Violent Video Games and Crime
Joost Impink,
Patrick Kielty,
Han Stice and
Roger White
Journal of Media Economics, 2020, vol. 33, issue 3-4, 49-73
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.
Date: 2020
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Persistent link: https://EconPapers.repec.org/RePEc:taf:jmedec:v:33:y:2020:i:3-4:p:49-73
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DOI: 10.1080/08997764.2021.2008409
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