Abstract
ABSTRACT This study examines the change in crime observed in the weeks following the release (exogenous shocks to video game play) of top-selling video games between 2006 and 2011. We find that the release of violent (Mature-rated) video games is associated with an increase in overall crime in the weeks following release. Crime increases for both youth and adults following blockbuster Mature-rated releases, but the increase in crime among youth is approximately four times greater (8%) than the increase among adults (2%). Conversely, we find that the release of best-selling nonviolent (Everyone-rated) video games is not associated with a change in crime in the weeks directly following the release. Our results suggest that the release of violent video games increases crime in the United States, at least in the short-term, especially among the under-17 population for whom Mature-rated games are explicitly labeled as not “suitable.” Interestingly, our results are completely moderated in U.S. counties that forbid alcohol sales, which suggests that alcohol is a necessary channel through which exposure to violent video games contributes to crime.
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have
Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.