Joost Impink, P. Kielty, Han Stice, Roger M. White
{"title":"电子游戏会增加犯罪吗?","authors":"Joost Impink, P. Kielty, Han Stice, Roger M. White","doi":"10.2139/ssrn.2652919","DOIUrl":null,"url":null,"abstract":"This study examines the change in crime observed in the weeks following the release of both violent and non-violent top-selling video games between 2006 and 2011. We find that the release of 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 Mature-related 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 non-violent (Everyone-rated) video games is associated with a decrease 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.”","PeriodicalId":134837,"journal":{"name":"CJRN: Other Correlates of Crime (Topic)","volume":"71 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2015-08-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Do Video Games Increase Crime?\",\"authors\":\"Joost Impink, P. Kielty, Han Stice, Roger M. White\",\"doi\":\"10.2139/ssrn.2652919\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This study examines the change in crime observed in the weeks following the release of both violent and non-violent top-selling video games between 2006 and 2011. We find that the release of 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 Mature-related 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 non-violent (Everyone-rated) video games is associated with a decrease 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.”\",\"PeriodicalId\":134837,\"journal\":{\"name\":\"CJRN: Other Correlates of Crime (Topic)\",\"volume\":\"71 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2015-08-28\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"CJRN: Other Correlates of Crime (Topic)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.2139/ssrn.2652919\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"CJRN: Other Correlates of Crime (Topic)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.2139/ssrn.2652919","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
This study examines the change in crime observed in the weeks following the release of both violent and non-violent top-selling video games between 2006 and 2011. We find that the release of 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 Mature-related 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 non-violent (Everyone-rated) video games is associated with a decrease 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.”