This is interesting, found these references in the comments section on another site with this story Three distinct studies, all peer reviewed, that showed no causal link between video game violence and anti-social behaviors:
A longitudinal test of video game violence influences on dating and aggression: A 3-year longitudinal study of adolescents. Ferguson, Christopher J. CJFerguson1111@aol.com
San Miguel, Claudia1
Garza, Adolfo1
Jerabeck, Jessica M.
Source:Journal of Psychiatric Research; Feb2012, Vol. 46 Issue 2, p141-146, 6p
Abstract: Background: In 2011 the field of video game violence experienced serious reversals with repudiations of the current research by the US Supreme Court and the Australian Government as non-compelling and fundamentally flawed. Scholars too have been calling for higher quality research on this issue. The current study seeks to answer this call by providing longitudinal data on youth aggression and dating violence as potential consequences of violent video game exposure using well-validated clinical outcome measures and controlling for other relevant predictors of youth aggression. Method: A sample of 165, mainly Hispanic youth, were tested at 3 intervals, an initial interview, and 1-year and 3-year intervals. Results: Results indicated that exposure to video game violence was not related to any of the negative outcomes. Depression, antisocial personality traits, exposure to family violence and peer influences were the best predictors of aggression-related outcomes. Interpretation: The current study supports a growing body of evidence pointing away from video game violence use as a predictor of youth aggression. Public policy efforts, including funding, would best be served by redirecting them toward other prevention programs for youth violence. [Copyright &y& Elsevier]
Causal or spurious: Using propensity score matching to detangle the relationship between violent video games and violent behavior. Gunter, Whitney D.1 whitney.gunter@wmich.edu
Daly, Kevin2 kevdaly@udel.edu
Source:Computers in Human Behavior; Jul2012, Vol. 28 Issue 4, p1348-1355, 8p
Abstract: Throughout the past decade, numerous states have passed legislation to prohibit the sale of violent video games to children, usually in conjunction with an argument that exposure to violent media increases violent behavior. However, the link between video games and violence is not yet fully understood. This study uses propensity score matching as a method to more adequately address the underlying issue of causality. Using a sample of 6567 8th grade students, these analyses test whether there is a causal link between playing violent video games and violence, non-violent deviance and substance use. Results indicate a substantial decrease in the relationship between video games and these outcomes when a matched sample is used. This suggests that the strength of evidence supporting a relationship has likely been overestimated using other methodologies. [Copyright &y& Elsevier]
Video Games and Youth Violence: A Prospective Analysis in Adolescents. Ferguson, Christopher J.1 CJFerguson1111@Aol.com
Source:Journal of Youth & Adolescence; Apr2011, Vol. 40 Issue 4, p377-391, 15p, 2 Diagrams, 2 Charts, 1 Graph
The potential influence of violent video games on youth violence remains an issue of concern for psychologists, policymakers and the general public. Although several prospective studies of video game violence effects have been conducted, none have employed well validated measures of youth violence, nor considered video game violence effects in context with other influences on youth violence such as family environment, peer delinquency, and depressive symptoms. The current study builds upon previous research in a sample of 302 (52.3% female) mostly Hispanic youth. Results indicated that current levels of depressive symptoms were a strong predictor of serious aggression and violence across most outcome measures. Depressive symptoms also interacted with antisocial traits so that antisocial individuals with depressive symptoms were most inclined toward youth violence. Neither video game violence exposure, nor television violence exposure, were prospective predictors of serious acts of youth aggression or violence. These results are put into the context of criminological data on serious acts of violence among youth. [ABSTRACT FROM AUTHOR]