When tragedy happens, simple explanations are tempting. But if the goal is prevention rather than merely finding someone to blame, society needs something better than temptation. It needs evidence.
When a violent shooting happens, especially when young people are involved, society naturally searches for an explanation. We want to know what went wrong, what warning signs were missed, and whether something could have prevented the tragedy. One explanation that repeatedly appears in news coverage and public debate is violent video games. If an attacker spent hundreds or thousands of hours playing first-person shooters, it can seem almost obvious to connect the two. But is that conclusion actually supported by science, or are we confusing something that appears in a person's background with something that caused the person's actions?
The evidence is much more complicated. The American Psychological Association has acknowledged that research has found an association between violent video game exposure and certain measures of aggression, but it has also explicitly warned against attributing mass shootings or other serious violence to video games. In its updated 2020 position, the APA stated that there is insufficient scientific evidence for a causal connection between violent video games and violent behavior and emphasized that violence is a complex social problem involving multiple factors.
That distinction matters. Aggression is not the same thing as shooting someone. Feeling irritated, thinking aggressively, arguing, yelling, or behaving competitively in an experiment is dramatically different from planning and carrying out a lethal attack. If we want to understand violent shooting incidents honestly, we need to look beyond the easiest headline and examine the larger picture: weapons access, personal grievances, social isolation, previous threatening behavior, family and social circumstances, exposure to violent ideologies, crisis situations, and many other factors. Video games may be part of someone's life, but being part of someone's life does not automatically make something the cause of their worst action.
Why Video Games Keep Getting Blamed
The connection between video games and violence is emotionally powerful because games can contain extremely realistic depictions of weapons and combat. A modern first-person shooter can place a player directly behind the sights of a virtual firearm, complete with sound effects, explosions, realistic environments, points, rewards, and competitive objectives. To someone who does not play games, that experience can look disturbing. It is easy to imagine that repeatedly participating in simulated violence must eventually blur the boundary between fantasy and reality.
There is another reason the argument survives: video games are visible. After an attack, investigators may discover games on a suspect's computer, console, or phone. Reporters may mention the titles because audiences recognize them. Photographs of gaming equipment can become part of the story. Suddenly, gaming becomes one of the most memorable details associated with the perpetrator, even though the existence of that hobby tells us very little by itself about why the attack happened. The same problem could occur with almost any common activity. If an attacker watched action movies, listened to aggressive music, used social media, owned a computer, or exercised regularly, those facts could also be reported without necessarily explaining the crime.
The danger is that a dramatic association can become a convenient narrative. A complicated human tragedy gets reduced to a simple villain: the video game. That explanation feels satisfying because it gives us something tangible to blame. Unfortunately, satisfying explanations are not always accurate explanations.
The Emotional Appeal of a Simple Explanation
After a shooting, people understandably want immediate answers. Families want to know why someone would commit such an act, communities want reassurance, and policymakers want solutions. The problem is that human violence rarely has one clean cause. It is more like a tangled web than a straight line. A person may experience rejection, humiliation, anger, social isolation, ideological radicalization, family conflict, access to weapons, and a personal crisis at different points in life. Determining how those factors interact is difficult, but difficulty should not encourage us to replace evidence with assumptions.
Researchers have repeatedly warned about this kind of oversimplification. In its 2020 statement, the APA specifically said that attributing violence such as mass shootings to violent video games is not scientifically sound because violence is a complex social problem. That statement does not mean researchers believe games have absolutely no psychological effects. Instead, it means that the evidence does not justify making video games the explanation for extreme acts of violence.
This is an important distinction for parents and educators. Saying "video games never affect behavior" is too absolute, but saying "violent games create shooters" is also unsupported. The more responsible position sits between those extremes. Games can influence emotions, attention, behavior, and social experiences, just as movies, friendships, family environments, social media, and other forms of entertainment can. But influence is not equivalent to causation, and a possible influence on aggression is not evidence that games cause murder.
Correlation Is Not the Same as Causation
Imagine discovering that many professional basketball players are tall. You could correctly say that height and professional basketball are associated. But it would be ridiculous to conclude that watching basketball makes people taller. The first observation is real; the causal conclusion is not.
The same logical problem appears in discussions about violent games. If a violent offender played violent games, we can accurately say that the offender played violent games. What we cannot automatically say is that the games caused the violence. To establish causation, researchers need much stronger evidence that controls for other possible explanations.
The APA's earlier research review found associations between violent video game exposure and outcomes such as aggressive behavior, aggressive thoughts, aggressive feelings, and desensitization. However, even the 2015 review stated that there was insufficient research to establish whether those associations extended to criminal violence.
Later criticism has also challenged how strong some reported effects are. A 2020 meta-analysis reexamining the APA's earlier conclusions reported negligible relationships between violent games and some measures of aggressive or prosocial behavior, while arguing that the evidence should be interpreted more cautiously. This disagreement is exactly why responsible discussion matters. Scientific research is not a courtroom where one dramatic study automatically settles the case. Evidence has to be evaluated across methods, samples, measurements, and competing explanations.
What Scientific Research Actually Says
The scientific debate is not simply divided between people who say video games are harmless and people who say they are dangerous. Researchers have studied several different outcomes, and those outcomes need to be separated. Aggressive thoughts, aggressive emotions, aggressive behavior, delinquency, criminal violence, and mass shootings are not interchangeable categories.
The APA's task force reported evidence that violent video game exposure was associated with several forms of aggression and desensitization. Its technical assessment also emphasized that research was insufficient to determine whether violent game exposure was linked to delinquency or criminal behavior. The APA subsequently revised its public messaging to prevent its earlier findings from being interpreted as proof that video games cause mass shootings.
That evolution in scientific communication is important. It shows that researchers can recognize a measurable relationship without claiming more than the evidence supports. Science often works this way. A study might identify a small effect, another study might find a weaker effect, and a third might question the original methodology. Over time, researchers try to determine what survives repeated testing.
The responsible conclusion is therefore not "science proves video games cause violence." Nor is it necessarily "science proves video games have absolutely no psychological influence." The strongest evidence supports a much narrower statement: some studies have identified relationships between violent game exposure and certain measures of aggression, while there is no solid evidence establishing violent video games as the cause of mass shootings or comparable criminal violence.
Violent Games and Aggressive Behavior
Why might researchers observe a relationship between violent games and aggression in some circumstances? There are several proposed explanations. Repeated exposure to aggressive imagery may influence thoughts and emotional responses. Competitive environments can increase frustration or arousal. Games that reward aggressive actions may temporarily prime players to think in more aggressive ways. These mechanisms are worth studying, particularly when researchers are examining children and adolescents.
But context matters enormously. A person can experience a temporary increase in aggressive thoughts without becoming violent. Think about watching a horror movie. Your heart might race, your attention might sharpen, and you might feel nervous after the movie ends. That does not mean you will become a dangerous person. Similarly, a competitive gaming session might produce frustration or excitement without transforming a player's moral values or willingness to harm another human being.
The APA itself describes the relationship in carefully limited terms. Its 2020 statement says research found a small, reliable association between violent video game use and aggressive outcomes such as yelling and pushing, while stressing that those findings are difficult to extend to more serious forms of violence. That distinction is crucial because headlines frequently collapse these categories into one word: "violence."
When someone says a study found that video games increase violence, the next question should be, "What kind of violence?" Was the outcome an aggressive thought? A laboratory behavior? Self-reported anger? Physical aggression? Criminal behavior? A shooting? Those are radically different outcomes, and treating them as identical produces misleading conclusions.
Why Aggression Is Different From Criminal Violence
Consider the enormous gap between getting angry during a multiplayer match and committing a planned shooting. The first might involve frustration, trash talk, shouting, or temporarily aggressive thoughts. The second requires an entirely different set of behaviors and circumstances, including intent, planning, opportunity, access to lethal weapons, and a willingness to cause real-world harm.
This is why researchers cannot simply take findings about laboratory aggression and apply them directly to mass shootings. The population of people who commit extreme acts of violence is tiny compared with the population of people who play video games. If hundreds of millions of people play games containing violence while only a tiny fraction commit shootings, researchers need powerful evidence to demonstrate that gaming meaningfully distinguishes violent offenders from everyone else.
The 2015 APA review specifically acknowledged this limitation, stating that there was very limited research examining whether violent video games cause criminal violence. The 2017 publication of the task force assessment similarly concluded that there were insufficient studies to examine the relationship with delinquency or criminal behavior.
This is where public debate often goes off track. People hear that violent games can be associated with aggression and then make a giant logical leap to shootings. That leap is unsupported. A risk factor is not a destiny. Even when something is statistically associated with an outcome, it does not mean every person exposed to it will experience that outcome.
Do Violent Video Games Cause Mass Shootings?
The short answer is that current evidence does not establish violent video games as a cause of mass shootings. The APA has been unusually direct about this point, warning that mass shootings should not be attributed to violent video game use.
That conclusion should not be confused with saying that video games are completely irrelevant to every violent individual. A particular offender might have developed unhealthy online habits, participated in toxic communities, become fascinated with violent imagery, or used games as part of a broader pattern of isolation. Those details can be relevant to understanding an individual's life. But relevance is not the same as causation.
There is also a basic statistical problem. Gaming is incredibly common. If a large portion of young people play games, then finding that a violent offender also played games is not surprising. A useful risk factor must help distinguish people who become violent from the much larger population who do not.
This is why researchers need comparison groups and careful statistical methods. Simply listing the hobbies of offenders can produce almost any narrative you want. If you search hard enough, you can probably find attackers who played sports, watched movies, used social media, listened to music, drank coffee, or owned smartphones. The presence of a common activity among offenders does not make that activity a cause.
What Researchers Have Not Found
One of the most important points in this debate is what researchers have not established. There is no reliable scientific basis for saying that playing games such as first-person shooters causes someone to become a mass shooter. The APA's 2020 position specifically rejected the misuse of its research to make that claim.
A 2019 study provides another interesting warning about how society interprets these incidents. Researchers examined more than 200,000 news articles concerning 204 mass shootings and found that video games were mentioned more frequently when the perpetrator was a white male and the shooting occurred at a school. The finding suggests that media narratives can be influenced by assumptions and stereotypes rather than purely by evidence.
This matters because the first explanation reported after a tragedy can become the explanation people remember forever. Once "video games" enters the headline, later evidence may receive less attention. The public may remember that an attacker played a particular game while forgetting other circumstances that could have been far more relevant.
A serious investigation should therefore ask a much broader set of questions. Was there a history of threats? Were there escalating grievances? Was the person experiencing a major personal crisis? Were there warning signs? How did the individual obtain access to weapons? Did they belong to extremist or violent online communities? Were there interpersonal conflicts? Did people around the person observe behavioral changes? These questions do not guarantee a simple answer, but they move the discussion toward evidence instead of symbolism.
The Problem With Connecting a Shooter to Gaming
There is a major difference between "the shooter played video games" and "video games influenced the shooter to commit the attack." The first statement can be verified through evidence. The second requires causal evidence that may not exist.
Imagine a suspect spent ten hours every week playing a military shooter. That information sounds significant until you discover that millions of other people do the same thing without committing violent crimes. The gaming habit might be completely incidental. Alternatively, it might be one part of a much larger behavioral pattern. Without examining the entire context, we cannot know.
This is why investigators and journalists need to resist the temptation to turn hobbies into explanations. A person's entertainment choices can tell us something about them, but they rarely tell us everything about why they committed an extraordinary act.
The difference becomes even more important when discussing young people. Children and teenagers often imitate trends, enjoy fictional characters, and participate in entertainment without fully understanding how adults interpret those activities. Treating every interest in violent fiction as a warning sign could lead parents and schools to overlook more meaningful indicators of actual danger.
Other Factors Behind Violent Shooting Incidents
If video games are not a sufficient explanation, what should we examine? The answer is not one replacement cause. Violent shootings are multi-factor problems. Researchers, law-enforcement agencies, educators, mental-health professionals, families, and communities generally need to examine combinations of risk factors rather than searching for a single trigger.
Weapon access is one obvious factor because a violent thought and a lethal act have very different consequences depending on what means are available. Social isolation and intense grievances can also matter. In some cases, individuals become consumed by feelings of humiliation, revenge, hatred, or perceived injustice. Online environments can sometimes amplify these beliefs, particularly when people encounter communities that normalize or encourage violence.
There can also be warning behaviors. A person may communicate threats, obsess over previous attacks, make violent statements, suddenly become preoccupied with weapons, or show dramatic behavioral changes. None of these signs automatically means someone will commit violence, but combinations of concerning behaviors can deserve attention.
The key idea is simple: violence usually develops within a context. Treating one entertainment medium as the entire explanation can hide that context. If society genuinely wants to prevent shootings, understanding the complete pathway to violence is much more useful than identifying one culturally controversial hobby.
Access to Weapons
A video game can simulate a firearm, but a simulated weapon is fundamentally different from a real firearm. The virtual object cannot physically injure someone. The transition from fictional violence to real violence requires circumstances outside the game, including access to real-world weapons.
This does not mean weapon access alone explains every shooting. It means that discussions of shooting prevention cannot reasonably ignore the availability of lethal means. If someone experiences anger or violent thoughts, the consequences depend partly on whether they can turn those thoughts into physical action.
This distinction is particularly important when comparing countries. Video games are played throughout the world, including in countries where first-person shooters are popular. Yet patterns of firearm violence differ substantially between societies. That observation alone does not prove why differences exist, but it does make the claim that violent games automatically produce shootings difficult to defend.
The comparison should therefore encourage broader thinking. Instead of asking only, "What game did this person play?", we should ask, "What combination of social, personal, technological, and environmental conditions allowed this violent behavior to develop?" That question is harder, but it is much closer to the problem policymakers actually need to solve.
Social Isolation, Grievances, and Personal Crisis
People rarely become violent simply because they lose a video game match. Extreme violence can involve accumulated resentment, perceived humiliation, interpersonal conflict, ideological influence, or personal crisis. In some cases, individuals may spend considerable time developing narratives in which they see themselves as victims and other people as enemies.
That is where online environments can become important without making video games themselves the culprit. The internet can connect isolated people with communities that reinforce their beliefs. A gaming platform, social network, forum, or private chat can potentially become part of that environment. The important issue is not simply whether someone played a violent game, but what they were consuming, discussing, believing, and doing across their wider digital life.
This distinction matters because technology is a tool, not a single psychological outcome. The same internet connection can deliver educational material, supportive friendships, extremist propaganda, comedy, political arguments, gaming communities, or mental-health resources. What matters is the interaction between the individual and the environment.
When investigating violence, therefore, it makes more sense to examine behavior and beliefs than merely counting hours spent gaming. A teenager who plays a violent game for several hours but maintains healthy friendships, attends school, communicates openly with family, and behaves respectfully is in a completely different situation from someone who is isolated, increasingly threatening, obsessed with revenge, and consuming material that glorifies real-world violence.
Mental Health and Violence: A Complicated Relationship
Mental health is another area where discussions can become dangerously simplistic. It is incorrect to assume that people with mental-health conditions are automatically violent. The overwhelming majority of people experiencing mental-health difficulties are not violent toward others.
At the same time, severe personal crises can affect judgment, emotional regulation, and behavior. That does not make mental health a universal explanation for shootings either. A responsible analysis has to distinguish between ordinary psychological distress, diagnosable conditions, substance use, personality factors, trauma, crisis situations, and other circumstances.
This is another reason a single-factor explanation is inadequate. Human behavior is not a machine with one button. Pressing the "violent video games" button does not automatically produce a shooter. People respond differently to the same experiences because their personalities, relationships, environments, histories, and circumstances differ.
The better question is therefore not "Does this person have one risk factor?" but "What combination of factors appears to be present, and which factors can society realistically address?" That approach is less sensational, but it has a much better chance of producing useful prevention strategies.
Could Video Games Still Play a Role?
It would be too extreme to say that video games can never influence anyone. Media can affect people. Games can shape attention, emotions, habits, social relationships, and perceptions. The question is one of magnitude and outcome.
For some players, violent games are simply entertainment. For others, gaming is a social activity. Some players enjoy competition, storytelling, exploration, strategy, or teamwork. A military-themed game can be experienced as a tactical puzzle rather than a celebration of real-world killing. Two people can play the same game and take completely different psychological meanings from it.
Research also suggests that the relationship between games and aggression is complicated by factors such as competition, frustration, game mechanics, and individual differences. A game does not operate in a psychological vacuum. The player's mood before playing, the social environment during the session, and what happens afterward can all matter.
That is why it is more useful to discuss potential effects than to declare games either harmless or dangerous. Responsible research asks which people are affected, under what conditions, by which types of games, and for how long. Those questions are much more informative than arguing about whether video games are "good" or "bad."
Desensitization and Violent Imagery
One concern raised in research is desensitization. The idea is that repeated exposure to violent imagery might reduce emotional sensitivity to violence. The APA's research reviews have identified desensitization as one area associated with violent game exposure.
But again, desensitization should not be confused with becoming a killer. People encounter fictional violence in movies, television, novels, sports entertainment, news reports, and other media. Human beings are capable of understanding that fictional violence is different from actual suffering.
The more interesting question is whether certain patterns of media consumption could interact with other vulnerabilities. For example, someone who is already struggling with severe aggression might respond differently to violent content than someone who simply enjoys an action game. Researchers have repeatedly emphasized the importance of multiple risk factors rather than treating gaming as a standalone explanation.
That nuance is especially important when discussing children. Parents do not need to panic every time a child plays a combat game, but they should pay attention to the broader pattern of behavior. Is the child sleeping properly? Maintaining friendships? Handling frustration? Respecting others? Performing normally at school? If the answers are positive, the mere presence of fictional violence tells us very little.
Online Communities and Toxic Behavior
Perhaps the more meaningful modern conversation is not about the pixels on the screen but about the people behind the screen. Online gaming can create communities where players communicate constantly. Most of these communities are ordinary social spaces, but some can become toxic, abusive, hateful, or obsessed with violent themes.
That does not mean gaming communities generally create violence. It means digital environments can influence social behavior, just as offline communities can. A person who spends hours in an online environment where harassment, hatred, or violent fantasies are celebrated may be exposed to social reinforcement that deserves attention.
The distinction is crucial. A violent video game is not the same thing as a violent online community. A game mechanic can simulate shooting without teaching players to hate real people. Conversely, an online group could promote dangerous ideas even if the game itself is relatively harmless.
This is one area where parents, platforms, educators, and policymakers can have a productive conversation. Moderation, reporting systems, age-appropriate settings, parental supervision, and digital literacy can help create healthier online environments without pretending that banning fictional violence will automatically eliminate real-world violence.
The 2026 Philippine Debate
The question became especially relevant in the Philippines in 2026 after a deadly school shooting in Tacloban City prompted authorities to temporarily block the violent game GoreBox while the incident was investigated. Reports said the shooting killed three students and injured 20 others, and one of the teenage suspects reportedly played the game. Authorities emphasized that the temporary action was precautionary while investigations continued, rather than proof that the game caused the attack.
This case demonstrates exactly why careful language matters. The fact that a suspect played a particular game is an investigative detail. It may be worth examining. But it does not automatically establish causation. A proper investigation has to determine what happened before the attack, what motivated the suspect, what influences were present, how the weapon was obtained, whether there were warning signs, and whether other factors contributed.
The controversy also shows why the public wants immediate answers. When children are killed at school, people understandably demand action. Temporarily restricting access to a game can appear decisive, but a restriction is not the same thing as demonstrating a causal relationship. If research ultimately shows that another factor was more important, focusing primarily on gaming could divert attention from more effective prevention measures.
The case should therefore encourage a broader Philippine conversation about school safety, youth behavior, online communities, firearm access, warning signs, family support, and responsible digital citizenship. Video games can be part of that conversation, but they should not automatically become the entire conversation.
Why Millions of Gamers Do Not Become Shooters
Perhaps the strongest reason to question the "video games create shooters" argument is simple mathematics. Millions of people play violent video games without committing violent crimes. If violent gaming were a direct and powerful cause of shootings, we would expect a dramatically larger proportion of gamers to become violent offenders.
Instead, gaming is an ordinary part of modern entertainment. Players compete in tournaments, stream games, socialize with friends, create content, build virtual worlds, solve puzzles, and experience stories. Many players who enjoy extremely violent fictional games would never dream of harming another person.
That does not prove that gaming has zero psychological effects. It does, however, demonstrate why the causal claim needs much stronger evidence. A factor that is extremely common among nonviolent people cannot easily explain why a tiny minority becomes violently criminal.
This is the same reason researchers look for distinguishing characteristics. What separates the violent individual from the millions of people exposed to the same entertainment? The answer may involve combinations of personal circumstances, social conditions, beliefs, opportunities, crises, and access to lethal means.
The goal should therefore be prevention rather than blame. If society spends all its energy arguing about whether Call of Duty, Grand Theft Auto, or another game is responsible, it may miss the behavioral warning signs occurring in the real world. Games are easy to photograph and criticize. Human behavior is harder to understand. But the harder subject is the one we need to study.
What Parents, Schools, and Communities Can Do
Parents do not have to choose between ignoring gaming and banning every violent game. A more practical approach is to understand what children are playing, follow age ratings, establish reasonable boundaries, and pay attention to behavior outside the screen. If a child enjoys violent fictional games but remains empathetic, socially connected, responsible, and emotionally stable, there is little reason to interpret the game itself as proof of danger.
Schools also have an important role. Teachers and administrators are often among the adults who notice changes in students' behavior. Sudden withdrawal, serious threats, escalating conflicts, or concerning communications may deserve attention. Schools should create environments where students feel safe reporting genuine concerns without turning every angry comment or gaming hobby into a criminal investigation.
Communities can contribute by improving access to trusted adults, counseling resources, conflict-resolution programs, youth activities, and healthy social connections. Technology companies can improve moderation and reporting systems. Parents can teach children that fictional violence and real-world violence are fundamentally different. Policymakers can evaluate evidence before implementing restrictions.
Most importantly, society should learn to distinguish a warning sign from a cause. A particular hobby might appear in someone's background, but that does not mean the hobby created the person's behavior. Prevention works better when we identify meaningful patterns rather than assigning blame to the most visible cultural target.
Bottom Line
So, are video games the reason for violent shooting incidents? Based on the available scientific evidence, the answer is no—not as a demonstrated cause. Research has found associations between violent video games and some measures of aggression, but that evidence does not establish that playing violent games causes mass shootings or criminal violence. The APA has explicitly warned against using its research to attribute mass shootings to video games and has emphasized that violence is a complex problem involving multiple factors.
That does not mean the discussion about games should end. Parents, researchers, educators, developers, and policymakers can still examine how violent imagery, competitive mechanics, online communities, and excessive gaming interact with individual behavior. But the discussion needs to remain grounded in evidence. There is a huge difference between asking whether media can influence aggression and claiming that a video game caused someone to pull a real trigger.
The biggest mistake would be looking for one villain when the problem is much more complicated. Video games can be part of a person's environment without being the cause of their violence. If we genuinely want to prevent shootings, we need to examine the entire pathway: warning behaviors, personal crises, social isolation, grievances, online influences, access to weapons, community conditions, and other evidence-based risk factors.
When tragedy happens, simple explanations are tempting. But if the goal is prevention rather than merely finding someone to blame, society needs something better than temptation. It needs evidence.
FAQs
Do violent video games make people violent?
There is no strong evidence showing that violent video games directly turn ordinary players into violent criminals or mass shooters. Some research has reported associations between violent game exposure and certain measures of aggression, but the APA has emphasized that these findings should not be interpreted as proof that games cause mass shootings or criminal violence.
Why do some shooters play violent video games?
Video games are extremely common, especially among younger populations, so it is not surprising that some people who commit violent crimes also play them. The important question is whether gaming distinguishes violent offenders from the millions of other players who never become violent. Simply identifying gaming as a hobby does not establish that it caused the crime.
Can video games increase aggression?
Some research has found relationships between violent video game exposure and measures such as aggressive thoughts, feelings, or behavior. However, researchers disagree about the size and importance of these effects, and evidence connecting such effects to serious criminal violence is insufficient.
Should parents stop children from playing violent games?
Parents should consider age ratings, the child's maturity, the amount of time spent gaming, and the child's behavior. Rather than focusing only on whether a game contains violence, parents should look at the broader picture, including emotional regulation, relationships, school performance, sleep, and how the child treats other people.
What is more important than video games when studying shootings?
There is no single factor that explains every shooting. Investigations should examine the full context, including warning behaviors, personal grievances, social isolation, online influences, access to weapons, interpersonal conflicts, and other circumstances. Focusing on multiple evidence-based factors provides a much stronger foundation for prevention than blaming one form of entertainment.
About the Writer
Jenny, the tech wiz behind Jenny's Online Blog, loves diving deep into the latest technology trends, uncovering hidden gems in the gaming world, and analyzing the newest movies. When she's not glued to her screen, you might find her tinkering with gadgets or obsessing over the latest sci-fi release.What do you think of this blog? Write down at the COMMENT section below.
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