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There is no evidence to support these claims that violent media and real-world violence are connected. Photo by kerkezz/Ad...

Christopher J. Ferguson, The Conversation Christopher J. Ferguson, The Conversation

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Analysis: Why it’s time to stop blaming video games for real-world violence

In the wake of the El Paso shooting on Aug. 3 that left 21 dead and dozens injured, 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.

This time around, Texas Lt. Gov. Dan Patrick placed some of the blame on a video game industry that “ teaches young people to kill .” Republican House Minority Leader Kevin McCarthy of California went on to condemn video games that “dehumanize individuals” as a “problem for future generations.” And President Trump pointed to society’s “glorification of violence,” including “ gruesome and grisly video games .”

These are the same connections a Florida lawmaker made after the Parkland shooting in February 2018, suggesting that the gunman in that case “was prepared to pick off students like it’s a video game .”

Kevin McCarthy, the GOP House minority leader, also tells Fox News that video games are the problem following the mass shootings in El Paso and Dayton. pic.twitter.com/w7DmlJ9O1K — John Whitehouse (@existentialfish) August 4, 2019

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.

An attendee dressed as a Fortnite character poses for a picture in a costume at Comic Con International in San Diego, California, U.S., July 19, 2019. Photo by REUTERS/Mike Blake

An attendee dressed as a Fortnite character poses for a picture in a costume at Comic Con International in San Diego, California, U.S., July 19, 2019. Photo by REUTERS/Mike Blake

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 non-issues like video games. The resulting misunderstanding hinders efforts to address mental illness and other issues, such as the need for gun control, that are actually related to gun violence.

This article was originally published in The Conversation. Read the original article . This story was updated from an earlier version to reflect the events surrounding the El Paso and Dayton shootings.

Christopher J. Ferguson is a professor of psychology at Stetson University. He's coauthor of " Moral Combat: Why the War on Violent Video Games is Wrong ."

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argumentative essay on violent games

El Paso shooting is domestic terrorism, investigators say

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Danielle Ramo Ph.D.

Is Playing Violent Video Games Related to Teens' Mental Health?

New research indicates that video games are not as bad as we once feared..

Posted February 25, 2021 | Reviewed by Matt Huston

Key Points:

  • Two recent studies provide insight into whether playing violent video games is related to mental health or aggression .
  • Teens who had consistently played violent games for years also reported higher aggression compared to those with gaming patterns that changed over time.
  • Researchers found no links between violent video game play and anxiety , depression , somatic symptoms, or ADHD after two years.

With so many kids still home this year, and an apparent increase in the number of teens and adults playing video games, it seems appropriate to re-examine the evidence on whether aggression in video games is associated with problems for adolescents or society. A special issue of Cyberpsychology, Behavior, and Social Networking published in January did just that. As a parent of three—aware of how video games can suck kids in—and a psychologist working at a social innovation lab that has been a leader in the games for health movement, I’m eager to look at studies that examine teens’ violent video game play and any effects later on in life. I asked, in the ongoing conversation about whether playing games like Fortnite makes teens more aggressive, depressed, or anxious, what do we now know?

After a few decades of research in this area, the answer is not definitive . There was a slew of studies in the early 2000s showing a link between violent video game play and aggressive behavior, and a subsequent onslaught of studies showing that the aggression was very slight and likely due to competition rather than the violent nature of the games themselves. For example, studies showed that people got just as aggressive when they lost at games like Mario Kart as when they lost a much more violent game such as Fortnite . It was likely the frustration of losing rather than the violence that caused people to act aggressively.

Pexels, used with permission

Looking at Mental Health and Gaming Over Time

Two studies in the January special issue add to the evidence showing that violent video games may not be as dangerous as they have been made out to be. These studies are unique because they looked at large samples of youth over long periods of time. This line of research helps us to consider whether extensive play in a real-world environment (i.e., living rooms, not labs) is associated with mental health functioning later on in the teen and young adult years.

The first study revisited the long-standing debate over whether violent video game play is associated with aggression and mental health symptoms in young adulthood. The study reported on 322 American teens, ages 10 to 13 at the outset, who were interviewed every year for 10 years. The study looked at patterns of violent video game play, and found three such patterns over time: high initial violence (those who played violent games when they were young and then reduced their play over time); moderates (those whose exposure to violent games was moderate but consistent throughout adolescence ); and low-increasers (those who started with low exposure to violent games, and then increased slightly over time). Most kids were low-increasers, and kids who started out with high depression scores were more likely to be in the high initial violence group. Only the kids in the moderates group were more likely to show aggressive behavior than the other two groups.

The researchers concluded that it was sustained violent game play over many years that was predictive of aggressive behavior, not the intensity of the violence alone or the degree of exposure for shorter periods. Importantly, none of the three exposure groups predicted either depression or anxiety, nor did any predict differences in prosocial behavior such as helping others.

The second study was even larger, following 3,000 adolescents from Singapore, and looking at whether playing violent video games was associated with mental health problems two years later. Results showed that neither violent video game play, nor video game time overall, predicted anxiety, depression, somatic symptoms, or attention deficit hyperactivity disorder after two years. Consistent with many previous studies, mental health symptoms at the beginning of the study were predictive of symptoms two years later. In short, no connection was found between video games and the mental health functioning of youth.

Taken together, these studies suggest that predispositions to mental health problems like depression and anxiety are more important to pay attention to than video game exposure, violent or not. There is also an implication that any potential effects of violent video games on aggressive behavior would tend to show up when use is prolonged—though the research did not show that gaming itself necessarily causes the aggressive behavior.

 Pexels, used with permission

So, Should Parents Be Concerned?

These findings are helpful during a year when many kids have no doubt had unprecedented exposure to video games, some of them violent. The most current evidence is telling us that these games are not likely to make our kids more anxious, depressed, aggressive, or violent.

argumentative essay on violent games

Do parents still need to watch our children’s screen time ? Yes, as too much video game play takes kids away from other valuable activities for their social, emotional, and creative development, such as using their imagination and making things that have not been given to them by programmers (stories, art, structures, fantasy play). Do parents need to be freaking out that our kids trying to find the "imposter" in a game will make them more likely to hit their friends when they are back together in person? Probably not.

We still need to pay attention to mental health symptoms; teens appear to be feeling the effects of the pandemic more than adults, and levels of depression and anxiety have reached unprecedented heights.

Pexels, used with permission

So let’s say the quiet part out loud: if they’re using video games to cope right now, it’s not the end of the world, and if they’re struggling psychologically, we should not be blaming the games. Normal elements of daily life have been reduced for teenagers during what should be their most expansive years, for what has become an increasingly large percentage of their lives. It is untenable, and even still, teens are showing us what they always do—that they are adaptive and resilient , and natural harm reduction experts.

As parents, let’s stay plugged in to what they’re going through, and think more about how games can be supportive of well-being. It’s needed now more than ever.

LinkedIn and Facebook image: Monkey Business Images/Shutterstock

Coyne, S. M., & Stockdale, L. (2020). Growing Up with Grand Theft Auto: A 10-Year Study of Longitudinal Growth of Violent Video Game Play in Adolescents. Cyberpsychology, Behavior, and Social Networking, 24(1), 11–16. https://doi.org/10.1089/cyber.2020.0049

Ferguson, C. J., & Wang, C. K. J. (2020). Aggressive Video Games Are Not a Risk Factor for Mental Health Problems in Youth: A Longitudinal Study. Cyberpsychology, Behavior, and Social Networking, 24(1), 70–73. https://doi.org/10.1089/cyber.2020.0027

Kato, P. M., Cole, S. W., Bradlyn, A. S., & Pollock, B. H. (2008). A Video Game Improves Behavioral Outcomes in Adolescents and Young Adults With Cancer: A Randomized Trial. Pediatrics, 122(2), e305–e317. https://doi.org/10.1542/peds.2007-3134

Przybylski, A. K., & Weinstein, N. (n.d.). Violent video game engagement is not associated with adolescents’ aggressive behaviour: Evidence from a registered report. Royal Society Open Science, 6(2), 171474. https://doi.org/10.1098/rsos.171474

Danielle Ramo Ph.D.

Danielle Ramo, Ph.D. , is a clinical psychologist, researcher in digital mental health and substance use, and Chief Clinical Officer at BeMe Health, a mobile mental health platform designed to improve teen wellbeing.

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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.

argumentative essay on violent games

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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argumentative essay on violent games

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.”

argumentative essay on violent games

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 ...

argumentative essay on violent games

“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.

argumentative essay on violent games

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 .

argumentative essay on violent games

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.”

argumentative essay on violent games

“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

argumentative essay on violent games

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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.

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 .”

Do Violent Video Games make People Violent? Research Paper

Introduction, arguments proposing that video games cause violence, arguments opposing that video games cause violence, works cited.

Video games have exhibited exponential growth in the past few decades. They have advanced from their humble origins in the computer lab to a contemporary status as one of the leaders in the multibillion dollar global entertainment industry (Newman 1). Most of the popular video games in the present times are characterized by their ability to allow players to role-play in various scenarios.

Owing to the market appeal of violence, most of the scenarios involve acts of violence and destruction which are performed by the player on screen. Concerns have been raised as to the effect that this overexposure and subsequent desensitization to violence is having on people especially bearing in mind that video games are quickly becoming the most fashionable pass time activity for children in the developed world.

Arguments have been forwarded that the violence in video games is directly responsible for the rise in violence by young people. On the other hand, other arguments propose that personal responsibility takes precedence and as such video games do not result in any violent behavior.

As can be deduced from this, there are various opposing views on the effect that violent video games have on people. This paper shall examine several of the arguments raised so as to draw a conclusion as to whether video games actually do cause violence in people. The paper shall also discuss the various arguments advanced by proponents and opponents to consider their merit.

One of the factors that make video games especially prone to leading to violence in real life is the high level of engagement that video games have. Funk et al. theorizes that the intense engagement may increase the probability that game behaviors will generalize outside the game situation as a result of the active participation that video games require of the gamer (34).

Qualitative researches further on show that children who were exposed to violent video games engaged in fantasy play’s in which they copied the actions of the violent video characters. This effectively demonstrates that the high involvement of video games results in youths desiring to play out the violent actions in real life.

This inevitably leads to the perpetration of violence by people as a result of the influence of video games. Video game enthusiasts negate his point by arguing that people have the capability to differentiate simulations from real life. While this may be the case, it does not take into consideration the high impressionability of youths and the influence that media and in particular video games have on the lives of people.

The correlation between video-game violence and increased aggression amongst the youths is unnerving. Anderson and Bushman hypothesize that it is no coincidence that recent cases of high school and campus violence are in most cases perpetrated by individuals who habitually played violent video games (353).

Studies indicate that the reason for increased aggression with increased exposure to violence scenes is because aggression is largely based on the learning function of the brain and as such, each violent episode is in essence one more learning trial (Dill 83).

However, it may be argued that aggression is a function of nature and video games cannot influence a non-violent person into violence. While these assertions may be true, Anderson and Bushman demonstrate that video violence lead to the reinforcement of aggressive behavior which in some cases leads to full blown cases of violence and destruction (353).

One of the logical consequences of exposure to violence is desensitization; which implies the elimination of cognitive, emotional or even behavioral response to violence (Funk et al. 25). An interesting fact with regard to desensitization to violence is that it occurs in subtle and minute quantities and one is seldom aware of its occurrence. In other words, engaging in violent video games results in an increase for tolerance for violent behavior in real life.

Supporters of video games assert that video games are in no way the only source of violent material as media and even real-life experiences contain some episodes of violence. As such, it stands to reason that video games should not be held accountable for desensitization to violence as it is evident that there are many other avenues through which violence is presented to people.

However, research indicates that the high interaction levels of video games leads to blunted empathic responding and higher emotional desensitization that by any other media due to the active involvement of a person as they play. This subsequently results in stronger pro-violence attitudes which have been repeatedly blamed on the prevalence of violent videos.

While proponents of video games as a major cause of violence among youths point out that these games represent violence and murder as “cool and fashionable, it should be noted that video games are not the only media through which such notions are spread.

Ferguson highlights the fact that violence as entertainment has always been an aspect of mainstream media and as such, video games and their effects should not be viewed in isolation (13). As such, violence in youths should take into consideration the various TV and Newspaper presentations of violence and Hollywood films romanticizing of violence instead of laying the blame principally on video games.

Owing to the many studies which propose the negative effects of video games, it would logically follow that laws would be put in place to ensure that this social vice is controlled. However, this has not been the case and production of violent video games continues to be rife.

Ferguson documents that despite the research on the effects of media violence on children and the subsequent findings that media violence is mostly detrimental to children’s psychology, there are no enforcement mechanisms in place that deter the sale of violent games to children (13).

This lack of legislation is mostly because the various censorship laws proposed have been challenged in courts mostly on constitutional and scientific grounds. Ferguson highlights that some judges particularly criticized opponents of video games who were blamed for biased presentation of the existing research on effects of video game violence therefore greatly decreasing the objectivity and credibility of these anti-game scholars (14).

Opponents of media violence point to the rise in crime waves during the 1970’s and 1980’s which was largely assumed to be caused by violence in television. Subsequently, anti-game scholars indicate that the same could happen as a result of video violence.

Ferguson reiterates that this is a fallacy since records indicate that violent crimes in the U.S. population decreased in the 1990s, which is when the violent video games began to become popular and increasingly violent as the years progressed due to technological advances (13).

As such, the assertion that video games result in increased violence cannot be backed up by data therefore suggesting that violent video games may be more benign that is currently thought. However, opponents of video games point out that the mere fact that violent crimes decreased at the same time that video games came into the picture is hugely coincidental and does not indication that violent video games have no negative effect on people.

The prevalence of video games in the lives of younger age groups is evident and as such, the impact that this exposure may have on them is of great significance. It has been suggested that there is a correlation between violent video games and real life violence. Supporters of video games propose that this correlation is not causation but rather, they argue that the fact is that violent children prefer to play violent games.

As such, video games do not create violent people as opponents of video games suggest. While this argument may hold some truth, numerous research findings indicates that video games lead to an increase in the violent levels of the people who engage in the games. It is therefore plausible that while video games are played by violent children, the aggression level of such people is significantly increased as a result of the violence in the video games.

The effects of exposure to violent video games are also undoubtedly higher to the younger age groups since they are still developing their moral values and therefore are more impressionable. As such, a violent game which may have little effect on an adult can have lasting impact on children whose moral reasoning principles are still being molded (Funk 34).

However, despite the negative sentiments that are associated with video games, they present a great means of telling stories to the youth. As such, the socially responsible thing to do would be to endorse and encourage behaviors that are sociable through these games (Kahne, Middaugh & Evans 8).

In addition to the alleged increase in violence levels, video game violence has also been blamed for frequent reduction of pro-social behavior by the players. This greatly negates the civil potential of the games and leads to a prevalence of anti-social behavior. From this, it is clear that the negative effect of violent video games is far reaching and not only limited to aggressive behavior and an increase in violence by youths.

While there are many experts who criticize the existing violent video game research literature, their credibility is uncertain since most of this experts working with or for the video game industries. It would therefore be absurd to expect them to make declarations that would be detrimental to their industry.

On the other hand, anti-game experts are mostly psychologists and scholars who have no vested interest in the results. This greatly adds to the credibility of they studies, most of which indicate that there is a strong relationship between youth violence and video game violence.

Video games are an ever-present youth experience and they can offer wide ranges of experiences to the individual. As has been demonstrated by the arguments presented in this paper, video games can be used to promote certain notions.

This paper highlights the reality that violence can in fact be promoted by use of violent video games. From this paper, it is clear that the youth are the ones who are most susceptible to being made violent and it is therefore the obligation of parents to ensure that the exposure of their children to these harmful games is limited.

However, it should be remembered that games can also be used for nonviolent and even educational purposes. Game designers should therefore be urged to create less violent video games and rather focus on the benign and beneficial facet of video games. By doing this, the tremendous educative power that the games wield can be harnessed for the betterment of the society.

Anderson, A. Craig. “An Update on the Effects of Playing Violent Video Games.” Journal of Adolescence 27 (2004) 113–122.

Anderson, A. Craig and Brad J. Bushman. “Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior.” American Psychological Society. VOL. 12, NO. 5, 2001.

Dill, Karen, E. “How Fantasy Becomes Reality: Seeing Through Media Influence.” Oxford University Press US, 2009. Print.

Ferguson, Christopher. “Violent Video Games.” 2008. Web.

Funk, Jeanne, B., et al. “Violence Exposure in Real-life, Video Games, Television, Movies, and the Internet: is there Desensitization?” Journal of Adolescence 27 (2004) 23–39.

Kahne, Joseph., Middaugh, Ellen, and Evans, Chris. “The Civic Potential of Video Games.” 7 Sept 2008. Web. https://www.civicsurvey.org/publications/civic-potential-of-video-games

Newman, James. “Videogames.” Routeledge, 2004. Print.

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A France in Shock Confronts the Violence in Its Midst

The ruthless assault that freed a prisoner and set off a manhunt has turned attention to a multibillion-dollar drug trade fueling gang warfare.

Crime scene technicians checking a white van with bullet holes in the windshield.

By Roger Cohen

Reporting from Paris

If France is a country of illusions — a beautiful and seductive land offering many of life’s greatest pleasures that sits atop and conceals a crime-ridden, drug-plagued world of violence — then the past week offered a rude awakening to this dual reality.

The Olympic flame arrived on French soil last week in the ancient port city of Marseille as a joyous crowd thronged the beautiful harbor. The chatter was of peace ahead of the Games, which begin in July. But the flame also arrived in a city whose northern districts are the epicenter of the French drug trade, where 49 people were killed last year and 123 injured in drug-related shootings.

The coldblooded killing on Tuesday of two prison guards on a major highway in an ambush that freed Mohamed Amra, a midlevel prisoner being investigated in Marseille for possible ties to a drug-related homicide case, shook France. This, just 85 miles from the capital, was a methodical execution in broad daylight on the main road from Paris to Normandy. Its methods were consistent with the brutality of a booming narcotics market.

Senator Jérôme Durain, a member of the Socialist Party and one of two authors of a Senate Committee report on drug trafficking in France that was completed this week, was not shocked by the killing. “The world we found was one of limitless violence involving people, often very young people, who have no conscience and lost all sense of the value of life,” he said in an interview. “This fits exactly.”

He said “corruption has begun to spread because there is so much money,” implying that it was possible that the ambush was facilitated by a compromising of the security services.

Bruno Le Maire, the French finance minister, said in March that the drug trade in France is now worth about $3.8 billion a year, but other estimates range as high as $6.5 billion. The volume of Ecstasy and amphetamines seized by customs authorities rose 180 percent in 2023, the French customs service said.

Overall, almost 93 tons of drugs were seized last year, with a value of $927 million, according to the annual report from the French customs service. Cannabis, which is illegal in France, is the drug most impounded, followed by cocaine, the Senate report said.

There is no hard evidence as yet that the extraordinary sophistication of the ambush that freed Mr. Amra, 30, who is known as “The Fly” and has vanished along with at least five attackers, reflected his possible status as a drug mobster. He has been convicted 13 times for offenses including extortion and assault, and the Marseille case involves narcotics, but he has not been convicted on drug-related charges.

In testimony to the Senate, Gérald Darmanin, the interior minister, was emphatic about the link between the killings and drug trafficking. “Senator Durain, you are prudent about the link between this ignoble attack at the tollbooth in the Eure and narcotics trafficking. I have no such prudence. There is a link. It is evident”

He added that “the greatest danger to our national unity is drug trafficking,” urging the country “to do 100 times more than we have so far done.” He described the report on drugs in France by Senator Durain and Senator Étienne Blanc of the center-right Republicans as absolutely correct.

“We must all wake up. We must fight drugs, which are never festive, always mortal,” Mr. Darmanin said. “Nobody in the future should make a single argument accepting their consumption.”

It was an extraordinary appeal for action. In the interview, Sen. Durain said France had come together to fight terrorism effectively but had never done so to fight the narcotics trade, which takes many more lives. This had to change, he said.

As the hunt for Mr. Amra continued, Interpol , an international organization that helps police agencies worldwide share information about fugitives and crimes, issued a red notice on him — in effect an urgent request from France for assistance in finding Mr. Amra that raised the possibility he may have crossed a border.

In Marseille, which President Emmanuel Macron visited with great fanfare in March to announce an assault on what he called the “terrible scourge” of drug trafficking, the situation has continued to deteriorate, Senator Durain said.

“When it comes to an all-out battle between gangs, and violent competition for points of sale, Marseille leads the rest of the country, even if the insidious hold of drugs is spreading to smaller towns,” he said. The government operation, which has extended to several French cities and smaller towns, is called “Clean Sweep.” It has had minimal impact, Senator Durain added.

The police have identified the two main rival gangs in Marseille as “Yoda” and “DZ Mafia,” and they attribute some 35 of the 49 killings last year to the fierce battle between them to control points of sale, Pascal Bonnet, a deputy criminal investigations officer responsible for the southern region of France told Le Monde daily newspaper earlier this year.

In northern Marseille, and other struggling neighborhoods around the country, where North African immigrants find difficulty integrating into French society, the dropout rates in school are high, violence commonplace and access to jobs scarce, an offer through groups on WhatsApp and other social media of $5,500 to drive a car in a narcotics deal or up to $200,000 for a killing can prove irresistible.

“There are home delivery services in Marseille for cannabis or cocaine that publicize themselves on social media, and even get sold like a regular business,” Senator Durain said. “People in private WhatsApp groups call them ‘Uber-hash’ or ‘Uber-coke,’ it’s that commonplace.”

The background of Mr. Amra is unclear. He grew up in Normandy. His most recent conviction this month was for burglary, but he appears to have close links to the Marseille criminal underworld. On Sept. 26 last year, a judicial tribunal there requested that he be placed in isolation in connection with a drug-related homicide case involving a burned body found inside a car in southern France.

The investigation of the crime revealed that although Mr. Amra was imprisoned, “he continued, from behind bars, to communicate with the outside world through a line opened in the name of his sister,” Le Monde reported on Tuesday.

A succession of government ministers vowed on Tuesday to recapture Mr. Amra and bring the killers who freed him to justice, but the longer the search for them goes on, the more embarrassing it becomes to Mr. Macron at a delicate moment in the approach to the Olympics.

At a deeper level, the bloody debacle, combined with the publication on the same day of the Senate report on the drug trade, appeared to have opened a vigorous debate on why government attempts to tackle the narcotics problem have proved so ineffective. That in turn will almost certainly lead, once again, to a political confrontation on the issue of social exclusion and poverty in the poorer neighborhoods and suburbs of major French cities.

Roger Cohen is the Paris Bureau chief for The Times, covering France and beyond. He has reported on wars in Lebanon, Bosnia and Ukraine, and between Israel and Gaza, in more than four decades as a journalist. At The Times, he has been a correspondent, foreign editor and columnist. More about Roger Cohen

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