While I agree that violent video games should be played only by children mature enough to understand the consequences of violence (or an adult), you're confusing causation with correlation. There have been many studies that attempt to link violent behavior to video games. The link is tenuous at best and likely to be non-existent. Do kids who feel isolated (the kids who are more prone to acting out violently) play video games in greater numbers? Yeah, maybe... But that's because video games offer escapism for that isolation (one of real reasons kids act out so violently and inappropriately), the same way books, comic books, movies, and television did in the past. The isolation is the problem (the causation), not the video games (the correlation) they play to ease that feeling of isolation. Do you know how many copies the last Grand Theft Auto game sold in the world? 55 million copies. Over half those sales came outside of the United States, yet we hear nary a murmur of a crazed Australian teenager shooting up his local grocery store. I haven't seen any stories about Canadian teens lighting up a Canucks game with an AR-15. This is a uniquely American occurrence... or at least the insane frequency is uniquely American. With that said, let's flip this argument around a bit. Since the invention of realistic violence in video games in the early 90s, violent crime in America has been on the decline. Not just a little bit, but a whole lot on the decline. Do violent video games actually cure real-world violence? Of course not, that's a silly argument. It's confusing correlation with causation again. And, like so many other things in America, it's time we stop confusing correlation with causation and start having real conversations about problems so we can actually fix something.