And they’ve got plenty of answers at the ready for the critics who want to lay school shootings or teen aggression at the feet of the game industry. Several studies cited by the ESA point to games’ potential benefits for developing decision-making skills or bettering reaction times.
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Teen Dating Violence and video games Teen dating violence is the physical, sexual, or psychological/emotional violence in a dating relationship.
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Slutkin and Huesmann believe that violence is contagious, spreading in a manner similar to infectious disease, but with behaviors rather than microbes as the instruments of transmission. Of course, pathogens don’t always cause disease: Many other factors, such as a person’s immune system strength, alter an infection’s course. In keeping with this analogy, first-person shooters weaken the psychological immune system. They change the odds of whether violence takes root or whether a person can resist it.
In 2008, a longitudinal study conducted in Japan assessed possible long-term effects of video game playing in children.  The final analysis consisted of 591 fifth graders aged 10–11 across eight public elementary schools, and was conducted over the course of a year. Initially, children were asked to complete a survey which assessed presence or absence of violence in the children's favorite video games, as well as video game context variables that may affect the results and the aggression levels of the children. Children were assessed again for these variables a year later. Results reveal that there is a significant difference in gender, with boys showing significantly more aggressive behavior and anger than girls, which was attributed by the authors to boys elevated interest in violent video games. However the interaction between time spent gaming and preference for violent games was associated with reduced aggression in boys but not girls. The researchers also found that eight context variables they assessed increased aggression, including unjustified violence, availability of weapons, and rewards. Three context variables, role-playing, extent of violence, and humor, were associated with decreased aggression. It is unknown if the observed changes from the two surveys are actually contextual effects. The researchers found that the context and quality of the violence in video games affects children more than simply presence and amount of violence, and these effects are different from child to child.