 These studies were released in the book, "Grand Theft Childhood", wherein it was found that among girls, nine of the "top ten [most popular video games] were nonviolent games such as "Mario" titles, "Dance Dance Revolution" or simulation games" compared to a majority of violent games in the top ten favorites of boys.Ultimately, the conclusion reached in "Grand Theft Childhood" was that "focusing on such easy but minor targets as violent video games causes parents, social activists and public-policy makers to ignore the much more powerful and significant causes of youth violence that have already been well established, including a range of [non-gender-linked] social, behavioral, economic, biological and mental-health factors.