Fox Exploits Murder Of Teenage Girl By Tying It To Violent Video Games
Steve Rogers, who formerly served on the FBI Joint Terrorism Task Force, said on Fox News this week that “the proliferation on violence, on TV, on radio and video games” is likely behind the recent fatal stabbing of a college student in New York City.
According to Mediaite, Rogers made the comment during an appearance on America’s Newsroom, where he discussed the case of Tessa Majors, who was killed by a 13-year-old boy during a robbery.
The New York Times reported that Majors “was walking through Morningside Park in Upper Manhattan on Wednesday night when three teenagers tried to rob her,” per police. Authorities indicated Major's death was the result of a robbery gone wrong.
“The question is, how on earth does a 13-year-old wake up in the morning and decide that they’re going to go rob and kill someone?” Rogers asked, noting that Majors was stabbed only once but multiple times.
“As a society,” he said, “we really have to look at ourselves and find answers to that questions … It’s happening around the country. The proliferation of violence on TV, on radio, in video games [is] finally catching up to us.”
Rogers went on to say that law enforcement, clergy and parents all need to address the issue of violence in entertainment if America hopes to see a reduction in violence in the real world.
But Rogers offered no data to back up his assertion. In fact, studies have shown no connection between violent video games and violent acts in real life.
On such study, noted by Ronald Bailey of Reason earlier this year, makes the lack of connection plain as day in its title: "Violent video game engagement is not associated with adolescents' aggressive behaviour."
Oxford University psychologist Andrew Przybylski and Cardiff University psychologist Netta Weinstein set out with the aim to “rigorously test the hypothesis that time spent playing violent video games is positively associated with adolescents' everyday behavioural aggression."
"We found adolescents were not more or less likely to engage in aggressive or prosocial behaviours as a function of the amount of time they devoted to playing violent games," Przybylski and Weinstein reported.