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The frustrating, enduring debate over video games, violence, and guns

We asked players, parents, developers, and experts to weigh in on how to change the conversation around gaming.

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In the wake of two mass shootings earlier this month in El Paso, Texas, and Dayton, Ohio, the societal role of video games grabbed a familiar media spotlight. The El Paso shooter briefly referenced Call of Duty , a wildly popular game in which players assume the roles of soldiers during historical and fictional wartime, in his “manifesto.” And just this small mention of the video game seemed to have prompted President Donald Trump to return to a theme he’s emphasized before when looking to assign greater blame for violent incidents.

“We must stop the glorification of violence in our society,” he said in an August 5 press conference. “This includes the gruesome and grisly video games that are now commonplace. It is too easy today for troubled youth to surround themselves with a culture that celebrates violence.”

Trump’s statement suggesting a link between video games and real-world violence echoed sentiments shared by other lawmakers following the back-to-back mass shootings. It’s a response that major media outlets and retailers have also adopted of late; ESPN recently chose to delay broadcasting an esports tournament because of the shootings — a decision that seems to imply the network believes in a link between gaming and real-world violence. And Walmart made a controversial decision to temporarily remove all video game displays from its stores, even as it continues to openly sell guns.

But many members of the public, as well as researchers and some politicians, have counterargued that blaming video games sidesteps the real issue at the root of America’s mass shooting problem: a need for stronger gun control . The frenzied debate over video games within the larger conversation around gun violence underscores both how intense the fight over gun control has become and how easily games can become mired in political rhetoric.

video game violence debate essay

But this isn’t a new development; blaming video games for real-world violence — any kind of real-world violence — is a longstanding cultural and political habit whose origins date back to the 1970s. It’s also arguably part of a larger recurring wave of concern over any pop culture that’s been perceived as morally deviant, from rock ’n’ roll to the occult , depending on the era. But as mass shootings continue to occur nationwide and attempts to stop them by enacting gun control legislature remain divisive, video games have again become an easy target.

The most recent clamor arose from a clash among several familiar foes. In one corner: politicians like Trump who cite video games as evidence of immoral and violent media’s negative societal impact. In another: people who play video games and resist this reading, while also trying to lodge separate critiques of violence within gaming. In another: scientists at odds over whether there are factual and causal links between video games and real-world violence. And in still another: members of the general public who, upon receiving alarmist messages about games from politicians and the news media, react with yet more alarm.

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video game violence debate essay

What is new, however, is that recent criticism of the narrative that video games lead to real-world violence seems particularly intensified, and it’s coming not just from gamers but also from scientists , some media outlets , even mass shooting survivors: David Hogg, who became a gun control advocate after surviving the 2018 mass shooting in Parkland, Florida, unveiled a new March for Our Lives gun control initiative in August, pointedly stating in his announcement on Twitter, “We know video games aren’t to blame.”

And on all sides is a sense that frustration is growing because so little has changed since the last time we had this debate — and since the time before that and the time before that.

There’s no science proving a link between video games and real-world violence. But that hasn’t quelled a debate that’s raged for decades.

Historically, video games have played a verifiable role in a handful of mass shootings, but the science linking video games to gun violence is murky . A vast body of psychology research, most of it conducted before 2015, argues strenuously that video games can contribute to increases in aggression . Yet much of this research has been contested by newer, contradictory findings from both psychologists and scholars in different academic fields. For example, Nickie Phillips , a criminologist whose research deals with violence in popular media, told me that “most criminologists are dismissive of a causal link between media and crime,” and that they’re instead interested in questions of violence as a social construct and how that contributes to political discourse.

That type of research, she stressed, is likely to be less flashy and headline-grabbing than psychology studies, which are more focused on pointing to direct behaviors and their causes. “Social meanings of crime are in transition,” Phillips said. “There’s not a single variable. As a public, we want a single concrete explanation as to why people commit atrocities, when the answers can be very complex.”

The debate over the science is easy to wade into, but it obscures just how preoccupied America is with dangerous media. The oldest moral panic over a video game may be the controversy over a 1976 game called Death Race , which awarded players points for driving over fleeing pedestrians dubbed “gremlins.” The game became mired in controversy, even sparking a segment on 60 Minutes . Interestingly, other games of the era that framed their mechanics through wartime violence, like the 1974 military game Tank , failed to cause as much public concern.

In his 2017 book Moral Combat: Why the War on Violent Video Games Is Wrong , psychologist Patrick Markey points out that before concerned citizens fixated on video games, many of them were worried about arcades — not because of the games they contained, but because they were licentious hangouts for teens. (Insert “ Ya Got Trouble ” here.) By the 1980s, “Arcades were being shut down across the nation by activist parents intent on protecting their children from the dangerous influences lurking within these neon-drenched dungeons,” Markey writes.

Then came the franchise that evolved arcade panic into gameplay panic: Midway Games’ Mortal Kombat , infamous for its gory “fatality” moves . With its 1992 arcade debut, Mortal Kombat sparked hysteria among concerned adults that led to a 1993 congressional hearing and the creation of the Entertainment Software Rating Board, or ESRB . The fighting game franchise still incites debate with every new release.

“Like people were really going to go out and rip people’s spines out,” Cypheroftyr , a gaming critic who typically goes by her internet handle, told me over the phone regarding the mainstream anxiety around Mortal Kombat in the 1990s. Cypheroftyr is an avid player of shooter games and other action games and the founder of the nonprofit I Need Diverse Games .

“I’m old enough to remember the whole Jack Thompson era of trying to say video games are violent and they should be banned,” she said, referencing the infamous disbarred obscenity lawyer known for a strident crusade against games and other media that has spanned decades .

Cypheroftyr pointed out that after the Columbine shooting in April 1999, politicians “were trying to blame both video games and Marilyn Manson. It just feels like this is too easy a scapegoat.”

Politicians have long seized on the idea that recreational fantasy and fictional media have an influence on real-world evil. In 2007, for example, Sen. Mitt Romney (R–UT) blamed “music and movies and TV and video games” for being full of “pornography and violence,” which he argued had influenced the Columbine shooters and, later, the 2007 Virginia Tech shooter.

Video games seem especially prone to garnering political attention in the wake of a tragedy — especially first-person shooters like Call of Duty. A stereotype of a mass shooter, isolated and perpetually consuming graphic violent content, seems to linger in the public’s consciousness. A neighbor of the 2018 Parkland shooter, for instance, told the Miami Herald that the shooter would play video games for up to 12 to 15 hours a day — and although that anecdotal report was unverified, it was still widely circulated.

A 2015 Pew study of 2,000 US adults found that even though 49 percent of adult Americans play video games, 40 percent of Americans also believe in a link between games and violence — specifically, that “people who play violent video games are more likely to be violent themselves.” Additionally, 32 percent of the people who told Pew they play video games also said they believe gaming contributes to an increase in aggression, even though their own experience as, presumably, nonviolent gamers would offer at least some evidence to the contrary.

One person who sees a correlation between violent games and a propensity for real-world violence is Tim Winter . Winter is the president of the Parents Television Council , a nonpartisan advocacy group that lobbies the entertainment industry against marketing graphic violence to children. He spent several years overseeing MGM’s former video game publishing division, MGM Interactive, and moved into advocacy when he became a parent. Growing up, his children played all kinds of video games, except for those he considered too graphic or violent.

In a phone interview, Winter told me his view aligns with the research supporting links between games and aggression.

“Anyone who uses the term ‘moral panic’ in my view is trying to diminish a bona fide conversation that needs to take place,” Winter said. “It’s a simple PR move to refute something that might actually have some value in the broader conversation.”

During our conversation, he compared the connection between violent media and harmful real-world effects to that between cigarettes and lung cancer. If you consume in moderation, he argues, you’ll probably be fine; but, over time, exposure to violent media can have “a cumulative negative effect.” (In fact, studies of infrequent smokers have shown that their risk of coronary disease is roughly equal to that of frequent smokers, and their risk of cancer is still significantly higher than that of nonsmokers.)

“What I believe to be true is that the media we consume has a very powerful impact on shaping our belief structure, our cognitive development, our values, and our opinions,” he said.

He added that it would be foolish to point to any one act of violence and say it was caused by any one video game — that, he argued, “would be like saying lung cancer was caused by that one specific cigarette I smoked.”

“But if you are likely to smoke packs a day over the course of many years, it has a cumulative negative effect on your health,” he continued. “I believe based on the research on both sides that that’s the prevailing truth.”

The debate endures because gun control isn’t being addressed — and games are an easy target

Like many people I spoke with for this story, Winter believes that the debate about gun violence has remained largely at a standstill since Columbine, while the number of mass shootings nationwide has continued to increase.

“If you look at the broader issue of gun violence in America, you have a number of organizations and constituencies pointing at different causes,” he said. “When you look back at what those arguments are, it’s the same arguments that have been made going back to Columbine. Whether it’s gun control, whether it’s mental illness, whether it’s violence in media culture — whatever the debate is about those three root causes, very little progress has been made on any of them.”

The glorification of violence is so culturally embedded in American media through TV, film, games, books, and practically every other available medium that there seems to be very little impetus to change anything about America’s gun culture. We can define “ gun culture ” here as the addition of an embrace of gun ownership and a nationwide oversupply of guns to what Phillips described as “ a culture of violence ” — one in which violence “becomes our go-to way of solving problems — whether that’s individual violence, police violence, state violence.”

“There’s a commodification of violence,” she said, “and we have to understand what that means.”

video game violence debate essay

Naomi Clark , an independent game developer and co-chair of New York University’s Game Center program, agreed. “I find it more plausible that America’s long-standing culture of gun violence has affected video games, as a form of culture, than the other way around,” she told me in an email. “After all, this nation’s cultural traditions and attachments around guns are far older than video games.”

In light of incidents like Walmart’s removal of video game displays after the recent mass shootings while continuing to advertise guns, the connection between the shootings and America’s continued valorization of guns feels extremely stark. “We could ban video games tomorrow and mass shootings would still happen,” Cypheroftyr told me.

“What’s new about the current debate is that the scapegoat of videogaming has never been more nakedly exposed for what it is,” gaming sociologist Katherine Cross wrote in an email, “with Republicans and conservatives manifestly fearful of blaming systematic white supremacism, Trump’s rhetoric, or our nation’s permissive and freewheeling gun culture for the recent rash of terrorism.”

Because of the sensitivity around the issue of gun control, it’s easy for politicians to score points with constituents by focusing a conversation on games and sidestepping other action. “Politicians often blame video games because they are a safe target,” Moral Combat author Markey told me in an email. “There isn’t a giant video game lobby like other potential causes of mass shootings (like the NRA [National Rifle Association]). So [by targeting games], a politician can make it appear they are doing something without risking losing any votes.”

And the general public is often susceptible to this rhetoric, both because it’s emotional and because it may feed what they think they already know about games — even if that’s not a lot. “The narrative that violence in video games contributes to the gun violence in America is, I think, a good example of a bad idea that seems right to people who don’t look too closely at the facts,” Zak Garriss , a video game writer and designer who’s worked on a wide range of games, told me in an email.

“Video games are a global industry, dwarfing other entertainment industries in revenue in markets comprised of gamers from the UK, Germany, France, Japan, the US, and basically anywhere there’s electricity. Yet the spree shooting phenomenon seems to be seriously and uniquely a US issue right now. It’s also worth noting that the ratings systems across these countries vary, and in the case of Europe, are often more liberal in many regards than the US system,” Garriss said.

He also pointed out that this conversation frequently overshadows the important, innovative work that many games are engaged in. “Games like Stardew Valley , Minecraft , or Journey craft experiences that help people relax, detox after a day, bond with friends,” he said. “Games like Papers, Please , That Dragon Cancer , or Life Is Strange interrogate the harder and the darker elements of the human experience like love, grief, loneliness, and death.”

In other words, a conversation that focuses on games and guns alone dismisses the vital cultural role that video games play as art. “Play video games and you can jump on giant mushrooms, shoot a wizard on the moon, grow a farm, fall in love, experience nearly infinite worlds really,” Garriss told me. “If games have a unifying organizing principle, I’d say it’s to delight. The pursuit of fun.”

He continued: “To me, the tragedy, if there is one, in the current discourse around video games and violence, lies in failing to see the magic happening in the play. As devs, it’s a magic we’re chasing with every game. And as players, I think it’s a magic that has not just the potential but the actual power to bring people together, to aid mental health, to make us think, to help us heal. And to experience delight.”

But for some members of the public, games’ recreational, relaxational, and artistic values might be another thing that make them suspect. “If they don’t play games or ‘aged out of it,’ they might see them as frivolous or a waste of time,” Cypheroftyr says. “It’s easy to go, ‘Oh, you’re still playing video games? Why are you wasting your life?’”

That idea — that video games are a waste of time — is another longstanding element of cultural assumptions around games of all kinds, Clark, the game developer, told me. “Games have been an easy target in every era because there’s something inherently unproductive or even anti-productive about them, and so there’s also a long history of game designers trying to rehabilitate games and make them ‘do work’ or provide instruction.”

All of this makes it incredibly easy to fixate on video games instead of addressing difficult but more relevant targets, like NRA funding and easy access to guns. And that, in turn, makes it a complicated proposition to extricate video games from conversations about gun violence, let alone limit the conversation around violent games to people who might actually be in a position to create change, like the people who make the games in the first place.

Yet what’s striking when you drill down into the community around gaming is how many gamers agree with many of the arguments politicians are making. As a fan of shooter games, Cypheroftyr told me she routinely plays violent games like Call of Duty and the military action role-playing game (RPG) The Division . “I’m not out here trying to murder people,” she stressed. But like the Parents Television Council’s Winter, Cypheroftyr and many of the other people I spoke with agree that the gaming industry needs to do a lot more to examine the at times shocking imagery it perpetuates.

Many members of the gaming community are already discussing game violence

Multiple people I spoke with expressed frustration that the conversation about video games’ role in mass shootings is obscuring another, very important conversation to be had within the gaming community about violent games.

Clark told me that the public’s lack of nuance and an insistence on a binary reading of the issue is part of the problem. “Most people are capable of understanding that causes are complex,” she said, “that you can’t just point to one thing and say, ‘This is mostly or entirely to blame!’”

But she also cautioned that the gaming community’s reactionary defensiveness to this lack of nuance also prevents many video game fans from acknowledging that games do play a role within a violent culture. “That complexity cuts both ways,” she told me. “Even though it’s silly to say that ‘games cause violence,’ it’s also just as silly to say that games have nothing to do with a culture that has a violence problem.”

That culture is endemic to the gaming industry, added Justin Carter, a freelance journalist whose work focuses on video games and culture.

“The industry does have a fetishization of guns and violence,” Carter said. “You look at games like Borderlands or Destiny and one of the selling points is how many guns there are.” The upcoming first-person shooter game Borderlands 3 , he pointed out, boasts “over a billion” different guns from its 12 fictional weapons manufacturers , all of which tout special perks to get players to try their guns. These perks serve as marketing both inside and outside the game; the game’s publisher, 2K Games, invites players to exult in violence using language that speaks for itself :

Deliver devastating critical hits to enemies’ soft-and-sensitives, then joy-puke as your bullets ricochet towards other targets. ... Step 1: Hit your enemies with tracker tags. Step 2: Unleash a hail of Smart Bullets that track towards your targets. Step 3: Loot! Deal guaranteed elemental damage with your finger glued to the trigger ...

video game violence debate essay

“There are very few [action/adventure] games that give you options other than murdering people,” Cypheroftyr said. “Games don’t do enough to show the other side of it. You shoot someone, you die, they die, you reset, you reload, and nothing happens.”

“I know that if I shoot people in a game it’s not real,” she added. “99.9 percent of people don’t need to be told that. I’m not playing out a power fantasy or anything, but I’ve become more aware of how most games [that] use violence [do so] to solve problems.”

An insistence from game developers on blithely ignoring the potential political messages of their games is another frustration for her. “All these game makers are like, there’s no politics in the game. There’s no message. And I’m like ... did you just send me through a war museum and you’re telling me this?!”

The game Cypheroftyr is referencing is The Division 2 , which features a section where players can engage in enemy combat during a walkthrough of a Vietnam War memorial museum. While she loves the game, she told me the fact that players use weapons from the Vietnam War era while in a war museum belies game developers’ frequent arguments that such games are apolitical.

video game violence debate essay

Another game Cypheroftyr has found disturbing in its attempt to background politics without any real self-reflection is the popular adventure game Detroit Become Human , which displays pacifist Martin Luther King Jr. quotes alongside gameplay that allows players to choose extreme violence as an option. “You can take a more pacifistic approach, but you may not get the ending you want,” she explained.

She noted, too, that the military uses video games for training as part of what’s been dubbed the “ military-entertainment complex ,” with tactics involving shooter games that some ex-soldiers have referred to as “more like brainwashing than anything.” The US Army began exploring virtual training in 1999 and began developing its first tactics game a year later. The result, Full Spectrum Command , was a military-only version of 2003’s Full Spectrum Warrior . Since then, the military has used video games to teach soldiers everything from how to deal with combat scenarios to how to interact with Iraqi civilians .

video game violence debate essay

The close connection between games and sanctioned real-world violence, i.e., war, is hard to deny with any plausibility. “When someone insists that these two parts of culture have absolutely nothing to do with each other,” Clark said, “it smacks of denial, and many game developers are asking themselves, ‘Do I want to be part of this landscape?’ even if they have zero belief that video games are causing violence.”

For all the gaming industry’s faults when it comes to frankly addressing gaming’s role in a violent culture, however, many people are quick to point out that critiques of in-game violence can also come from the video games themselves. In Batman: Arkham Asylum , for example, researchers Christina Fawcett and Steven Kohm recently found that the game “directly implicate[s] the player in violence enacted upon the bodies of criminals and patients alike.” Other games shift the focus away from the perpetrators to the victims — for example, This War of Mine is a survival game inspired by the Bosnian War that focuses not on soldiers but on civilians dealing with the costs of wartime violence.

But acknowledging that critiques of violent games are coming from within the gaming community doesn’t play well as part of the gun control debate. “It’s far too easy to scapegoat video games as low-hanging fruit instead of addressing the real issues,” Cypheroftyr said, “like the ease with which we can get weapons in this country, and why we don’t do more to punish the perpetrators [of gun violence].” She also cites the cultural tendency to excuse masculine aggression early on with a “b“boys will be boys” mentality — which can breed the kind of entitlement that leads to more violence later on.

All these factors combine to make the conversation around violent video games inherently political and part of a larger ongoing debate that ultimately centers on which media messages are the most responsible for fueling real-world violence.

The conversation surrounding violent games implicates violent gaming culture itself — which, in turn, implicates politicians who rail against games

Games journalist Carter told me he feels the gaming community needs to, in essence, reject the whole debate entirely because at this point in its life cycle, it’s disingenuous.

“We’ve been through enough shootings that you know the playbook, and it’s annoying that gamers and people in the industry will take this as a position that needs defending,” he told me. “It’s not a conversation worth having anymore solely on post-traumatic terms.”

Discussions about video game violence need to be held mainly within the games community, Carter said, and held “with people who are actually interested in figuring out a solution instead of politicians looking to pass off the blame for their ineptitude and greed.”

But some gamers told me they don’t trust the gaming community to frame the conversation with appropriate nuance. All of them cited Gamergate’ s violent male entitlement and the effect that its subsequent bleed into the larger alt-right movement’s misogyny and white supremacy have had on mainstream culture at large.

“The framing of that rhetoric that began in Gamergate as part of the ‘low’ culture of niche internet forums became part of the mainstream political discourse,” criminologist Phillips pointed out. “The expression of their misogyny and the notion of being pushed out of their white male-dominated space was a microcosm of what was to come. We’re talking about 8chan now, but [the growth of the alt-right] was fueled by gaming culture.” She points to Gamergate as an example of the complicated interplay between gaming culture, online communities full of toxic, violent rhetoric, and the rise of online extremism that’s increasingly moving offline.

Gaming sociologist Cross agreed. “At this moment, there is urgent need to shine a light on video game culture , the fan spaces that have been infiltrated by white supremacists looking to recruit that minority of gamers who rage against ‘political correctness,’” she told me.

“We treat video games as unreal, as unserious play, and that creates a shadow over gaming forums and fan communities that has allowed toxicity to take root. It’s also allowed neo-Nazis to operate mostly unseen. That is what needs to change.”

The resulting shadow over gaming has spread far and wide — and found violent echoes in the rhetoric of Trump himself . “Look at what the person in the very highest office of the US is cultivating,” Cypheroftyr said. “Toxic masculinity, this idea that men, especially white men, have been fed that they’re losing ‘their’ country.”

video game violence debate essay

“While video games do not influence us in a monkey-see-monkey-do manner, they do, like all media, shape how we see the world,” Cross argues. “Republicans, in broaching that possibility, open themselves up to the critique that their leader, who makes frequent use of both old media and social media, might also be influential in a toxic way.”

And this, ultimately, may be why the current debate around video games and violence feels particularly intense: The extremes of toxic gaming culture are fueling the attitudes of toxic alt-right culture , which in turn fuels the rhetoric of President Trump and many other right-wing politicians — the same rhetoric that many white supremacist mass shooters are using to justify their atrocities.

So when Trump rails against violence in video games, as he’s now done multiple times , he’s protesting a fictionalized version of the real-life violence that his own rhetoric seems to tacitly encourage. If we are to accept the argument that media violence as represented by games is capable of bringing about real-world violence, then surely no media influence is more powerful or full of dangerous potential than that wielded by the president of the United States.

In 2018, Vice’s gaming vertical Waypoint devoted a week to “ guns and games ”; in a moving piece outlining the intent of the project, editor Austin Walker observed that unlike real-world violence, “in big-budget action games, and especially games that give the player guns and plentiful ammunition, violence is cheap and endlessly repeatable.”

Yet now, barely a year later, mass shootings and other incidents of real-world violence have also begun to seem endlessly repeatable. Perhaps that is why, at last, the urgency of shifting our cultural focus from fixing violence in games to fixing violence in the real world feels like it is finally outstripping the incessant debate.

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October 2, 2018

Do Violent Video Games Trigger Aggression?

A study tries to find whether slaughtering zombies with a virtual assault weapon translates into misbehavior when a teenager returns to reality

By Melinda Wenner Moyer

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Intuitively, it makes sense Splatterhouse and Postal 2 would serve as virtual training sessions for teens, encouraging them to act out in ways that mimic game-related violence. But many studies have failed to find a clear connection between violent game play and belligerent behavior, and the controversy over whether the shoot-‘em-up world transfers to real life has persisted for years. A new study published on October 1 in Proceedings of the National Academy of Sciences tries to resolve the controversy by weighing the findings of two dozen studies on the topic.

The meta-analysis does tie violent video games to a small increase in physical aggression among adolescents and preteens. Yet debate is by no means over. Whereas the analysis was undertaken to help settle the science on the issue, researchers still disagree on the real-world significance of the findings.

This new analysis attempted to navigate through the minefield of conflicting research. Many studies find gaming associated with increases in aggression, but others identify no such link. A small but vocal cadre of researchers have argued much of the work implicating video games has serious flaws in that, among other things, it measures the frequency of aggressive thoughts or language rather than physically aggressive behaviors like hitting or pushing, which have more real-world relevance.

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Jay Hull, a social psychologist at Dartmouth College and a co-author on the new paper, has never been convinced by the critiques that have disparaged purported ties between gaming and aggression. “I just kept reading, over and over again, [these] criticisms of the literature and going, ‘that’s just not true,’” he says. So he and his colleagues designed the new meta-analysis to address these criticisms head-on and determine if they had merit.

Hull and colleagues pooled data from 24 studies that had been selected to avoid some of the criticisms leveled at earlier work. They only included research that measured the relationship between violent video game use and overt physical aggression. They also limited their analysis to studies that statistically controlled for several factors that could influence the relationship between gaming and subsequent behavior, such as age and baseline aggressive behavior.

Even with these constraints, their analysis found kids who played violent video games did become more aggressive over time. But the changes in behavior were not big. “According to traditional ways of looking at these numbers, it’s not a large effect—I would say it’s relatively small,” he says. But it’s “statistically reliable—it’s not by chance and not inconsequential.”

Their findings mesh with a 2015 literature review conducted by the American Psychological Association, which concluded violent video games worsen aggressive behavior in older children, adolescents and young adults. Together, Hull’s meta-analysis and the APA report help give clarity to the existing body of research, says Douglas Gentile, a developmental psychologist at Iowa State University who was not involved in conducting the meta-analysis. “Media violence is one risk factor for aggression,” he says. “It's not the biggest, it’s also not the smallest, but it’s worth paying attention to.”

Yet researchers who have been critical of links between games and violence contend Hull’s meta-analysis does not settle the issue. “They don’t find much. They just try to make it sound like they do,” says Christopher Ferguson, a psychologist at Stetson University in Florida, who has published papers questioning the link between violent video games and aggression.

Ferguson argues the degree to which video game use increases aggression in Hull’s analysis—what is known in psychology as the estimated “effect size”—is so small as to be essentially meaningless. After statistically controlling for several other factors, the meta-analysis reported an effect size of 0.08, which suggests that violent video games account for less than one percent of the variation in aggressive behavior among U.S. teens and pre-teens—if, in fact, there is a cause-and effect relationship between game play and hostile actions. It may instead be that the relationship between gaming and aggression is a statistical artifact caused by lingering flaws in study design, Ferguson says.  

Johannes Breuer, a psychologist at GESIS–Leibniz Institute for the Social Sciences in Germany, agrees, noting that according to “a common rule of thumb in psychological research,” effect sizes below 0.1 are “considered trivial.” He adds meta-analyses are only as valid as the studies included in them, and that work on the issue has been plagued by methodological problems. For one thing, studies vary in terms of the criteria they use to determine if a video game is violent or not. By some measures, the Super Mario Bros. games would be considered violent, but by others not. Studies, too, often rely on subjects self-reporting their own aggressive acts, and they may not do so accurately. “All of this is not to say that the results of this meta-analysis are not valid,” he says. “But things like this need to be kept in mind when interpreting the findings and discussing their meaning.”

Hull says, however, that the effect size his team found still has real-world significance. An analysis of one of his earlier studies, which reported a similar estimated effect size of 0.083, found playing violent video games was linked with almost double the risk that kids would be sent to the school principal’s office for fighting. The study began by taking a group of children who hadn’t been dispatched to the principal in the previous month and then tracked them for a subsequent eight months. It found 4.8 percent of kids who reported only rarely playing violent video games were sent to the principal’s office at least once during that period compared with 9 percent who reported playing violent video games frequently. Hull theorizes violent games help kids become more comfortable with taking risks and engaging in abnormal behavior. “Their sense of right and wrong is being warped,” he notes.

Hull and his colleagues also found evidence ethnicity shapes the relationship between violent video games and aggression. White players seem more susceptible to the games' putative effects on behavior than do Hispanic and Asian players. Hull isn’t sure why, but he suspects the games' varying impact relates to how much kids are influenced by the norms of American culture, which, he says, are rooted in rugged individualism and a warriorlike mentality that may incite video game players to identify with aggressors rather than victims. It might “dampen sympathy toward their virtual victims,” he and his co-authors wrote, “with consequences for their values and behavior outside the game.”

Social scientists will, no doubt, continue to debate the psychological impacts of killing within the confines of interactive games. In a follow-up paper Hull says he plans to tackle the issue of the real-world significance of violent game play, and hopes it adds additional clarity. “It’s a knotty issue,” he notes—and it’s an open question whether research will ever quell the controversy.

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  • Published: 13 March 2018

Does playing violent video games cause aggression? A longitudinal intervention study

  • Simone Kühn 1 , 2 ,
  • Dimitrij Tycho Kugler 2 ,
  • Katharina Schmalen 1 ,
  • Markus Weichenberger 1 ,
  • Charlotte Witt 1 &
  • Jürgen Gallinat 2  

Molecular Psychiatry volume  24 ,  pages 1220–1234 ( 2019 ) Cite this article

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It is a widespread concern that violent video games promote aggression, reduce pro-social behaviour, increase impulsivity and interfere with cognition as well as mood in its players. Previous experimental studies have focussed on short-term effects of violent video gameplay on aggression, yet there are reasons to believe that these effects are mostly the result of priming. In contrast, the present study is the first to investigate the effects of long-term violent video gameplay using a large battery of tests spanning questionnaires, behavioural measures of aggression, sexist attitudes, empathy and interpersonal competencies, impulsivity-related constructs (such as sensation seeking, boredom proneness, risk taking, delay discounting), mental health (depressivity, anxiety) as well as executive control functions, before and after 2 months of gameplay. Our participants played the violent video game Grand Theft Auto V, the non-violent video game The Sims 3 or no game at all for 2 months on a daily basis. No significant changes were observed, neither when comparing the group playing a violent video game to a group playing a non-violent game, nor to a passive control group. Also, no effects were observed between baseline and posttest directly after the intervention, nor between baseline and a follow-up assessment 2 months after the intervention period had ended. The present results thus provide strong evidence against the frequently debated negative effects of playing violent video games in adults and will therefore help to communicate a more realistic scientific perspective on the effects of violent video gaming.

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The concern that violent video games may promote aggression or reduce empathy in its players is pervasive and given the popularity of these games their psychological impact is an urgent issue for society at large. Contrary to the custom, this topic has also been passionately debated in the scientific literature. One research camp has strongly argued that violent video games increase aggression in its players [ 1 , 2 ], whereas the other camp [ 3 , 4 ] repeatedly concluded that the effects are minimal at best, if not absent. Importantly, it appears that these fundamental inconsistencies cannot be attributed to differences in research methodology since even meta-analyses, with the goal to integrate the results of all prior studies on the topic of aggression caused by video games led to disparate conclusions [ 2 , 3 ]. These meta-analyses had a strong focus on children, and one of them [ 2 ] reported a marginal age effect suggesting that children might be even more susceptible to violent video game effects.

To unravel this topic of research, we designed a randomised controlled trial on adults to draw causal conclusions on the influence of video games on aggression. At present, almost all experimental studies targeting the effects of violent video games on aggression and/or empathy focussed on the effects of short-term video gameplay. In these studies the duration for which participants were instructed to play the games ranged from 4 min to maximally 2 h (mean = 22 min, median = 15 min, when considering all experimental studies reviewed in two of the recent major meta-analyses in the field [ 3 , 5 ]) and most frequently the effects of video gaming have been tested directly after gameplay.

It has been suggested that the effects of studies focussing on consequences of short-term video gameplay (mostly conducted on college student populations) are mainly the result of priming effects, meaning that exposure to violent content increases the accessibility of aggressive thoughts and affect when participants are in the immediate situation [ 6 ]. However, above and beyond this the General Aggression Model (GAM, [ 7 ]) assumes that repeatedly primed thoughts and feelings influence the perception of ongoing events and therewith elicits aggressive behaviour as a long-term effect. We think that priming effects are interesting and worthwhile exploring, but in contrast to the notion of the GAM our reading of the literature is that priming effects are short-lived (suggested to only last for <5 min and may potentially reverse after that time [ 8 ]). Priming effects should therefore only play a role in very close temporal proximity to gameplay. Moreover, there are a multitude of studies on college students that have failed to replicate priming effects [ 9 , 10 , 11 ] and associated predictions of the so-called GAM such as a desensitisation against violent content [ 12 , 13 , 14 ] in adolescents and college students or a decrease of empathy [ 15 ] and pro-social behaviour [ 16 , 17 ] as a result of playing violent video games.

However, in our view the question that society is actually interested in is not: “Are people more aggressive after having played violent video games for a few minutes? And are these people more aggressive minutes after gameplay ended?”, but rather “What are the effects of frequent, habitual violent video game playing? And for how long do these effects persist (not in the range of minutes but rather weeks and months)?” For this reason studies are needed in which participants are trained over longer periods of time, tested after a longer delay after acute playing and tested with broader batteries assessing aggression but also other relevant domains such as empathy as well as mood and cognition. Moreover, long-term follow-up assessments are needed to demonstrate long-term effects of frequent violent video gameplay. To fill this gap, we set out to expose adult participants to two different types of video games for a period of 2 months and investigate changes in measures of various constructs of interest at least one day after the last gaming session and test them once more 2 months after the end of the gameplay intervention. In contrast to the GAM, we hypothesised no increases of aggression or decreases in pro-social behaviour even after long-term exposure to a violent video game due to our reasoning that priming effects of violent video games are short-lived and should therefore not influence measures of aggression if they are not measured directly after acute gaming. In the present study, we assessed potential changes in the following domains: behavioural as well as questionnaire measures of aggression, empathy and interpersonal competencies, impulsivity-related constructs (such as sensation seeking, boredom proneness, risk taking, delay discounting), and depressivity and anxiety as well as executive control functions. As the effects on aggression and pro-social behaviour were the core targets of the present study, we implemented multiple tests for these domains. This broad range of domains with its wide coverage and the longitudinal nature of the study design enabled us to draw more general conclusions regarding the causal effects of violent video games.

Materials and methods

Participants.

Ninety healthy participants (mean age = 28 years, SD = 7.3, range: 18–45, 48 females) were recruited by means of flyers and internet advertisements. The sample consisted of college students as well as of participants from the general community. The advertisement mentioned that we were recruiting for a longitudinal study on video gaming, but did not mention that we would offer an intervention or that we were expecting training effects. Participants were randomly assigned to the three groups ruling out self-selection effects. The sample size was based on estimates from a previous study with a similar design [ 18 ]. After complete description of the study, the participants’ informed written consent was obtained. The local ethics committee of the Charité University Clinic, Germany, approved of the study. We included participants that reported little, preferably no video game usage in the past 6 months (none of the participants ever played the game Grand Theft Auto V (GTA) or Sims 3 in any of its versions before). We excluded participants with psychological or neurological problems. The participants received financial compensation for the testing sessions (200 Euros) and performance-dependent additional payment for two behavioural tasks detailed below, but received no money for the training itself.

Training procedure

The violent video game group (5 participants dropped out between pre- and posttest, resulting in a group of n  = 25, mean age = 26.6 years, SD = 6.0, 14 females) played the game Grand Theft Auto V on a Playstation 3 console over a period of 8 weeks. The active control group played the non-violent video game Sims 3 on the same console (6 participants dropped out, resulting in a group of n  = 24, mean age = 25.8 years, SD = 6.8, 12 females). The passive control group (2 participants dropped out, resulting in a group of n  = 28, mean age = 30.9 years, SD = 8.4, 12 females) was not given a gaming console and had no task but underwent the same testing procedure as the two other groups. The passive control group was not aware of the fact that they were part of a control group to prevent self-training attempts. The experimenters testing the participants were blind to group membership, but we were unable to prevent participants from talking about the game during testing, which in some cases lead to an unblinding of experimental condition. Both training groups were instructed to play the game for at least 30 min a day. Participants were only reimbursed for the sessions in which they came to the lab. Our previous research suggests that the perceived fun in gaming was positively associated with training outcome [ 18 ] and we speculated that enforcing training sessions through payment would impair motivation and thus diminish the potential effect of the intervention. Participants underwent a testing session before (baseline) and after the training period of 2 months (posttest 1) as well as a follow-up testing sessions 2 months after the training period (posttest 2).

Grand Theft Auto V (GTA)

GTA is an action-adventure video game situated in a fictional highly violent game world in which players are rewarded for their use of violence as a means to advance in the game. The single-player story follows three criminals and their efforts to commit heists while under pressure from a government agency. The gameplay focuses on an open world (sandbox game) where the player can choose between different behaviours. The game also allows the player to engage in various side activities, such as action-adventure, driving, third-person shooting, occasional role-playing, stealth and racing elements. The open world design lets players freely roam around the fictional world so that gamers could in principle decide not to commit violent acts.

The Sims 3 (Sims)

Sims is a life simulation game and also classified as a sandbox game because it lacks clearly defined goals. The player creates virtual individuals called “Sims”, and customises their appearance, their personalities and places them in a home, directs their moods, satisfies their desires and accompanies them in their daily activities and by becoming part of a social network. It offers opportunities, which the player may choose to pursue or to refuse, similar as GTA but is generally considered as a pro-social and clearly non-violent game.

Assessment battery

To assess aggression and associated constructs we used the following questionnaires: Buss–Perry Aggression Questionnaire [ 19 ], State Hostility Scale [ 20 ], Updated Illinois Rape Myth Acceptance Scale [ 21 , 22 ], Moral Disengagement Scale [ 23 , 24 ], the Rosenzweig Picture Frustration Test [ 25 , 26 ] and a so-called World View Measure [ 27 ]. All of these measures have previously been used in research investigating the effects of violent video gameplay, however, the first two most prominently. Additionally, behavioural measures of aggression were used: a Word Completion Task, a Lexical Decision Task [ 28 ] and the Delay frustration task [ 29 ] (an inter-correlation matrix is depicted in Supplementary Figure 1 1). From these behavioural measures, the first two were previously used in research on the effects of violent video gameplay. To assess variables that have been related to the construct of impulsivity, we used the Brief Sensation Seeking Scale [ 30 ] and the Boredom Propensity Scale [ 31 ] as well as tasks assessing risk taking and delay discounting behaviourally, namely the Balloon Analogue Risk Task [ 32 ] and a Delay-Discounting Task [ 33 ]. To quantify pro-social behaviour, we employed: Interpersonal Reactivity Index [ 34 ] (frequently used in research on the effects of violent video gameplay), Balanced Emotional Empathy Scale [ 35 ], Reading the Mind in the Eyes test [ 36 ], Interpersonal Competence Questionnaire [ 37 ] and Richardson Conflict Response Questionnaire [ 38 ]. To assess depressivity and anxiety, which has previously been associated with intense video game playing [ 39 ], we used Beck Depression Inventory [ 40 ] and State Trait Anxiety Inventory [ 41 ]. To characterise executive control function, we used a Stop Signal Task [ 42 ], a Multi-Source Interference Task [ 43 ] and a Task Switching Task [ 44 ] which have all been previously used to assess effects of video gameplay. More details on all instruments used can be found in the Supplementary Material.

Data analysis

On the basis of the research question whether violent video game playing enhances aggression and reduces empathy, the focus of the present analysis was on time by group interactions. We conducted these interaction analyses separately, comparing the violent video game group against the active control group (GTA vs. Sims) and separately against the passive control group (GTA vs. Controls) that did not receive any intervention and separately for the potential changes during the intervention period (baseline vs. posttest 1) and to test for potential long-term changes (baseline vs. posttest 2). We employed classical frequentist statistics running a repeated-measures ANOVA controlling for the covariates sex and age.

Since we collected 52 separate outcome variables and conduced four different tests with each (GTA vs. Sims, GTA vs. Controls, crossed with baseline vs. posttest 1, baseline vs. posttest 2), we had to conduct 52 × 4 = 208 frequentist statistical tests. Setting the alpha value to 0.05 means that by pure chance about 10.4 analyses should become significant. To account for this multiple testing problem and the associated alpha inflation, we conducted a Bonferroni correction. According to Bonferroni, the critical value for the entire set of n tests is set to an alpha value of 0.05 by taking alpha/ n  = 0.00024.

Since the Bonferroni correction has sometimes been criticised as overly conservative, we conducted false discovery rate (FDR) correction [ 45 ]. FDR correction also determines adjusted p -values for each test, however, it controls only for the number of false discoveries in those tests that result in a discovery (namely a significant result).

Moreover, we tested for group differences at the baseline assessment using independent t -tests, since those may hamper the interpretation of significant interactions between group and time that we were primarily interested in.

Since the frequentist framework does not enable to evaluate whether the observed null effect of the hypothesised interaction is indicative of the absence of a relation between violent video gaming and our dependent variables, the amount of evidence in favour of the null hypothesis has been tested using a Bayesian framework. Within the Bayesian framework both the evidence in favour of the null and the alternative hypothesis are directly computed based on the observed data, giving rise to the possibility of comparing the two. We conducted Bayesian repeated-measures ANOVAs comparing the model in favour of the null and the model in favour of the alternative hypothesis resulting in a Bayes factor (BF) using Bayesian Information criteria [ 46 ]. The BF 01 suggests how much more likely the data is to occur under the null hypothesis. All analyses were performed using the JASP software package ( https://jasp-stats.org ).

Sex distribution in the present study did not differ across the groups ( χ 2 p -value > 0.414). However, due to the fact that differences between males and females have been observed in terms of aggression and empathy [ 47 ], we present analyses controlling for sex. Since our random assignment to the three groups did result in significant age differences between groups, with the passive control group being significantly older than the GTA ( t (51) = −2.10, p  = 0.041) and the Sims group ( t (50) = −2.38, p  = 0.021), we also controlled for age.

The participants in the violent video game group played on average 35 h and the non-violent video game group 32 h spread out across the 8 weeks interval (with no significant group difference p  = 0.48).

To test whether participants assigned to the violent GTA game show emotional, cognitive and behavioural changes, we present the results of repeated-measure ANOVA time x group interaction analyses separately for GTA vs. Sims and GTA vs. Controls (Tables  1 – 3 ). Moreover, we split the analyses according to the time domain into effects from baseline assessment to posttest 1 (Table  2 ) and effects from baseline assessment to posttest 2 (Table  3 ) to capture more long-lasting or evolving effects. In addition to the statistical test values, we report partial omega squared ( ω 2 ) as an effect size measure. Next to the classical frequentist statistics, we report the results of a Bayesian statistical approach, namely BF 01 , the likelihood with which the data is to occur under the null hypothesis that there is no significant time × group interaction. In Table  2 , we report the presence of significant group differences at baseline in the right most column.

Since we conducted 208 separate frequentist tests we expected 10.4 significant effects simply by chance when setting the alpha value to 0.05. In fact we found only eight significant time × group interactions (these are marked with an asterisk in Tables  2 and 3 ).

When applying a conservative Bonferroni correction, none of those tests survive the corrected threshold of p  < 0.00024. Neither does any test survive the more lenient FDR correction. The arithmetic mean of the frequentist test statistics likewise shows that on average no significant effect was found (bottom rows in Tables  2 and 3 ).

In line with the findings from a frequentist approach, the harmonic mean of the Bayesian factor BF 01 is consistently above one but not very far from one. This likewise suggests that there is very likely no interaction between group × time and therewith no detrimental effects of the violent video game GTA in the domains tested. The evidence in favour of the null hypothesis based on the Bayes factor is not massive, but clearly above 1. Some of the harmonic means are above 1.6 and constitute substantial evidence [ 48 ]. However, the harmonic mean has been criticised as unstable. Owing to the fact that the sum is dominated by occasional small terms in the likelihood, one may underestimate the actual evidence in favour of the null hypothesis [ 49 ].

To test the sensitivity of the present study to detect relevant effects we computed the effect size that we would have been able to detect. The information we used consisted of alpha error probability = 0.05, power = 0.95, our sample size, number of groups and of measurement occasions and correlation between the repeated measures at posttest 1 and posttest 2 (average r  = 0.68). According to G*Power [ 50 ], we could detect small effect sizes of f  = 0.16 (equals η 2  = 0.025 and r  = 0.16) in each separate test. When accounting for the conservative Bonferroni-corrected p -value of 0.00024, still a medium effect size of f  = 0.23 (equals η 2  = 0.05 and r  = 0.22) would have been detectable. A meta-analysis by Anderson [ 2 ] reported an average effects size of r  = 0.18 for experimental studies testing for aggressive behaviour and another by Greitmeyer [ 5 ] reported average effect sizes of r  = 0.19, 0.25 and 0.17 for effects of violent games on aggressive behaviour, cognition and affect, all of which should have been detectable at least before multiple test correction.

Within the scope of the present study we tested the potential effects of playing the violent video game GTA V for 2 months against an active control group that played the non-violent, rather pro-social life simulation game The Sims 3 and a passive control group. Participants were tested before and after the long-term intervention and at a follow-up appointment 2 months later. Although we used a comprehensive test battery consisting of questionnaires and computerised behavioural tests assessing aggression, impulsivity-related constructs, mood, anxiety, empathy, interpersonal competencies and executive control functions, we did not find relevant negative effects in response to violent video game playing. In fact, only three tests of the 208 statistical tests performed showed a significant interaction pattern that would be in line with this hypothesis. Since at least ten significant effects would be expected purely by chance, we conclude that there were no detrimental effects of violent video gameplay.

This finding stands in contrast to some experimental studies, in which short-term effects of violent video game exposure have been investigated and where increases in aggressive thoughts and affect as well as decreases in helping behaviour have been observed [ 1 ]. However, these effects of violent video gaming on aggressiveness—if present at all (see above)—seem to be rather short-lived, potentially lasting <15 min [ 8 , 51 ]. In addition, these short-term effects of video gaming are far from consistent as multiple studies fail to demonstrate or replicate them [ 16 , 17 ]. This may in part be due to problems, that are very prominent in this field of research, namely that the outcome measures of aggression and pro-social behaviour, are poorly standardised, do not easily generalise to real-life behaviour and may have lead to selective reporting of the results [ 3 ]. We tried to address these concerns by including a large set of outcome measures that were mostly inspired by previous studies demonstrating effects of short-term violent video gameplay on aggressive behaviour and thoughts, that we report exhaustively.

Since effects observed only for a few minutes after short sessions of video gaming are not representative of what society at large is actually interested in, namely how habitual violent video gameplay affects behaviour on a more long-term basis, studies employing longer training intervals are highly relevant. Two previous studies have employed longer training intervals. In an online study, participants with a broad age range (14–68 years) have been trained in a violent video game for 4 weeks [ 52 ]. In comparison to a passive control group no changes were observed, neither in aggression-related beliefs, nor in aggressive social interactions assessed by means of two questions. In a more recent study, participants played a previous version of GTA for 12 h spread across 3 weeks [ 53 ]. Participants were compared to a passive control group using the Buss–Perry aggression questionnaire, a questionnaire assessing impulsive or reactive aggression, attitude towards violence, and empathy. The authors only report a limited increase in pro-violent attitude. Unfortunately, this study only assessed posttest measures, which precludes the assessment of actual changes caused by the game intervention.

The present study goes beyond these studies by showing that 2 months of violent video gameplay does neither lead to any significant negative effects in a broad assessment battery administered directly after the intervention nor at a follow-up assessment 2 months after the intervention. The fact that we assessed multiple domains, not finding an effect in any of them, makes the present study the most comprehensive in the field. Our battery included self-report instruments on aggression (Buss–Perry aggression questionnaire, State Hostility scale, Illinois Rape Myth Acceptance scale, Moral Disengagement scale, World View Measure and Rosenzweig Picture Frustration test) as well as computer-based tests measuring aggressive behaviour such as the delay frustration task and measuring the availability of aggressive words using the word completion test and a lexical decision task. Moreover, we assessed impulse-related concepts such as sensation seeking, boredom proneness and associated behavioural measures such as the computerised Balloon analogue risk task, and delay discounting. Four scales assessing empathy and interpersonal competence scales, including the reading the mind in the eyes test revealed no effects of violent video gameplay. Neither did we find any effects on depressivity (Becks depression inventory) nor anxiety measured as a state as well as a trait. This is an important point, since several studies reported higher rates of depressivity and anxiety in populations of habitual video gamers [ 54 , 55 ]. Last but not least, our results revealed also no substantial changes in executive control tasks performance, neither in the Stop signal task, the Multi-source interference task or a Task switching task. Previous studies have shown higher performance of habitual action video gamers in executive tasks such as task switching [ 56 , 57 , 58 ] and another study suggests that training with action video games improves task performance that relates to executive functions [ 59 ], however, these associations were not confirmed by a meta-analysis in the field [ 60 ]. The absence of changes in the stop signal task fits well with previous studies that likewise revealed no difference between in habitual action video gamers and controls in terms of action inhibition [ 61 , 62 ]. Although GTA does not qualify as a classical first-person shooter as most of the previously tested action video games, it is classified as an action-adventure game and shares multiple features with those action video games previously related to increases in executive function, including the need for hand–eye coordination and fast reaction times.

Taken together, the findings of the present study show that an extensive game intervention over the course of 2 months did not reveal any specific changes in aggression, empathy, interpersonal competencies, impulsivity-related constructs, depressivity, anxiety or executive control functions; neither in comparison to an active control group that played a non-violent video game nor to a passive control group. We observed no effects when comparing a baseline and a post-training assessment, nor when focussing on more long-term effects between baseline and a follow-up interval 2 months after the participants stopped training. To our knowledge, the present study employed the most comprehensive test battery spanning a multitude of domains in which changes due to violent video games may have been expected. Therefore the present results provide strong evidence against the frequently debated negative effects of playing violent video games. This debate has mostly been informed by studies showing short-term effects of violent video games when tests were administered immediately after a short playtime of a few minutes; effects that may in large be caused by short-lived priming effects that vanish after minutes. The presented results will therefore help to communicate a more realistic scientific perspective of the real-life effects of violent video gaming. However, future research is needed to demonstrate the absence of effects of violent video gameplay in children.

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SK has been funded by a Heisenberg grant from the German Science Foundation (DFG KU 3322/1-1, SFB 936/C7), the European Union (ERC-2016-StG-Self-Control-677804) and a Fellowship from the Jacobs Foundation (JRF 2016–2018).

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video game violence debate essay

A Biola magazine for students, by students

video game violence debate essay

Video Games and Violence: An Ongoing Debate

Written by Yunah Elsner

With the increase of popularity in violent video games and the rise of mass shootings throughout the United States in the last decade, many could suspect a correlation between the two. Debates on whether or not violent video games cause violence has become a large societal and political issue. In 2011, the state of California tried to ban violent video games, and last August after the shootings in Dayton, Ohio and El Paso, Texas, President Trump gave a speech, encouraging people to stand against violent video games as they are the cause of mass violence and are the “glorification and celebration of violence.” Due to claims of video games causing violence, gaming industries were put under fire and fought back. 

“ For video game fans, many of whom have endured a lifetime of defending a hobby that is seen, at best, as a harmless waste of time or, at worst, unsightly onanism enjoyed by the socially bereft, it was the inevitable buckshot of political blame r,” wrote Time Magazine .

 Executive Director of the International Game Developers Association, Renee Gittens, commented on Trump’s speech on violent video games saying, “Blaming video games distracts from the broader issues at hand.” 

 As Christians, is it okay to be playing violent video games? Should Christians be supporting and encouraging these games? This question has been researched and debated on for over fifty years, yet we have no definitive answer. So, what is the answer and why has  it not been found yet? 

Games Are to Blame

“Playing violent video games is to an adolescent’s violent behavior what smoking tobacco is to lung cancer,” said Senator Hilary Clinton in 2005. Senator Joseph Lieberman referred to violent video games as “digital poison.”  

As different studies and experiments were conducted throughout the years, those claims have turned into a national debate.  A seven year study published in 2018 of 17,000 adolescents, ages nine to 19, found that the playing of violent video games led to more physical aggression over time. Even with a study like this, it is difficult to say that video games cause violence.  Stephanie Chan, a sociology professor at Biola University, briefly studied the correlation between video games and violence . 

“There are studies that argue that violent video games contribute to more aggressive behavior, but researchers have a hard time saying it is more than a contributing factor, because there are multiple factors,” said Chan. “It is also unclear which way the arrow goes. Are video games causing children to be more aggressive, or are violent children attracted to those kinds of games?”

video game violence debate essay

Multiple Factors

 Ian Godlesky, a sophomore journalism major at Biola University, plays games of different genres from Rocket League to Call of Duty.  

“I don’t think video games directly cause violence,” Godlesky said. “When it comes to violence and people try to tie it into video games, I think it comes from someone else’s background prior to playing the video games.” 

A report published in 2016 conducted a cross-sectional experiment that found a correlation between violent video games and aggressive behavior in children. The study looked at a group of children, 49% male and 51% female, and also looked at other contributing factors, such as ethnic background, parental enforcement, parental attachment and other variables. Researchers found that children who played violent video games were more likely to act violently. However, the study also showed that contributing factors added to this aggressive behavior. A correlation between these variables and attraction to violent video games were found as a result. Researchers who conducted this study concluded that social and family variables had more of an influence on a child’s aggressive behavior than a violent video game did. 

Christians and Violent Video Games

Is it bad for Christians to play violent video games? There is no ‘yes’ or ‘no’ answer to this question. Philippians 4:8 says, “Finally, brothers, whatever is true, whatever is honorable, whatever is just, whatever is pure, whatever is lovely, whatever is commendable, if there is any excellence, if there is anything worthy of praise, think about these things.” We are called to guard our hearts as well as our thoughts. 

“I think the fact that we are Christians doesn’t have a whole lot to do with it, because for the most part, video games are neutral,” said sophomore business major and vice president of Biola University’s eSports club Mark Gieser. “In terms of how we use them, that’s the part that matters.”

 Just like technology, a person cannot say all technology is good or bad. In the end, it is up to an individual whether playing a violent video game will affect you positively or negatively. 

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Home — Essay Samples — Social Issues — Violence in Video Games — An Enduring Debate On ‘Do Video Games Cause Violence’

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An Enduring Debate on 'Do Video Games Cause Violence'

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Introduction, the research, games and ratings, video games as art and expression.

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video game violence debate essay

It’s time to end the debate about video games and violence

video game violence debate essay

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video game violence debate essay

In the wake of the Valentine’s Day shooting at a Broward County, Florida high school , a familiar trope has reemerged: Often, when a young man is the shooter, people try to blame the tragedy on violent video games and other forms of media. Florida lawmaker Jared Moskowitz made the connection the day after the shooting, saying the gunman “was prepared to pick off students like it’s a video game.”

In January, after two students were killed and many others wounded by a 15-year-old shooter in Benton, Kentucky, the state’s governor criticized popular culture, telling reporters , “We can’t celebrate death in video games, celebrate death in TV shows, celebrate death in movies, celebrate death in musical lyrics and remove any sense of morality and sense of higher authority and then expect that things like this are not going to happen.”

But, speaking as a researcher who has studied violent video games for almost 15 years, I can state that there is no evidence to support these claims that violent media and real-world violence are connected. As far back as 2011, the U.S. Supreme Court ruled that research did not find a clear connection between violent video games and aggressive behavior. Criminologists who study mass shootings specifically refer to those sorts of connections as a “ myth .” And in 2017, the Media Psychology and Technology division of the American Psychological Association released a statement I helped craft, suggesting reporters and policymakers cease linking mass shootings to violent media, given the lack of evidence for a link.

A history of a moral panic

So why are so many policymakers inclined to blame violent video games for violence? There are two main reasons.

The first is the psychological research community’s efforts to market itself as strictly scientific. This led to a replication crisis instead, with researchers often unable to repeat the results of their studies. Now, psychology researchers are reassessing their analyses of a wide range of issues – not just violent video games, but implicit racism , power poses and more.

The other part of the answer lies in the troubled history of violent video game research specifically. Beginning in the early 2000s, some scholars, anti-media advocates and professional groups like the APA began working to connect a methodologically messy and often contradictory set of results to public health concerns about violence. This echoed historical patterns of moral panic, such as 1950s concerns about comic books and Tipper Gore’s efforts to blame pop and rock music in the 1980s for violence, sex and satanism.

Particularly in the early 2000s, dubious evidence regarding violent video games was uncritically promoted . But over the years, confidence among scholars that violent video games influence aggression or violence has crumbled .

Reviewing all the scholarly literature

My own research has examined the degree to which violent video games can – or can’t – predict youth aggression and violence. In a 2015 meta-analysis , I examined 101 studies on the subject and found that violent video games had little impact on kids’ aggression, mood, helping behavior or grades.

Two years later, I found evidence that scholarly journals’ editorial biases had distorted the scientific record on violent video games. Experimental studies that found effects were more likely to be published than studies that had found none. This was consistent with others’ findings . As the Supreme Court noted, any impacts due to video games are nearly impossible to distinguish from the effects of other media, like cartoons and movies.

Any claims that there is consistent evidence that violent video games encourage aggression are simply false.

Spikes in violent video games’ popularity are well-known to correlate with substantial declines in youth violence – not increases. These correlations are very strong, stronger than most seen in behavioral research. More recent research suggests that the releases of highly popular violent video games are associated with immediate declines in violent crime, hinting that the releases may cause the drop-off.

The role of professional groups

With so little evidence, why are people like Kentucky Gov. Matt Bevin still trying to blame violent video games for mass shootings by young men? Can groups like the National Rifle Association seriously blame imaginary guns for gun violence?

A key element of that problem is the willingness of professional guild organizations such as the APA to promote false beliefs about violent video games. (I’m a fellow of the APA.) These groups mainly exist to promote a profession among news media, the public and policymakers, influencing licensing and insurance laws . They also make it easier to get grants and newspaper headlines. Psychologists and psychology researchers like myself pay them yearly dues to increase the public profile of psychology. But there is a risk the general public may mistake promotional positions for objective science.

In 2005 the APA released its first policy statement linking violent video games to aggression. However, my recent analysis of internal APA documents with criminologist Allen Copenhaver found that the APA ignored inconsistencies and methodological problems in the research data.

The APA updated its statement in 2015, but that sparked controversy immediately: More than 230 scholars wrote to the group asking it to stop releasing policy statements altogether. I and others objected to perceived conflicts of interest and lack of transparency tainting the process.

It’s bad enough that these statements misrepresent the actual scholarly research and misinform the public. But it’s worse when those falsehoods give advocacy groups like the NRA cover to shift blame for violence onto nonissues like video games. The resulting misunderstandings delay efforts to address mental illness and other issues that are actually related to gun violence.

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  • Gun violence
  • Mass shootings
  • Violent crime
  • Violent video games
  • US gun violence
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  • Reproducible research
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The evidence that video game violence leads to real-world aggression

A 2018 meta-analysis found that there is a small increase in real-world physical aggression among adolescents and pre-teens who play violent video games. Led by Jay Hull, a social psychologist at Dartmouth College, the study team pooled data from 24 previous studies in an attempt to avoid some of the problems that have made the question of a connection between gaming and aggression controversial.

Many previous studies, according to a story in Scientific American, have been criticized by “a small but vocal cadre of researchers [who] have argued much of the work implicating video games has serious flaws in that, among other things, it measures the frequency of aggressive thoughts or language rather than physically aggressive behaviors like hitting or pushing, which have more real-world relevance.”

Hull and team limited their analysis to studies that “measured the relationship between violent video game use and overt physical aggression,” according to the Scientific American article .

The Dartmouth analysis drew on 24 studies involving more than 17,000 participants and found that “playing violent video games is associated with increases in physical aggression over time in children and teens,” according to a Dartmouth press release describing the study , which was published Oct. 1, 2018, in the Proceedings of the National Academy of Sciences .

The studies the Dartmouth team analyzed “tracked physical aggression among users of violent video games for periods ranging from three months to four years. Examples of physical aggression included incidents such as hitting someone or being sent to the school principal’s office for fighting, and were based on reports from children, parents, teachers, and peers,” according to the press release.

The study was almost immediately called in to question. In an editorial in Psychology Today , a pair of professors claim the results of the meta-analysis are not statistically significant. Hull and team wrote in the PNAS paper that, while small, the results are indeed significant. The Psychology Today editorial makes an appeal to a 2017 statement by the American Psychological Association’s media psychology and technology division “cautioning policy makers and news media to stop linking violent games to serious real-world aggression as the data is just not there to support such beliefs.”

It should be noted, however, that the 2017 statement questions the connection between “serious” aggression while the APA Resolution of 2015 , based on a review of its 2005 resolution by its own experts, found that “the link between violent video game exposure and aggressive behavior is one of the most studied and best established. Since the earlier meta-analyses, this link continues to be a reliable finding and shows good multi-method consistency across various representations of both violent video game exposure and aggressive behavior.”

While the effect sizes are small, they’ve been similar across many studies, according to the APA resolution. The problem has been the interpretation of aggression, with some writers claiming an unfounded connection between homicides, mass shootings, and other extremes of violence. The violence the APA resolution documents is more mundane and involves the kind of bullying that, while often having dire long-term consequences, is less immediately dangerous: “insults, threats, hitting, pushing, hair pulling, biting and other forms of verbal and physical aggression.”

Minor and micro-aggressions, though, do have significant health risks, especially for mental health. People of color, LGBTQ people , and women everywhere experience higher levels of depression and anger, as well as stress-related disorders, including heart disease, asthma, obesity, accelerated aging, and premature death. The costs of even minor aggression are laid at the feet of the individuals who suffer, their friends and families, and society at large as the cost of healthcare skyrockets.

Finally, it should be noted that studies looking for a connection between game violence and physical aggression are not looking at the wider context of the way we enculturate children, especially boys. As WSU’s Stacey Hust and Kathleen Rodgers have shown, you don’t have to prove a causative effect to know that immersing kids in games filled with violence and sexist tropes leads to undesirable consequences, particularly the perpetuation of interpersonal violence in intimate relationships.

No wonder, then, that when feminist media critic Anita Saarkesian launched her YouTube series, “ Tropes vs. Women in Video Games ,” she was the target of vitriol and violence. Years later she’d joke about “her first bomb threat,” but that was only after her life had been upended by the boys club that didn’t like “this woman” showing them the “grim evidence of industry-wide sexism.”

Read more about WSU research and study on video games in “ What’s missing in video games .”

60 Violence in Video Games Essay Topic Ideas & Examples

🏆 best violent games essay topics and examples, 📌 most interesting video game argument topics, 🎮 video games cause violence – essay topics, ❓ research questions about video games and violence.

  • The Negative Effects of Video Games on Children Essay Development of knuckle pads in children is associated with addiction to playing video games. Most of the young children tend to think that what they see in video games is a reality.
  • Violent Video Games and How They Affect Youth Violence However, despite the overwhelming outcry against the youth playing violent video games, there are a number of researchers and advocates who oppose the idea of directly linking the exposure of young adults to violent scenes […]
  • Video Games and Violence in Children There have been arguments that such behavior is as a result of a pre-disposition to violence in the media as well as in video games.
  • Video Games and Violent Behavior As opposed to watching the violence on TV, in these video games the player is the one who commits the acts of violence. In the survey, a group of 10 young men were allowed to […]
  • Examining the Perception of Violence in Video Games To examine the perception of violence in video games and their effects a survey was conducted addressing the current view on video games in general and the visualized violence in particular.
  • Violence in Video Games To conclude, it is assumed that the dispute among researchers, the public, and authorities on the question of the relationship between violent video games and aggressive behavior may not have a universal answer.
  • Does Violence in Video Games Affect Youth? Our concern in this paper is to concentrate on the violent video games, the effects to the youths through participation in the violent video games, the counter arguments and finally the remarks or conclusion.
  • Research of Violence in the Media The left frontal lobe of the participants was analyzed and found to be more active in the control group than in the exposed group. Exposure of children to violence in the mass media leads to […]
  • Violence exposure in real-life, video games, television, movies, and the internet: Is there desensitization? The article under consideration entitled “Violence exposure in real-life, video games, television, movies, and the internet: Is there desensitization?” investigates the links between the violent content of TV programs, video games and the increase of […]
  • Do Violent Video Games Lead to Aggressive Behavior? Everyone is however in agreement that the violent video games are in compromise of morals and expose the young kids to in appropriate content.
  • A Look at the Violence in Video Games, Movies and Music: A Bad Influence on Our Children
  • An Analysis of the Negative Effects of Violence in Video Games
  • An Analysis of Violence in Video Games and Violence in Teens
  • An Argument Against the Claim That Violence in Video Games Promote Violence in Real Life
  • An Argument Against the Opinion on Effects of Violence in Video Games
  • Blame Games: Does Violence In Video Games Influence Players To Commit Mass Shootings
  • Children And Violence in Video Games
  • Critical Argumentations on Violence in Video Games
  • Dangers in Media: How Violence in Video Games Affects the Youth
  • Does Violence In Video Games Affect Children’s Behavior
  • Does Violence in Video Games Contribute to Misconduct
  • How Does the Portrayal of Violence in Video Games Influence Children
  • Increase In Violence In Video Games Targeted At Children
  • Legal and Ethical Issues Concerning Violence in Video Games
  • Positive Influence of Violence in Video Games
  • Presence Of Sex And Violence In Video Games
  • The Consequences Of Video Game Violence In Video Games
  • The Debate over Whether the Government Should Restrict Violence in Video Games
  • The Depiction of Violence in Video Games
  • The Impact of Violence in Video Games on the Intellectual Development of Young People: Grand Theft Auto
  • The Problem of Violence in Video Games
  • The Use Of Violence In Video Games And Its Impact On Young
  • The Vehement Vilification Of Violence In Video Games
  • Violence In Video Games and Aggression
  • Violence in Video Games and the Role of the Government
  • Violence in Video Games Can Be Transferred to the Children’s Real-Life Attitudes and Behaviors
  • Violence in Video Games Does Not Create Violence
  • Violence in Video Games Do Not Affect Agression
  • Violence in Video Games Increases Violence in Children
  • What Is Your Take on Violence in Video Games, Movies, and Music?
  • Can Violence in Video Games Have a Bad Influence on Our Children?
  • What Could Be the Analysis of the Negative Consequences of Violence in Video Games?
  • What Argument Can Be Made Against the Claim?
  • Violence in Video Games Contributes to Violence in Real Life?
  • What Are the Arguments Against the Opinion About the Consequences of Violence in Video Games?
  • Does Violence in Video Games Affect Children?
  • How Does Violence in Video Games Relate to Violence in Reality?
  • Can Video Game Violence Affect Players in Mass Shootings?
  • Can Violence in Video Games Encourage Misconduct?
  • How Do Video Game Depictions of Violence Can Affect Children?
  • What Are the Legal and Ethical Aspects of Violence in Video Games?
  • What Is the Connection Between Video Game Violence and Future Technology?
  • How Is Youth Aggression Related to Video Game Violence?
  • How Negatively Does Aggression in Video Games Affect Today’s Youth?
  • How Does Violence in Video Games Cause Ethical Issues?
  • What Can Be Done To Prevent the Development of Violence in Children?
  • How Can Parents Influence the Development of Violence in Children?
  • How Does Violence in Video Games Affect the Maladaptive?
  • How Does Violence in Video Games Generally Affect Society?
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video game violence debate essay

Do Video Games Promote Violence? Answered by Research

Do Video Games Promote Violence

There is a lot of debate about whether video games promote violence or not. Many experts believe that video games that encourage violence bring out violent tendencies in gamers. However, research has a clear answer.

Several studies have shown that video games increase aggression. Over the past five decades, studies have shown that engaging with violent media, including playing violent video games, increases the likelihood of aggressive behavior. However, aggressive behavior does not always lead to real-world violence and crime. Moreover, there are other more significant risk factors for real-world violence, than violent video games.

In this blog post, we will examine studies on whether video games promote violence or not, what experts think, and how video games affect the brain.

 If you are worried about someone's relationship with video games, take this quiz to gain more insight into why they play games:

Where Did We Get the Idea That Video Games Promote Violence?

Hands holding a video game controller in grayscale.

Can playing video games lead to violence?

Even before video games existed, the idea that violent media results in violent behavior in youth was widely debated. People and news media often blamed television shows and movies with violent graphic scenes for the youth’s violent acts. In fact, over the past 50 years, researchers have conducted many studies that show that watching violent television, watching violent films, or playing violent video games increases the likelihood of aggressive behavior.

Anderson and co. published a comprehensive meta-analysis of the effects of violent video games. They concluded that the “evidence strongly suggests that exposure to violent video games is a causal risk factor for increase in aggressive behavior, aggressive cognition, aggressive affect and decrease in empathy and prosocial behavior.”

However, Anderson says that violent media, including video games, are only among the many risk factors for aggressive and violent behavior. A healthy, well-adjusted person who gets exposed to a few risk factors, including violent video games, will not suddenly become a criminal. However, there is an impact of video games on aggression and anti-social behavior.

Click here to check out the parent’s guide to managing a short-tempered child/

Let’s discuss how violent video games affect your child’s brain and what you can do to wean your child off violent video games.

How Do Video Games Affect the Brain

Video games affect the brain in multiple ways. They affect our learning circuitry, emotional circuitry, and a psychological pattern called the triumph circuit. You can learn more about how video games affect the brain in this article. For now, we will go over the correlation between video games and violent behavior.

my son gets angry very easily

Numerous studies show that exposure to violent video games leads to a significant increase in aggression. Moreover, young men who are already prone to aggression are especially vulnerable to video games’ aggression-enhancing effects.

Some studies have tried to contest this finding. For example, Kuhn et al. conducted a longitudinal study that took a sample of 90 college students and divided them into three groups. For two months, one group played the violent video game Grand Theft Auto V, one played the generally considered prosocial game Sims 3, and one played no games. The researchers found no statistically significant changes in aggressive behavior among the three groups after two months.

However, it is essential to note that this study’s sample size was too small (90 initial participants, others dropping out further into the study). The mean age was 28, and more than half of the participants were women. That is much different from the young, 18 to 25-year-old males that are typically at risk of increased aggression from exposure to violent video games. Moreover, the participants were only advised to play for at least 30 minutes a day, which does not seem to be enough for a statistically significant behavior change, even over two months. Other studies that show similar results suffer from similar methodological issues.

All gamers know the surge of adrenaline that they experience when they find themselves in high-stress gameplay situations. The research backs this up — studies have found that video games trigger the fight-or-flight response, which causes the release of adrenaline and cortisol. These hormones prepare your body for high-stress situations by:

  • Dilating your pupils to let in more light and thus, improve your vision.
  • Blood flow to extremities gets reduced while blood flow to the muscles, brain, legs, and arms increases.
  • The heartbeat and breathing rate increases to provide more oxygen to other parts of the body, to fuel its sudden increase in demand for fuel.
  • The muscles tense and become primed for quick movement, which results in trembling.

The fight-or-flight response evolved to combat physical dangers. However, our minds and bodies cannot distinguish between real danger (an attack from a tiger) and fake danger (death in a video game). Therefore, the response is the same in either case. The body is not designed to sustain this response for hours. The fight or flight response is designed to kick in and help you get to safety and then turn off. However, when gamers play intense, violent video games for several hours, the fight-or-flight response stays “on” the entire duration. It results in prolonged secretion of adrenaline and cortisol.

Over time, persistent surges of adrenaline can damage your blood vessels , increase your blood pressure, and elevate your risk of heart attacks or stroke. It can also result in anxiety, weight gain, headaches, and insomnia.

Emotional Suppression

brain-dopamine-addiction

The amygdala is the part of our brain that governs negative emotions such as fear, anger, shame, etc. fMRI studies have shown that when we experience negative emotions and turn on a video game, the activity in the amygdala reduces. Therefore, video games suppress negative emotions.

Over time, this results in the development of a sub-clinical condition called alexithymia. Alexithymia is the inability to determine your inner emotional state. Men are especially susceptible to developing alexithymia. That is because societally, they are only encouraged to display anger.

When we suppress negative emotions such as fear, shame, and frustration, they don’t just vanish. They lie dormant and often come out during intense gaming sessions in the form of anger. That is one reason for gamer rage being so commonplace and possibly why video games increase aggression.

Do Violent Video Games Affect Children?

Child playing video games

Children pick up behaviors through a process called observational learning. Overall, if your child gets exposed to many violent games, they are likely to develop some aggressive behaviors, especially if they play video games excessively.

Click here to check out this article on how to reduce your child’s time spent playing video games.

For kids and teens 5 to 18 years, experts recommend that parents place limits on time spent playing video games. Gaming should not take up time that would otherwise go towards getting enough sleep and physical activity. Parents should set limits on their kid’s gaming hours to keep gaming from affecting their schoolwork, chores, and physical activity.

Additionally, parents should also make sure that their child is playing video games suitable for their age group.

Entertainment Software Rating Board rates and labels all video games. Steer clear of any games they rate “M” for “mature.” Those are for ages 17 and up, and can contain heavy-duty violence, strong language, and sexual content. Also, keep in mind that even games that are “suitable for children” may contain cartoon violence.

Whether your child will become violent as a result of playing violent video games is not known. However, James Ivory, professor and researcher , says that when it comes to actual serious criminal violence, there’s virtually no evidence that video games matter.” Instead, other predictors of violent crime such as poverty, substance abuse, and child abuse seem to be much more relevant.

What if My Child Plays Excessive Video Games?

video game violence debate essay

If your child or teenager struggles to reduce their gaming habit, then we can help. Ultimately, the most successful path forward to overcome video game addiction for 90% of kids is to become a healthy gamer. Building a healthy relationship with them and helping them overcome their video game addiction can reduce the effects of video games that promote violence.

Healthy Gamer Parent Coaching is a 12-week virtual coaching solution created by Dr. Alok Kanojia, known as Dr. K, the world expert on video game psychology. It covers the most frustrating, difficult, and common dynamics around excessive gaming.

  • 12 Weeks of Parent Coaching: Work with your Healthy Gamer Coach in a group format with up to 5 other families to develop strategies and reflect on progress and setbacks in a supportive environment.
  • 12 Learning Modules: Cover key concepts of gamer psychology, parent-child communication, and boundary-setting to create an alliance with your child.
  • Approach your child’s unique circumstances and psychology in weekly 90-minute Parent Coaching Sessions with a Healthy Gamer Coach.

For 12 consecutive weeks, participants get access to a workshop and Q&A with Dr. K and weekly support groups led by Healthy Gamer Coaches. The dual support structure helps parents get started and follow-through in helping their children combat excessive gaming.

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  1. Violence in Video Games Essay

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COMMENTS

  1. Pro and Con: Violent Video Games

    The debate over violent video games can be traced back to the 1976 release of the game Death Race. The object of the game was to run over screaming "gremlins" with a car, at which point they would turn into tombstones. Controversy erupted because the "gremlins" resembled stick-figure humans, and it was reported that the working title of ...

  2. Video games, violence, and guns: the frustrating, enduring debate

    Step 1: Hit your enemies with tracker tags. Step 2: Unleash a hail of Smart Bullets that track towards your targets. Step 3: Loot! Deal guaranteed elemental damage with your finger glued to the ...

  3. Do Violent Video Games Trigger Aggression?

    This article was originally published with the title " Yes, Violent Video Games Trigger Aggression, but Debate Lingers " in SA Mind Vol. 30 No. 1 (January 2019), p. 6 doi:10.1038 ...

  4. Do Video Games Cause Violence? 9 Pros and Cons

    The global video game industry was worth contributing $159.3 billion in 2020, a 9.3% increase of 9.3% from 2019. Violent video games have been blamed for school shootings, increases in bullying, and violence towards women. Critics argue that these games desensitize players to violence, reward players for simulating violence, and teach children ...

  5. Does playing violent video games cause aggression? A longitudinal

    It is a widespread concern that violent video games promote aggression, reduce pro-social behaviour, increase impulsivity and interfere with cognition as well as mood in its players. Previous ...

  6. Metaanalysis of the relationship between violent video game play ...

    The case that violent video game play increases aggressive behavior has been made most forcefully by Anderson et al. (6; see also refs.7 and 8).Specifically, these authors undertook a comprehensive metaanalysis of the literature on the impact of violent video game play on six categories of aggressive response: cognition, affect, arousal, empathy/sensitization to violence, overt aggressive ...

  7. Why do we keep having debates about video-game violence?

    Published: August 8, 2019 5:04pm EDT. After the series of tragic mass shootings in El Paso, Tex., and Dayton, Ohio, and shocking murders in Ontario and British Columbia, all on the heels of the ...

  8. PDF APA RESOLUTION on Violent Video Games

    This Resolution is based on the Task Force's review and is an update of the 2005 Resolution. Scientists have investigated the effects of violent video game use for more than two decades. Multiple meta-analyses of the research have been conducted. Quantitative reviews since APA's 2005 Resolution that have focused on the effects of violent ...

  9. Violence and video games

    In 2010, after a review of the effects of violent video games, the Attorney General's Office of Australia reported that even though the Anderson meta-analysis of 2010 was the pinnacle of the scientific debate at that time, significant harm from violent video games had not been persuasively proven or disproven, except that there was some ...

  10. Video Games and Violence: An Ongoing Debate

    Senator Joseph Lieberman referred to violent video games as "digital poison.". As different studies and experiments were conducted throughout the years, those claims have turned into a national debate. A seven year study published in 2018 of 17,000 adolescents, ages nine to 19, found that the playing of violent video games led to more ...

  11. Is it only a game? Video games and violence

    There are three mechanisms how violent video games may impact real-life violence, which may work in different directions. First, playing violent video games may directly affect children's propensity for violence. According to the psychology literature, however, the direct effect may be either positive or negative (Bensley and van Eenwyk, 2001).

  12. APA reaffirms position on violent video games and violent behavior

    Based on a review of the current literature, the new task force report (PDF, 285KB) reaffirms that there is a small, reliable association between violent video game use and aggressive outcomes, such as yelling and pushing. However, these research findings are difficult to extend to more violent outcomes. These findings mirror those of an APA ...

  13. An Enduring Debate on 'Do Video Games Cause Violence'

    This essay is written in the hopes to challenge the reader's idea of video games and how they affect us as a society and mentally. Video games have exploded in popularity over the years and are only becoming a more common hobby. They are truly everywhere from mobile games people play on the bus to work, learning assisting games to give children ...

  14. It's time to end the debate about video games and violence

    Florida lawmaker Jared Moskowitz made the connection the day after the shooting, saying the gunman "was prepared to pick off students like it's a video game.". In January, after two students ...

  15. The evidence that video game violence leads to real-world aggression

    The Dartmouth analysis drew on 24 studies involving more than 17,000 participants and found that "playing violent video games is associated with increases in physical aggression over time in children and teens," according to a Dartmouth press release describing the study, which was published Oct. 1, 2018, in the Proceedings of the National ...

  16. The Relation of Violent Video Games to Adolescent Aggression: An

    The result showed that exposure to violent video games had a significant effect on aggression (c 1 = 0.24, t = 6.13, p < 0.001), while the effect of family environment × exposure to violent video games on aggression was not significant (c 3 = 0.05, t = −1.31, p = 0.19), indicating that the relationship between exposure to violent video games ...

  17. The contagious impact of playing violent video games on aggression

    Meta‐analyses have shown that violent video game play increases aggression in the player. The present research suggests that violent video game play also affects individuals with whom the player is connected. A longitudinal study ( N = 980) asked participants to report on their amount of violent video game play and level of aggression as well ...

  18. Why Violent Video Games Should Not Be Banned

    Learn More. Although there are strong reasons brought forth by those who want violent video games to be banned, here are reasons why we should not; increases self-esteem, reduction of pain, encourages teamwork, sharpening players' wit, among others (Sterngold, 2006). With regards to those in support of banning the game, they hold the view ...

  19. 60 Violent Video Games Essay Topics and Ideas

    The violence and aggression that stains the youth of today, as a result of these video games, is unquestionably a cancer that ought to be uprooted or at least contained by parents, school leaders, governments […] We will write. a custom essay specifically for you by our professional experts. 809 writers online.

  20. Do Video Games Promote Violence? Answered by Research

    Many experts believe that video games that encourage violence bring out violent tendencies in gamers. However, research has a clear answer. Several studies have shown that video games increase aggression. Over the past five decades, studies have shown that engaging with violent media, including playing violent video games, increases the ...