Home / Tech News / Trump’s take on gaming and violence was wrong in the ’90s and it’s twice as wrong now

Trump’s take on gaming and violence was wrong in the ’90s and it’s twice as wrong now

March 9, 2018 Tech News Leave a comment 191 Views



A cobbled-together meeting at the White House is the latest chapter in the long, misguided crusade against video games. It would be comical if the country were not in a bitter ongoing debate about gun control and the safety of children; but since we are, it’s frustrating that time is still being spent on this long-settled “debate” instead of on practical matters.

The administration invited, on rather short notice, several major game studios, the Entertainment Software Ratings Board, Entertainment Software Association, and several groups that have worked to limit violent games. Ostensibly the meeting was to hear both sides of the argument, though as with so many other issues, the scientific consensus is considerably more one-sided.

No link between gaming and real-world violence, or deleterious emotional or cognitive effects, has been established by any credible study. And over and over again major groups publish peer-reviewed work showing the absence of any link. One 2014 study even went so far as to conclude that “videogame consumption is associated with a decline in youth violence rates.”

Far from being impartial, the position of the White House itself is clear from the sizzle reel it published, apparently cut from violent games shown or reviewed on popular YouTube channels.