{"title":"暴力电子游戏与犯罪","authors":"Joost Impink, P. Kielty, Han Stice, Roger White","doi":"10.1080/08997764.2021.2008409","DOIUrl":null,"url":null,"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.","PeriodicalId":29945,"journal":{"name":"JOURNAL OF MEDIA ECONOMICS","volume":"33 1","pages":"49 - 73"},"PeriodicalIF":0.4000,"publicationDate":"2020-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Violent Video Games and Crime\",\"authors\":\"Joost Impink, P. Kielty, Han Stice, Roger White\",\"doi\":\"10.1080/08997764.2021.2008409\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":29945,\"journal\":{\"name\":\"JOURNAL OF MEDIA ECONOMICS\",\"volume\":\"33 1\",\"pages\":\"49 - 73\"},\"PeriodicalIF\":0.4000,\"publicationDate\":\"2020-10-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"JOURNAL OF MEDIA ECONOMICS\",\"FirstCategoryId\":\"96\",\"ListUrlMain\":\"https://doi.org/10.1080/08997764.2021.2008409\",\"RegionNum\":4,\"RegionCategory\":\"经济学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q4\",\"JCRName\":\"COMMUNICATION\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"JOURNAL OF MEDIA ECONOMICS","FirstCategoryId":"96","ListUrlMain":"https://doi.org/10.1080/08997764.2021.2008409","RegionNum":4,"RegionCategory":"经济学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"COMMUNICATION","Score":null,"Total":0}
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.
期刊介绍:
The Journal of Media Economics publishes original research on the economics and policy of mediated communication, focusing on firms, markets, and institutions. Reflecting the increasing diversity of analytical approaches employed in economics and recognizing that policies promoting social and political objectives may have significant economic impacts on media, the Journal encourages submissions reflecting the insights of diverse disciplinary perspectives and research methodologies, both empirical and theoretical.