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Torn makes a lot of money because it is an interesting online game. It is interesting because you can build your character and watch how it performs over time, not because it is about crime. Very similar to other online multiplayer games, e.g. Legends of Zork.

As far as I know, there isn't any statistically valid data in favor of the concept "letting people try it out in another reality decreases crime rate" or the opposite. I tend to think trying it out virtually does decrease crime rate. It has the same effect as an experience of a vaccine injection, where one gets an infection in low dose, which helps them gain immunity to it.



That is true chimariko but you have to admit that most of the biggest money making games involve violence.


This is a common cliche but I am not too sure there is really a correlation, just think of

- Civilizations

- The Sims

- Snood (Not talked about much but used to be installed to many many computers, I would suspect it means revenues)

- World of Goo (Sure it is not super big but if you consider the cost compared to popularity, it is interesting)

- All the EA sports games

- All the poker and board games

or many more where violence is not the main topic.


True. However, for every simulation game it seems that there are at least two or three first person shooters.

And the big ones like Grand Theft Auto are very popular. Back in 2007 they had already sold 50 million units, making over a billion in revenue. And that was two years ago. With a cursory check I couldn't find recent sales stats.

Btw World of Goo is a great game and really shows that fun doesn't have to be violent. ;)


The statistics this discussion needs are these:

Seven of the top ten best-selling PC games are violent (the exceptions are Myst and Sims 1 and 2).

Four of the top ten best-selling console games are non-violent, five have the cartoonish violence of Pokemon and Super Mario Brothers and Mario Kart, and one is the definitely violent Grand Theft Auto.

Source: http://en.wikipedia.org/wiki/List_of_best-selling_video_game...


I'd rather emphasize that the key factor in making money in online gaming is sustainable character development.


One could also argue (without data saying either way) the opposite: that repeated exposure to this sort of thing just serves to desensitise and feel less guilt.

Note: I don't actually think that there's a causal link between violent media and crime: it takes an already marred individual to go out and commit atrocities, which the media are happy to scapegoat. 99.999% of people playing or watching violent games or movies would never even dream of replicating scenarios in real life.


One could also argue that repeated exposure to this sort of thing increases one's likelihood of becoming a professional juggler.

Without actual data, all we have to run on are intuitions, probably-broken metaphors, and guesswork. I don't generally trust any of those to result in a rational decision.


That's exactly why games with such content should be allowed.


It could very well be that people who are already marred enjoy violent games more and that contributes to the supposed connection between violent games and violence in real life.


IIRC, there was a study on younger athletes playing video games, visualization, and the improvement of on-field performance. Can't find the link...




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