Many juvenile crimes — such as the carjacking that is so central to “Grand Theft Auto” &mdash are conventionally described as “thrill-seeking” crimes. Isn't it possible that kids no longer need real-world environments to get those thrills, now that the games simulate them so vividly? The national carjacking rate has dropped substantially since “Grand Theft Auto” came out. Isn't it conceivable that the would-be carjackers are now getting their thrills on the screen instead of the street? Crime statistics are not the only sign that today's gaming generation is doing much better than the generation raised during the last cultural panic &mdash over rock 'n' roll. Math SAT scores have never been higher; verbal scores have been climbing steadily for the last five years; nearly every indicator in the Department of Education study known as the Nation's Report Card is higher now than when the study was implemented in 1971. By almost every measure, the kids are all right.