The published studies (two so far) support their effectiveness. It's not easy to get the word out though without the funds for a publicist, advertising, etc.
That's part of the point of this essay that was on HN last year: "Fortnite and the Good Life," which seems relevant here.
https://theconvivialsociety.substack.com/p/the-convivial-soc...
they are just games and most (non crazy) people understand that
like hansel and gretel when they push the witch in the oven - its fiction and not intended to be a guide to life
Alcohol is real.
Games are not.
You might read the actual tale of Little Red Riding Hood. It is very much meant as a guide for young girls in what to expect and watch out for in life.
In some situations being able to keep a cool head in a crisis or in an area where something like this might occur could actually prove to be a benefit, as you are less likely to enter a panicked state (such as working in an environment where you may witness excessive amounts of blood/gore, eg paramedic)
I think that the vast majority of people (teenagers included) are more robust than we give them credit for, and can distinguish fantasy from reality.
I think that rather than asking ourselves "does this have a negative impact?" we should ask "what can I do that has a positive impact?".
Personally, I would never work on a game with significant violence. From my point of view, there are so many other things a human being can contribute towards the well-being and progress of humanity, and I would not feel happy with myself if I limited my contribution and my creativity to making another shooter.