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Debunking the Video Games Myth

By Ruben Velazquez Staff Writer

Over the past few years, there has been a heated debate about the effects of violent mature (M) rated video games on real-life crime. These games, which often depict intense violence, blood and gore, sexual content, and strong language, have come under intense scrutiny from parents, politicians, and media figures who worry that they may be contributing to a rise in violent crime.

However, a closer look at the available data reveals a more complex picture. While violent crime rates have indeed risen in some areas, including

San Bernardino County, overall crime rates have been trending downward since 2008.

According to data from the San Bernardino County Office, the overall crime rate in the county has been steadily declining since 2008. In that year, there were 36,232 reported crimes in the county, including 7,764 violent crimes.

By 2019, the total number of reported crimes had fallen to 23,621, a decrease of over 34%.

The number of violent crimes had also fallen, but by a smaller margin: from 7,764 in 2008 to 5,460 in 2019, a decrease of just over 30%.

While these numbers certainly cause celebration, they don’t tell the whole story.

As mentioned, the number of violent crimes has risen slightly in recent years. This could be cause for concern, but it’s important to note that the increase is relatively small.

In 2019, there were 5,460 violent crimes reported in the county, up from 5,184 in 2018, an increase of just over 5%. This is still a relatively low number, and it’s important to keep the increase in perspective.

One factor that has often been cited as a potential cause of violent crime is violent M-rated video games. These games, which often depict graphic violence and other mature content, have been the subject of much controversy in recent years, with some critics arguing that they contribute to real-life violence.

During his last speech with the NRA, Ted Cruz stated that video games are “desensitizing the act of murder.” However, a closer look at the available data suggests that this may not be the case.

While M-rated video games do contain mature content, they are not as prevalent in the market as some might think.

According to the Entertainment Software Rating Board (ESRB), which rates video games in the U.S., just 12% of the 4,839 games reviewed in 2021 were rated Mature. In contrast, fully 50% of games were rated E, for everyone.

Furthermore, even among the most popular games, M-rated titles are not always dominant. In each year from 2008 to 2019, there were an average of 4 video games in the top 10 best-sellers list in the U.S. that were rated M. This included games from the Call of Duty series, which have been the subject of particular concern among critics.

Taken together, these data suggest that violent M-rated video games may not be as significant a contributor to real-life crime as some have suggested. While it’s certainly true that some people who play these games may be more prone to violence than others, there is little evidence to suggest that this is a widespread problem.

This is not to say that we should dismiss concerns about violence in the media altogether.

There is certainly a case to be made for regulating the content of video games, movies, and other forms of entertainment to ensure that they are appropriate for all audiences. However, we should be careful not to assume that violent media is the sole cause of real-life violence.

Many factors contribute to crime, including poverty, mental illness, and easy access to firearms. Addressing these underlying issues may be a more effective way to reduce violence than trying to ban violent video games.

While it’s certainly true that violent crime rates have risen in some areas, including San Bernardino County, the overall trend is downward. This suggests that, whatever factors may be contributing to real-life violence, they are not enough to overwhelm the larger trend toward safety and security.

At the same time, it’s clear that violent M-rated video games are not as dominant in the market as some might think. While they do exist, and may be popular among certain demographics, they are not the only or even the most prevalent type of game on the market. And while there may be some correlation between playing these games and engaging in violent behavior, the evidence is far from conclusive. Rather than simply assuming that one causes the other, we should look at the available data and consider all of the different factors that may be contributing to crime, then we can hope to make progress in reducing violence and making our communities safer for everyone.

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