The great secret of today's video games that has been lost in the moral panic over "Grand Theft Auto" is how difficult the games have become. That difficulty is not merely a question of hand-eye coordination; most of today's games force kids to learn complex rule systems, master challenging new interfaces, follow dozens of shifting variables in real time and prioritize between multiple objectives. Consider this one fascinating trend among teenagers: They're spending less time watching professional sports and more time simulating those sports on Xbox or PlayStation. Now, which activity challenges the mind more — sitting around rooting for the Packers, or managing an entire football franchise through a season of "Madden 2005": calling plays, setting lineups, trading players and negotiating contracts? Which challenges the mind more — zoning out to the lives of fictional characters on a televised soap opera, or actively managing the lives of dozens of virtual characters in a game such as "The Sims"? On to the issue of aggression, and what causes it in kids, especially teenage boys. Congress should be interested in the facts: The last 10 years have seen the release of many popular violent games, including "Quake" and "Grand Theft Auto"; that period has also seen the most dramatic drop in violent crime in recent memory. According to Duke University's Child Well-Being Index, today's kids are less violent than kids have been at any time since the study began in 1975. Perhaps, Sen. Clinton, your investigation should explore the theory that violent games function as a safety valve, letting children explore their natural aggression without acting it out in the real world. Of course, I admit that there's one charge against video games that is a slam dunk. Kids don't get physical exercise when they play a video game, and indeed the rise in obesity among younger people is a serious issue. But, of course, you don't get exercise from doing homework either.
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