It's hard to demonstrate conclusively that violence in video games results in crime any more than bondage videos causes disrespect for women.
Concerning game play.
The consequence of all of this "play" is that the men, women, and children involved in ultra-violent games are being desensitized, that empathy is eroded or never developed, and the effect of a violent action in-game is hardly ever--if at all--traced back to the cause. Not that most games present a causal chain--but I trust what I'm trying to say makes sense.
As a gamer I feel that there should be an age restriction placed on certain games. For example, I'm thinking of
Grand Theft Auto: San Andreas. I have played and actually enjoyed the game--the car chases were a blast--but then, I was 40 something when it came out and possessed an ethical code and was cognizant that I was playing a stupid game and that I wasn't going to carry its values out into the world with me.* In this game, the idea that a young black male could only make his living by mugging people, etc, is offensive on many levels which I need not go into now. I suspect that the primary players of the game are young white males... ignorant of the (not so subtle?) message presented by the marketing department and its affiliated corporations. This is bad enough to expose youngsters to and doesn't even touch on the violence in the game. A child of 10, 12, or 19 may perceive this in-game behavior as a viable, real life option at a later time. That's my concern and we may well be creating future sociopaths; I do not trust that the young and undeveloped minds of the "target consumers" are in a mental space to realize that their actions will have consequences if they attempt to practice these sorts of
game ethics in the world. A Buddhist could argue that the game behavior
is real because the full intention of the action makes it so.
And gaming of this type represents a mere fraction of the inundation of senselessness, violence, racism, and disrespect of other human beings with which we are finding ourselves increasingly swamped.
That's all I wanted to say. End of rant.
*Unfortunately, I did contribute financial support to the corporation which sold, not a game, but an
idea, to the public.