@Tenpinmaster You assume that all people that play videogames are mentally stable. But to use your argument Porn is also a form of fantasy that has no lasting effect on those who are mentally stable. As far as video games not having any lasting effects, there are several health care studies that disagree with you.
“Young Men randomly assigned to play Grand Theft AutoIII exhibited greater increases in diastolic blood pressure from a baseline rest period to game play, greater negative affect, more permissive attitudes toward using alcohol and marijuana, and more uncooperative behavior” (Brady, 2006).
“11.9% of video game players fulfill diagnostic criteria of addiction concerning their gaming behavior” (Grusser, 2007).
“Adolescents who play more than one hour of console or Internet video games have more or more intense symptoms of ADHD or inattention than those who do not” (Chan, 2006).
“Online Gaming Addictions display core components of addiction such as salience, mood modification, tolerance, conflict, withdrawal symptoms, cravings, and relapse” (Chappell, 2006).
“Both novice and expert online game players are subject to time distortion and have difficulty breaking off from the game without interruption by others in the real world” (Rau, 2006).
“Video game usage may be linked to a lower GPA and SAT score” (Vivek, 2007).
“Those who play Massively Multiplayer Online Role-Playing Games (MMORPGs) report more hours spent playing, worse health, worse sleep quality, and greater interference in “real-life socializing and academic work versus those playing other types of video games” (Smyth, 2007).
“8.5% of video-game players ages 8–18 exhibited pathological patterns of play as defined by exhibiting at least 6 out of 11 symptoms of damage to family, social, school, or psychological functioning” (Gentile, 2009).
* Over-dependence on video games could foster social isolation, as they are often played alone.
* Practicing violent acts may contribute more to aggressive behavior than passive television watching. Studies do find a relationship between violent television watching and behavior.
* Women are often portrayed as weaker characters that are helpless or sexually provocative.
* Game environments are often based on plots of violence, aggression and gender bias.
* Many games only offer an arena of weapons, killings, kicking, stabbing and shooting.
* Playing violent video games may be related to aggressive behavior (Anderson & Dill, 2000; Gentile, Lynch & Walsh, 2004). Questions have been raised about early exposure to violent video games.
* Many games do not offer action that requires independent thought or creativity.
* Games can confuse reality and fantasy.
* In many violent games, players must become more violent to win. In “1st person” violent video games the player may be more affected because he or she controls the game and experiences the action through the eyes of his or her character.
* Academic achievement may be negatively related to over-all time spent playing video games. (Anderson & Dill, 2000; Gentile, Lynch & Walsh, 2004)
Questions to ask: Is the violence rewarded or punished? What are the consequences? How graphic is the violence? Is the violence against humans or inanimate objects? Is the violence sexual? Is the time spent playing video games out of balance?
Care to try again?