While most people would still argue whether violent video games are bad or not, one of the districts in the Philippines simply bans Dota 2 from internet cafes, The Daily Dot reports. The authorities are sure the game causes a growing gambling problem among local youths. And of course, they would like to stop multiple incidents of violence and crime. Sounds reasonable. But will there be any effect?

We all know that forbidden fruit is sweet. So now those teens have even stronger passion for the game because of the additional thrill from official ban.

They will look to find a new place to play Dota together or just do anything to have a chance for playing more at home. Even if we imagine that Dota and all other violent games are banned and there's no change to get them - those teens will just find a substitute.

Researchers from a Department of Psychological and Brain Sciences of Dartmouth College made important conclusions within their study published in August 2014. "Up to now, studies of video games have focused primarily on their effects on aggression and violent behaviors," says James Sargent, study co-author. "This study is important because it is the first to suggest that possible effects of violent video games go well beyond violence to apply to substance use, risky driving, and risk-taking sexual behavior."

Actually, I have a thought that everything starts from nature and family.

Not all kids and teens choose to play violent video games, there is always a reason for some kind of hidden (or vivid) aggression which turns their heads towards such things. And parents or teachers always have a chance to prevent a disaster if they look closer at their children.

Yes, video games are not always bad. Some of them are even claimed to have positive influence on the brains of older people.

For example, a study by Molecular Psychiatry published in October 2013 found that "gaming can be seen as an intense training of several skills," adding that "video game training augments GM in brain areas crucial for spatial navigation, strategic planning, working memory and motor performance going along with evidence for behavioral changes of navigation strategy." Researchers also concluded that "video game training could therefore be used to counteract known risk factors for mental diseases (…) for example, post-traumatic stress disorder, schizophrenia and neurodegenerative disease." But it would be fair to say that the study speaks about Super Mario game which is, in fact, not violent at all.