The content of many video games played by young impressionable children to teenagers may include multiple acts of violence

The content of many video games played by young impressionable children to teenagers may include multiple acts of violence. These acts of violence range from non-realistic to almost identical to real life. They could be performed on animals, innocent people, or the antagonist of the video game that the gamer is playing. Parents of these children have reasons to believe that those violent acts in the video games may contribute to their child’s actions in the real world. Although that seems very plausible there is little to no evidence regarding the use of violence related to video games.
According by the Entertainment Software Association (n.d.): Entertainment software is one of the fastest growing industries in the U.S. economy. The sector remains “one of the above-average growth segments of the global entertainment industries through 2011.” Computer and video game companies posted record overall sales in 2008 with revenues of $22 billion as entertainment software companies continue to provide jobs to state and local economies across the nation (para. 1). In 1996, the U.S. entertainment software industry accounted for a modest 74.1 million units sold and $2.6 billion in sales revenue. Twelve years later, computer and video game companies sold 298.2 million units, leading to an astonishing $11.7 billion in software revenue and $22 billion overall (para. 2). As Brandon Curial, president and CEO of game developer and publisher Venan Entertainment Inc., says, “You have older gamers that haven’t stopped playing, and you have younger kids getting into it every day. With something like the Nintendo Wii, you even have parents playing these games now. Each year, the market just exapnds, and it’s going to keep expanding for, well, a long time (para. 3).” The video game industry also stimulates complementary product purchases of roughly $61 billion a year. For example, video games are spurring demand for HDTVs. Approximately $73 million in HDTV sales can be directly attributed to the Xbox 360 game console (para. 5). A recent study, “Video Games in the 21st Century: Economic Contributions of the U.S. Entertainment Software Industry,” detailed the impact that computer and video game companies have on America’s economy. The study found from 2003 to 2006 showed that the entertainment software industry’s annual growth rate exceeded seventeen percent. Over the same period, the entire U.S. economy grew at a less than four percent rate; in 2006, the Entertainment Software Industry’s value added to U.S. Gross Domestic Product was $3.8 billion, making a disproportionate contribution to the real growth of the nation as a whole. For example, in 2005-06, the contribution exceeded its share of Gross Domestic Product by more than four to one (para. 9). The industry also provides benefits to individual states (para. 11). California, Washington, Texas, New York, and Massachusetts currently have the highest concentration of video game jobs. Collectively, these areas directly employ 16,604 workers and posts seventy percent of the industry’s total indirect employment (para. 12). California leads the nation in computer and video game personnel, accounting for approximately forty percent of total industry employment nationwide. The state’s 34.600 computer and video game employees added $1.7 billion to California’s economy in 2006, which marked a 12.3 percent growth rate over the previous year. The industry grew nearly three times faster than the overall state economy. California game companies also provided over $1.8 billion in direct and indirect employee compensation (para. 13)