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Zachary D. Phillips
Abstract
This paper discusses the several various beneficial and negative effects of video games on the
youth and adolescents. The author begins by examining the history of video game controversy
culminating with the modern concern over video games and safety. Apart from the effects that
video games have on the players, the author also explores the concern of parents stemming from
recent violence purportedly caused by video games. The author references the Heath High
School mass shooting of 1997 briefly to express the link between video games and parental
concern for public safety. The author also discusses how possible regulation and oversight of
video games has the potential to infringe on first amendment rights of the video game industry as
well as minors. Educational and societal applications of video game principles are also discussed
and how to properly apply these principles, there must be a maximization of benefits offered by
video games. Finally, the author concludes with a discussion over how to best maximize the
On November 29, 1972, Atari released the first massively popular video arcade game
PONG. The purpose of the game: to hit a small white pixel back and forth between two players.
Although no one would have expected it, this release would be the first in a long line of steps in
the evolution of video games to the controversial entertainment medium we know today.
Although early video games may seem simple and even primitive compared to today’s
boundary-pushing industry, each iteration would prove more and more controversial for various
reasons. Four years after the release of PONG, another game, Death Race, was pulled from
shelves because of its content. The purpose of Death Race: to hit as many “gremlins” with your
car as possible. According Steve L. Kent, people were upset that the game included graphic
details whenever you hit one of the monsters, such as a sound bite and a tombstone (“A
Timeline,” n.d.).
In four years, little had changed in the technology; it was still a black and white, pixelated
game, with very “low-fi” graphics. Yet, in that short time, people saw the ability of video games
to portray violence grow to the point that they needed to remove it from the shelves. In the
course of around 40 years, several controversies similar to that of Death Race would arise out of
the evolving capabilities of video games along with their growing presence in households. As
technology evolves, games such as Doom, Postal, and Grand Theft Auto evolved alongside it and
pushed the envelope of what could be digitally emulated without repercussion. However, people
weren’t only concerned with the content these games were producing, but with how it affected
their children.
On December 1, 1997, Michael Carneal perpetrated one of the first mass shootings at
Heath High School. In a subsequent civil suit, Jack Thompson filed suit against several video
game companies citing their games as part of the reason Carneal committed this act. Since the
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emergence of school shootings and other acts of mass violence, many studies have attempted to
concretize the link between video games and real world violence, arriving at mixed results.
While this is a legitimate concern of parents and members of the international community alike,
this is not all video games have to offer. While a large portion of the scientific community has
attempted to either prove or disprove the link between video games and violence, there has also
been a large portion dedicated to exploring positive effects that video games offer youths.
However, because of the recent polarization of the issue that has taken place over the past few
decades, there has been little practical application of the positive effects of video games in the
real world. The negative public attitude towards video games and the video game industry
devalues the potential positive effects offered to adolescents and teenagers by emphasizing the
Possible Effects
There has been a distinct increase in the availability of video games that has accompanied
the recent increase in popularity of the industry. As more and more people engage in some form
of gaming, there have been multiple studies done to explore the effects that these forms of
interactive media have on the actions and behavior of children and adolescents. These studies
and their results can be grouped into two main categories: Positive and Negative.
Positive Effects
Although video games are traditionally viewed as a distraction, there are several positive
effects that stem from video game play. Primarily, video gameplay has been shown to have
positive effects on two areas: problem solving and short term attention.
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The problem solving ability of the player. One of the main areas of benefit is in the
problem solving skills of the player. It has been theorized that the complex reasoning and
judgement skills necessitated by video games develops a greater ability to problem solve in the
players when compared to their non-gaming peers. This effect was explored by Teena
Willoughby, professor of Psychology at Brock University, and graduate researcher Paul Adachi
in their recent study that detailed the self-reported effects that video games had on problem
solving and academics. Willoughby and Adachi’s study centered around a group of students
ranging in age from 9 to 13 years old. Students were then told to play varying amounts of
strategic and action-centered video games and report the effects these games had on their
problem solving ability. As reported in the study, students reported a significant increase in their
problem solving skills after having played strategic video games, and saw an increase in problem
This increase in problem solving was further explored in the same study by applying its
principle to academics. The study begins by drawing a link between problem solving skills and
academic grades, explaining that greater problem solving skills correlate with higher grades over
time (D’Zurilla and Sheedy as cited in Adachi & Willoughby, 2012). It is then explained that,
although there is a reported link between problem solving and video games, there existed no
direct empirical link between video game play and grades. Despite the lack of a direct link,
Adachi and Willoughby reported that playing strategic video games tended to indirectly predict
higher academic performance (2012). The lack of a direct link between gameplay and academics
is not the only pitfall of this study, however. One limitation of this study is the choice to base
data off of self-reported effects. The study’s empirical results were determined based off of
adolescents’ abilities to report any perceived change in abilities. The question of whether
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adolescents can be relied upon to accurately judge their performance is one raised by Adachi and
Willoughby (2012) in the conclusion of the study, which leaves room for possible refutation of
their findings.
While Adachi and Willoughby measure the direct link between video games and problem
solving, Gabe Zichermann explores the possible reasons that games trigger these reactions in the
Human Intelligence, Gifted Kids, and Statistics, explains that the learning process itself
stimulates the growth of grey matter in the brain, and that “fluid intelligence,” otherwise known
as problem solving, is greatly increased through the implementation of five concepts: seeking
novelty, challenging yourself, creative thinking, perseverance, and networking. He then explains
that all five of these key concepts can be found in the most successful video games. He
postulates that video games allow for better problem solving skills because they provide a
constant learning curve to the player (Zichermann, 2011). When analyzing the construction of
video games, the most successful games are those that offer the perfect challenge-to-reward
ratio. Games that offer a constant challenge to the player allow for a greater learning advantage,
giving gamers the ability to resolve conflicts concepts faster and more efficient than non-gamers
The short term attention of the player. The same study by Adachi and Willoughby
(2012) also proposed that the attention skills of students would be benefited through gameplay.
While not the primary focus of that particular study, this claim is corroborated by a study done
by Dr. Daphne Bavelier, a professor at the University of Geneva and Cognitive Neuroscience
researcher, researching the effects of video games on the brain. In her TED Talk, Your brain on
video games, Bavelier cycles through numerous purported claims about the effects of
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videogames on attention. She begins with the classic claim of how video games worsen the
eyesight of the player, and quickly dismantles the claim with evidence from her lab studies.
Through multiple experiments conducted on individuals who had and hadn’t played video
games, Dr. Bavelier concluded that gamers were better able to disseminate finer detail amongst
clutter as well as several different layers of grey color shades when compared to non-gamers
(Bavelier, 2012). Dr. Bavelier then discusses the direct effect video games have on the attention
of the player. Conducting similar comparative studies between gamers and non-gamers, Dr.
Bavelier was able to conclude that the average gamer has considerably better attention when
she concluded that gamers are more apt to switch their focus of attention quicker than their non-
gaming associates, and concerning objects of attention, in which it was found that the average
gamer can hold around three or four more items in focus when compared to non-gamers. In
general, Dr. Bavelier observed considerable changes in three areas on the brains of gamers in
comparison to a non-gamer control: the parietal lobe, frontal lobe, and anterior cingulate. These
areas of the brain help to regulate different aspects of attention, and each was found to be
considerably more efficient in subjects who played video games (Bavelier, 2012). These findings
were then applied to another group of people tasked with observing object rotation. These people
were presented three dimensional shapes and structures in one image that would appear in a
rotated form amongst a set of four other images. The people were then tasked to correctly
identify which one of the images in the set of four was the rotated version of the original
shape/structure. From the results, Dr.Bavelier was able to conclude that playing action games,
distributed in average-length sessions, allowed for better interpretation of the rotated shapes
when compared with the results from people who did not play games. This experiment was again
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conducted with the same group of games some time after the initial test to measure how long
these effects last, and once again this test group was able to correctly identify the rotated
geometric shape more often than control groups, proving that these effects last long after the
Negative Effects
In contrast with the positive effects that stem from video gameplay, there are also several
negative effects that stem from exposure to video games. Primarily, these consist of aggressive
primarily discussed resulting from video game play is the development of aggressive behavior.
In a recent article published in the journal Nature Reviews Neuroscience, several experts in
cognitive science, psychiatry, and psychology, including Dr. Bavelier, discuss the effects that
video games have on brain development. In this study, Dr. Bavelier and C.Shawn Green,
Associate Professor of Psychology at the University of Wisconsin, discuss how video games
have potentially negative effects on the brain (Bavelier and Green, 2011). They state that video
games, while not wholly capable of producing violent behaviour by themselves, have the
potential to trigger aggressive behavior when linked with other troubling circumstances such as
mental conditions. This is also seconded by Dr. Douglas Gentile, Professor of Psychology at
Iowa State University, who also commented on the issue later in the article. In his segment of the
discussion, Dr. Gentile describes how video games allow people to practice violent behavior, and
how video games increase attributes like desensitization towards violence. He explains that,
“Whatever we practice repeatedly affects the brain, and if we practice aggressive ways of
thinking, feeling and reacting, then we will get better at those” (Gentile, 2011).
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The long term attention of the player. Video games not only have the potential to stir
aggression, but to delay attention as well. Dr. Michael Merzenich, Professor Emeritus and
neuroscientist at the University of California, San Francisco, explains that fast paced video
games are connected to the development of ADHD in the player. This ADHD, he stipulates, then
transfers over into school work and other “slow-paced” activities (Merzenich, 2011). This
relationship between video games and seemingly poor attention causes parents to wonder how
children could have excellent short term attention, especially when playing video games, but
then lack focus in school? As Caroline Miller, director of the Child Mind Institute, explains,
ADHD isn’t the source of the problem. While there is an attention problem created by video
games, it isn’t wholly ADHD, rather it is the speed of the material (Miller, n.d.). In fact, Dr.
Natalie Weder states that, “there is no evidence whatsoever that TV or video games cause
ADHD.” Dr. Weder then explains that TV shows and video games, citing SpongeBob as an
example, do not allow for gaps in thought, and therefore have a special appeal to people
predisposed to ADHD. She explains that the appeal comes from the content of video games:
there is always something happening on the screen at all times, and missing it could mean failure
(Dr. Natalie Weder as cited in Miller, n.d.). Despite contrasting with Dr. Merzenich’s claim that
video games cause ADHD, it does support his claim that fast paced nature of the game causes
Video game addiction suffered by the player. Another considerable effect of video
games is possible addiction. While it must be said that there is no conclusive decision on whether
video games could constitute an addictive substance (Bavelier and Green, 2011), there is
connection between the pathological desire to play video games, and other more common
addictions. According to Dr. Doug Hyun Han, Professor of Psychiatry at Chung-Ang University,
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and Dr. Perry Renshaw, Professor of Psychiatry at the University of Utah, there is some
connection between gaming and addiction. Most conclusively, the part of the brain activated by
online gaming is the same part of the brain triggered by drug addiction, and similar symptoms
are seen between other addictions and online gaming addiction, with gaming addicts often
struggling to quit or even focus on anything other than video games (Han and Renshaw, 2011).
The connection between gaming and other addiction has also been supported by Dr. Merzenich,
who likens video game addiction to substance abuse, stating directly that 20% of all gamers
Perspectives
While the possible effects alone allow for a better understanding of how video game play
affects the individual directly, the societal effects branch much farther than the sole individual.
The issue of video games has many implications on society. There are two key perspectives,
aside from the player, that are affected by this issue: the parents and the video game industry.
These contrasting perspectives will provide a general overview of how society is affected in part
Parents
As many people who play video games are children and adolescents, Parents appear as
one of the most concerned groups when it comes to the discussion about video games. Parents
are primarily concerned with how children emulate the content they are exposed to in video
games.
Emulation of violent behavior. Since the 1997 shooting at Heath High School, the
connection between video games and mass shootings have been touted time and time again.
Being that one of the largest concerns of parents is the health and safety of their children, it is
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understandable why video games affect parents almost as much as the player. The concern for
parents largely arises out of mimicking controversial content and what effect that might have on
the player. Because video games require constant involvement from the player, games that
reflect violent or criminal behavior are thought to impose these types of acts upon children.
University of Mexico, and author of several American Academy of Pediatrics’ policy statements
on children and media, nine out of ten video games approved for children 10 and older contain
some sort of violent behavior. He lists specific games such as “RapeLay,” “School Shooter,” and
“Manhunt” that mimic sexual assault, school shootings, and glorified murder respectively, as
examples of video games emulating graphic, disturbing content for players to recreate
(Strasburger, Jordan, & Donnerstein, 2012). The growing popularity of video games such as
“Grand Theft Auto,” which centers around theft, murder, and other criminal activity, generates a
cause for concern for parents who believe that simulating murder, shooting, rape, etc. in the
virtual world will cause their children to emulate these activities in the real world. Children,
especially those at a young age, are very receptive to behaviors emulated on screens. One study,
published by the Journal of Abnormal Child Psychology, examined 240 preschool and
kindergarten students over the course of a year as they were exposed to superheroes in the media.
The study surveyed the children’s behaviors and activities and found that those who were closer
to the superheroes (those more engaged with watching the shows, etc.) were more likely to
emulate aggressive behavior such as kicking, name-calling, etc (Coyne et. al, 2017). Despite the
young age, this study shows that all forms of media have a strong influence over children.
Similar to the concept of media influence, a study published by the American Psychological
Association found that there is more to video games than just manipulating a controller. After
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testing various groups of people of various cultures, ages, sexes, etc. on their cognitive and
emotional (empathic response) to video game play, the study concluded that you’re “not just
moving your hand on a joystick…[you’re interacting] with the game psychologically and
emotionally,” (Nelson et. al, 2010). There is a distinct connection between children’s actions and
behaviors and what they are exposed to through various forms of media. Taking this a step
further, it is shown that video games have a distinct connection with the player that could go
further beyond that of other forms of media. As was previously addressed by Dr. Gentile, the
repetitive nature of video games, and the link they have with the player, opens the door for a
large possibility for people to emulate the behavior demonstrated in video games. It is this
possibility that most concerns parents, and it is this concern that leads to public policy. In
response to public demand for some form of regulation. Debates over regulation of content led to
the creation of the Entertainment Software Rating Board (ESRB) in 1994. The ESRB describes
itself as the, “non-profit, self-regulatory body that assigns ratings for video games and apps so
parents can make informed choices” (About ESRB, n.d.). The ESRB currently rates games on a
● E 10+ (Everyone Ten and Up)-the content is suitable for everyone ages 10 and up
● M (Mature)-The content is only suitable for ages 17 and up, but can be purchased
● AO (Adults only)-The content is only suitable for people ages 18 and up and can
The ESRB aims to self regulate the video game industry and prevent minors from accessing
content by mistake or without parental consent. While the ESRB rankings have been in use since
1994, recently there have been discussions on whether this form of self regulation goes far
enough to protect minors from inappropriate content. Specifically, there has been an increase in
the proposal of legislation in the past two decades, especially in the early 2000’s (Legislative
search results, n.d.). This increase in government action has helped to ease the minds of some
While parents are concerned about the safety of their children, the video game industry is
not unaffected by rules and regulations put in place to regulate video games. While video game
regulation may aim to protect the safety of minors, it often is poised to infringe on the free
Free speech and its relation to video games. While some feel that video games pose a
safety concern to the player and those in society, the actual industry behind the production and
sale of video games is affected in a drastically different way. The primary concern of the video
game industry revolves around whether video games can be protected under free speech. The
issue is simple: is violence, such as that emulated by video games, protected as free speech and,
if so, should it be accessible to minors in the ways it currently is now? It is questions such as
these that lead to policies such as H.R. 69, also known as, “The Protect Children from Video
Game Sex and Violence Act of 2003.” This act, introduced by Representative Joe Baca of
California, aimed to prohibit the sale and rental of adult video games to minors, as well as fines
on those who fail to comply with their guidelines (The Protect, 2003). While this may sound like
an open and closed case of the government taking a stand to help children and parents, Adam
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Thierer, former director of telecommunications studies at the Cato Institute, explains that action
like this may stand to violate free speech. In an article concerning the relationship between
government regulation and video games, Thierer explains how if the ESRB were to abandon
voluntary ratings due to fines imposed on content, it would open the door for government rating
and regulation, possibly forcing creators to stay within legal production boundaries. The possible
rating and limiting of sales of video games would open the door for violations of First
Amendment freedoms of speech and expression, as this could be easily seen as restriction of
content similar to if the government wanted to regulate the content of books or magazines.
Unlike H.R. 669, which has sat in introduction before the house since 2004, there are recent
Supreme Court cases that revolve around the limiting of sales of video games. One such case is
2011’s Brown v. Entertainment Merchants Association. This case dealt with the implementation
of a California law that prohibited the sale/rental of video games deemed inappropriate to
minors. The California law in question was ruled in violation of the First Amendment by both
the Federal District Court as well as by the Ninth Circuit Court. When brought before the
Supreme Court of the United States, they ruled that video games qualified for First Amendment
protections on the same basis of literary works, movies, and music on the grounds that they
convey ideas and thought in similar ways to those mediums, as well as through methods
distinctive to the industry. Because the Supreme Court determined that video games can be
protected under the First Amendment, the restriction on the sale of video games in California
was struck down (Brown v. Entertainment Merchants Association, 2011). Not only does
regulation potentially violate the free speech of the video game industry, but the free speech of
adolescents as well. In the 2004 Supreme Court Case Ashcroft v. the American Civil Liberties
Union (ACLU), the ACLU sued the federal government after the passage of the Child Online
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Protection Act (COPA). The COPA was a federal law passed in 1998 that restricted minor’s
access to material the government deemed inappropriate for them to view (Child Online, 1998).
In the actual case, the ACLU argued that the act violated first amendment right to free speech for
minors. After much deliberation, the Supreme Court determined that the COPA’s restrictions,
not being tailored strictly enough, were likely to violate the free speech protections of minors, as
there are more effective ways of preventing access to inappropriate material (Ashcroft v. ACLU,
2004). The restrictions proposed on the video game industries, such as H.R. 669 and disputed
California law, are similar in nature to the COPA disputed in Ashcroft v. ACLU, as both restrict
minors’ access to content. The possible restriction of access to content poses a threat to the free
speech of adolescents by restricting their access to new thoughts and ideas perpetuated in video
games.
Applications
Despite the varied direct benefits and drawbacks to video gameplay, there have been
distinct applications in several fields where video games have proven beneficial.
One common application of video games in the real world is in education. There have
been several studies and experiments that aimed to show how different aspects of video games
could benefit the education of adolescents. One such experiment was that done by Ananth Pai.
Pai, a 3rd grade teacher, is credited with replacing the standard curriculum of his class with, “off-
the-shelf gaming activities.” Contrary to expectation, Mr. Pai’s class improved greatly in reading
level having gone from below a 3rd grade level to a mid-4th grade reading level in around 18
weeks (Zichermann, 2011). Gaming was also found to help predict higher grade scores through
their increased problem solving ability. In the study done by Adachi and Willoughby, they found
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a distinct link between video games and greater problem solving abilities. This was then
compared to the distinct link between problem solving abilities and grade prediction done in the
same study. Despite there being no distinct direct link between video games and higher grades,
Adachi and Willoughby showed that the indirect link between video games and grades, through
the shared factor of greater problem solving abilities, shows great promise, and that playing
strategy games over a greater course of time has a greater chance of increasing grade level due to
greater problem solving abilities (Adachi and Willoughby, 2012). While it is easy to understand
that there is a relationship between video games and education, it is better to understand why.
Writer and “tech philosopher” Dr. Tom Chatfield explains in a recent TED Talk that video
games change the way that students engage in the classroom. Video games, through their various
interactive methods, allow for students to better break down specific curricular tasks as well as
reward constant effort in the classroom (Chatfield, 2010). One major connection between
Dr.Chatfield’s exploration of video games in school and Ananth Pai’s use of video games in the
classroom is the fact that it makes learning multiplayer. When asked about the use of video
games in their curriculum, Pai’s students responded with two simple phrases: learning is fun, and
learning is multiplayer (Merzenich, 2011). The use of video games in the classroom not only
engages singular students, but collective groups to bring the class together, something also
discussed by Dr.Chatfield. Despite the link between video games and education, there has yet to
be distinct effective use of the medium in standard curriculum. According to Bavelier and Green
(2011), current attempts at educational video games are nothing more than a repetitious series of
educational flash cards. While this is a distinct attempt at merging the field of education with
video games, it fails to fully harness the benefits video games offer to education. To truly
maximize the potential video games offer education, there needs to be an effective balance
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between the entertainment value of games as well as academic content (Bavelier and Green,
2011).
Not only can video games help to restructure the education system, but society as well. In
his TED Talk, 7 ways games reward the brain, Dr. Tom Chatfield explores the reasons why
games are so captivating, and then applies these principles to other aspects of society. First, he
discusses how video games are able to captivate the player through their reward system. By
maximizing the ambition of the player with the delight of the player, video games are able to
captivate the player for long periods of time. When the player is rewarded for every action, both
long and short term goals, it encourages the player to give effort. This system of rewarding effort
can be applied to real world through goal setting and rewarding efforts. For example, Dr.
Chatfield expresses how goal setting and group motivation techniques learned from video games
could be applied to a business setting in order to promote conservation and efficiency (Chatfield,
2010). Video games have the capability to restructure the way we view effort not only in school,
but in society by shifting the focus away from lack of engagement, to an emphasis on rewarding
effort. According to Dr. Carol Dweck, Professor of Psychology at Stanford University and
author of Mindset: The New Psychology of Success, you are greater able to achieve your
potential if you have a “growth mindset,” being that of a person who is resilient and who thirsts
for mastery. Dr. Dweck explains that kids should be praised for their effort, not for their
intelligence alone. She emphasizes a system based off of “learning reaction” which she
exemplified as asking, “What did you do?” and “What can we do next?” (Anderson, 2016). This
emphasis on learning reaction is exactly the kind Dr. Chatfield explains is demonstrated in video
games. A combination of both principles, the reward cycle of video games and the “growth
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mindset,” would better stimulate the development of children and adolescents in society and
Conclusion
While many people seek to find a conclusive answer to the question of whether video
games are beneficial or harmful to adolescent development, the truth is more complex than any
singular answer can afford. While it is true that several studies have proven beneficial effects of
video games, it is equally true that an identical number of studies have been published providing
concrete evidence for the opposite conclusion. In the end, the best answer lies in the statement,
“it depends.” When comparing the statistical and logical determinations of several psychologists,
researchers, and scientists, the best results lie not with whether adolescents are exposed to the
right or wrong video games; rather, whether they are exposed in the right way. The effects of
video games depends mostly on application rather than content. As the majority of the benefits
stem from the reactionary skills taught by games, the content doesn’t necessarily affect the
development of the beneficial effects of video games. In contrast, the negative effects, primarily
aggression, could be triggered by violent content; however, it has been shown that video games
cannot generate violent behavior when experienced without some sort of predisposition to
violent tendencies such as mental illness or previous abuse. Because the content alone does not
determine which effects appear to the player, the true effects of video games on adolescents
would depend on how they are exposed to the content. Are they able to play video games in an
environment which teaches them proper morals and real-world consequences, or are they
allowed to foster unrealistic views of the world and possibly even violent thoughts? To properly
apply the benefits of video games to adolescents and society, they would need to be exposed to
the content in a safe environment in which they are made aware that virtual consequences differ
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from real-world consequences, and one in which they realize the difference between virtual and
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