Although video games cannot stimulate young adults and children to commit violent crimes because most video games are fictional and not based on real life events or historical moments. An example to prove this is "We found that game sales were correlated with a decrease in crime, and particularly violent crime." (Carey). This can tell us that due to the increase in video game sales leading to a decrease in crimes due to the games being fictional, they had no effect on teenagers or the people who bought the game on how violent they would be became by playing. the games. Meanwhile, there is a higher percentage of young adults and children playing games like GTA. An example of how video games can have negative effects on people who play violent games is "In surveys, about 80% of high school-age kids say they play video games, most of which are believed to be violent" (Carey ). The quote from a survey can tell us that 80% of high school age students who play video games can be linked to the non-fictional aspect of the game by students committing crimes or violent actions due to the bad connection between real and real. false, then they will have to commit more violent actions in the future. In conclusion, high school age students who play non-fictional games will be promoted to violent crime in future locations and
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