released the newest installment of the Grand Theft Auto series to rave reviews and, as has become the custom, the denouncements of many for its violent content.
The worries that the game may be inciting violence among the youth of America have been spurred by the impressive sale figures of the game. The game sold a whopping 3.6 million units on its first day and grossed over $500 million in its first week. But are these worries justified?
It is not difficult to understand why one might think that the increase of violence in today's society may be linked to the violence inherit in games such as GTA IV.
However, this rests on one rather large assumption that is completely unfounded: that there is an increase of violence in America.
Despite what politicians such as Hillary Clinton or the pudits over at Fox News may claim, the number of violent crimes in the United States has been steadily declining for over a decade.
According to the Bureau of Justice Statistics of the U.S. Department of Justice, back in 1994-just one year after the release of the notorious Doom-the violent crime rate began its downward spiral, falling from 50 victims per 1,000 citizens in 1994 to 21 victims per 1,000 citizens just 10 years later. That is a decline of over 50 percent in a decade that saw the release of the bulk of the Grand Theft Auto series, as well as Mortal Kombat, Half Life and Halo.
Perhaps these numbers do not adequately reflect the rates of violence of today's youth, though. In fact they do not: The numbers for America's youth are even better. According to the Department of Justice, "Recently, the offending rates for 14-17 year-olds reached the lowest levels ever recorded."
One may be tempted to claim that video games have actually reduced the number of violent crimes in this nation, but this would be unfounded and irresponsible.
There is no evidence to support such a claim, and the more likely culprit for this decline is the economic upturn of the 1990s.
Still, critics may argue that the recent downturn in crime rates do not in and of themselves discredit their claims that violent video games are having an adverse effect on our society.
One often hears of studies that purportedly prove the link between violence in the virtual world and the real world.
At best, these studies have been able to show a short-term link between virtual violence and aggressive behavior, with effects wearing off within 15 minutes.
The majority of these studies have been unable to prove any link whatsoever.
The truth of the matter is that violent video games are not inciting a bloodthirsty lust within the American populace. People are in fact capable of differentiating violence on their screens and violence in real life.
Video games are simply filing the roll of scapegoat that essentially every form of media has played at one time or another. Rock music, films, television, comic books, and novels have all been accused of similar crimes.
In time video games will come to be respected as these forms of media have and the ire of the nation will turn to whatever new form of media that will assuredly ruin our society.



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