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Video games and violence

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Video games and violence
97% of 12-17 year olds in the US played video games in 2008, thus fueling an $11.7 billion domestic video game industry. In 2008, 10 of the top 20 best-selling video games in the US contained violence.

Violent video games have been blamed for school shootings, increases in bullying, and violence towards women. Critics argue that these games desensitize players to violence, reward players for simulating violence, and teach children that violence is an acceptable way to resolve conflicts.

Video game advocates contend that a majority of the research on the topic is deeply flawed and that no causal relationship has been found between video games and social violence. They argue that violent video games may reduce violence by serving as a substitute for rough and tumble play and by providing a safe outlet for aggressive and angry feelings.

A 2005 resolution by the American Psychological Association called for the reduction of violence in video games marketed to youth because of possible links between video games and aggression towards women. [30] In response to the discovery of disabled but accessible sexual content in Grand Theft Auto: San Andreas, then-Senator of New York Hillary Clinton introduced a bill in 2005 to criminalize selling "Mature" or "Adults Only" rated video games to minors, arguing that video games were a "silent epidemic of desensitization." [15] The bill died in committee at the end of the 109th

Furthermore, there is currently sound evidence that smoked marijuana is harmful. A past evaluation by several Department of Health and Human Services (HHS) agencies, including the Food and Drug Administration (FDA), Substance Abuse and Mental Health Services Administration (SAMHSA) and National Institute for Drug Abuse (NIDA), concluded that no sound scientific studies supported medical use of marijuana for treatment in the United States, and no animal or human data supported the safety or efficacy of marijuana for general medical use."
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