It is, however, questionable whether nonplayers really share the worldview of players in the sense of deeply rooted, experience-based concepts and cognitive structures or whether they only show socially desirable support for their peers. Playing or not playing video games thus is not a criterion for inclusion or exclusion, or a matter of in-group or out-group, but a ubiquitous contemporary phenomenon and a matter of personal interests and preferences. Even if not playing themselves, there are at least some chums, school mates, or friends who do. They all grew up as part of a generation seeing digital games as a normal leisure activity, as part of their culture, and as a common practice in their reference group. Surprisingly, not only hardcore players but also their peers and other members of the net-generation 7 who play little or do not play video games at all doubt the causal relation between violence in games and real life. What could be seen as a defense mechanism to preserve self-esteem and to avoid stigmatization, however, seemingly finds a much broader basis in the juvenile population. They claim that the causalities are imposed by the older generation, who enjoyed different (media) socialization, and who simply “do not know what they are talking about at all.” It does not come as a surprise that digital players and player communities strictly distance themselves from school shootings or any real-life aggressive or violent behavior. Supporters of this position often refer to the assailants' playing habits in extreme cases of violence, such as the German school shootings in Erfurt, Emsdetten, and Winnenden-who all had spent much of their time playing violent video games, in particular, first-person shooter (FPS) games. In fact, many journalists, politicians, and some researchers agree that the relationship between violent video games and violent behavior in real life is so obvious that it needs no further research but immediate political or legal action. Numerous studies found associations between playing violent digital games and aggression, 1– 3 but quite a number of others failed to do so. Recent research seems to mirror the controversy. They do not connect these games with violence but with positive aspects like fun and joy. Especially games with violent content-the so-called violent digital video games-are discussed by older generations to have a negative impact on youth behavior, while the younger ones argue that the term violent is completely misleading. While the older generation is concerned about an increase of aggressive behavior due to these games, the younger tend to deny any negative effects. T he intense public debate about the connection between digital video gaming and antisocial behavior seems to cut a roadside ditch between generations.
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