argumentative essay on violent games

Do Violent Video Games Contribute to Youth Violence?

Around 73% of American kids age 2-17 played  video games  in 2019, a 6% increase over 2018. Video games accounted for 17% of kids’ entertainment time and 11% of their entertainment spending. 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 that violence is an acceptable way to resolve conflicts.

Video game advocates contend that a majority of the research on the topic is deeply flawed and that no causal relationship has been found between video games and social violence. They argue that violent video games may provide a safe outlet for aggressive and angry feelings and may reduce crime. Read more background…

Pro & Con Arguments

Pro 1 Playing violent video games causes more aggression, bullying, and fighting. 60% of middle school boys and 40% of middle school girls who played at least one Mature-rated (M-rated) game hit or beat up someone, compared with 39% of boys and 14% of girls who did not play M-rated games. [ 2 ] A peer-reviewed study in the Journal of the American Medical Association found that habitual violent video game playing had a causal link with increased, long-term, aggressive behavior. [ 63 ] Several peer-reviewed studies have shown that children who play M-rated games are more likely to bully and cyberbully their peers, get into physical fights, be hostile, argue with teachers, and show aggression towards their peers throughout the school year. [ 2 ] [ 31 ] [ 60 ] [ 61 ] [ 67 ] [ 73 ] [ 76 ] [ 80 ] Read More
Pro 2 Simulating violence such as shooting guns and hand-to-hand combat in video games can cause real-life violent behavior. Video games often require players to simulate violent actions, such as stabbing, shooting, or dismembering someone with an ax, sword, chainsaw, or other weapons. [ 23 ] Game controllers are so sophisticated and the games are so realistic that simulating the violent acts enhances the learning of those violent behaviors. [ 23 ] A peer-reviewed study found “compelling evidence that the use of realistic controllers can have a significant effect on the level of cognitive aggression.” [ 118 ] Two teenagers in Tennessee who shot at passing cars and killed one driver told police they got the idea from playing Grand Theft Auto III . [ 48 ] Bruce Bartholow, professor of psychology at the University of Missouri, spoke about the effects of simulating violence: “More than any other media, these [violent] video games encourage active participation in violence. From a psychological perspective, video games are excellent teaching tools because they reward players for engaging in certain types of behavior. Unfortunately, in many popular video games, the behavior is violence.” [ 53 ] Read More
Pro 3 Many perpetrators of mass shootings played violent video games. Kevin McCarthy, former U.S. Representative (R-CA), states: “But the idea of these video games that dehumanize individuals to have a game of shooting individuals and others – I’ve always felt that is a problem for future generations and others. We’ve watched from studies shown before of what it does to individuals. When you look at these photos of how it [mass shootings] took place, you can see the actions within video games and others.” [ 146 ] Many mass shootings have been carried out by avid video game players: Eric Harris and Dylan Klebold in the Columbine High School shooting (1999); James Holmes in the Aurora, Colorado movie theater shooting (2012); Jared Lee Loughner in the Arizona shooting that injured Rep. Gabby Giffords and killed six others (2011); and Anders Breivik, who killed 77 people in Norway (2011) and admitted to using the game Modern Warfare 2 for training. [ 43 ] [ 53 ] An FBI school shooter threat assessment stated that a student who makes threats of violence should be considered more credible if he or she also spends “inordinate amounts of time playing video games with violent themes.” [ 25 ] Dan Patrick, Republican Lieutenant Governor of Texas, stated: “We’ve always had guns, always had evil, but I see a video game industry that teaches young people to kill.” [ 145 ] Read More
Pro 4 Violent video games desensitize players to real-life violence. Desensitization to violence was defined in a Journal of Experimental Social Psychology peer-reviewed study as “a reduction in emotion-related physiological reactivity to real violence.” [ 51 ] [ 111 ] [ 112 ] The study found that just 20 minutes of playing a violent video game “can cause people to become less physiologically aroused by real violence.” People desensitized to violence are more likely to commit a violent act. [ 51 ] [ 111 ] [ 112 ] By age 18, American children will have seen 16,000 murders and 200,000 acts of violence depicted in violent video games, movies, and television. [ 110 ] A peer-reviewed study found a causal link between violent video game exposure and an increase in aggression as a result of a reduction in the brain’s response to depictions of real-life violence. [ 52 ] Studies have found reduced emotional and physiological responses to violence in both the long and short term. [ 55 ] [ 58 ] In a peer-reviewed study, violent video game exposure was linked to reduced P300 amplitudes in the brain, which is associated with desensitization to violence and increases in aggressive behavior. [ 24 ] Read More
Pro 5 By inhabiting violent characters in video games, children are more likely to imitate the behaviors of those characters and have difficulty distinguishing reality from fantasy. Violent video games require active participation and identification with violent characters, which reinforces violent behavior. Young children are more likely to confuse fantasy violence with real world violence, and without a framework for ethical decision making, they may mimic the actions they see in violent video games. [ 59 ] [ 4 ] Child Development and Early Childhood Education expert Jane Katch stated in an interview with Education Week , “I found that young children often have difficulty separating fantasy from reality when they are playing and can temporarily believe they are the character they are pretending to be.” [ 124 ] U.S. Supreme Court Justice Stephen Breyer wrote in his dissent in Brown v. ESA that “the closer a child’s behavior comes, not to watching, but to acting out horrific violence, the greater the potential psychological harm.” [ 124 ] Read More
Pro 6 Exposure to violent video games is linked to lower empathy and decreased kindness. Empathy, the ability to understand and enter into another’s feelings is believed to inhibit aggressive behavior. In a study of 150 fourth and fifth graders by Jeanne Funk, professor of psychology at the University of Toledo, violent video games were the only type of media associated with lower empathy. [ 32] A study published in the American Psychological Association’s Psychological Bulletin found that exposure to violent video games led to a lack of empathy and prosocial behavior (positive actions that benefit others). [ 65] [ 66] Eight independent tests measuring the impact of violent video games on prosocial behavior found a significant negative effect, leading to the conclusion that “exposure to violent video games is negatively correlated with helping in the real world.” [ 61] Several studies have found that children with high exposure to violent media display lower moral reasoning skills than their peers without that exposure. [ 32] [ 69] A meta-analysis of 130 international studies with over 130,000 participants concluded that violent video games “increase aggressive thoughts, angry feelings, and aggressive behaviors, and decrease empathic feelings and prosocial behaviors.” [ 123] Read More
Pro 7 Video games that portray violence against women lead to more harmful attitudes and sexually violent actions towards women. A peer-reviewed study published in the Journal of Interpersonal Violence found that video games that sexually objectify women and feature violence against women led to a statistically significant increase in rape-supportive attitudes, which are attitudes that are hostile towards rape victims. [ 68 ] Another study found that 21% of games sampled involved violence against women, while 28% portrayed them as sex objects. [ 23 ] Exposure to sexual violence in video games is linked to increases in violence towards women and false attitudes about rape, such as that women incite men to rape or that women secretly desire rape. [ 30 ] Carole Lieberman, a media psychiatrist, stated, “The more video games a person plays that have violent sexual content, the more likely one is to become desensitized to violent sexual acts and commit them.” [ 64 ] Target Australia stopped selling Grand Theft Auto V in response to customer complaints about the game’s depiction of women, which includes the option to kill a prostitute to get your money back. [ 70 ] Read More
Pro 8 Violent video games reinforce fighting as a means of dealing with conflict by rewarding the use of violent action with increased life force, more weapons, moving on to higher levels, and more. Studies suggest that when violence is rewarded in video games, players exhibit increased aggressive behavior compared to players of video games where violence is punished. [ 23 ] [ 59 ] The reward structure is one distinguishing factor between violent video games and other violent media such as movies and television shows, which do not reward viewers nor allow them to actively participate in violence. [ 23 ] [ 59 ] An analysis of 81 video games rated for teens ages 13 and up found that 73 games (90%) rewarded injuring other characters, and 56 games (69%) rewarded killing. [ 71 ] [ 72 ] People who played a video game that rewarded violence showed higher levels of aggressive behavior and aggressive cognition as compared with people who played a version of the same game that was competitive but either did not contain violence or punished violence. [ 71 ] [ 72 ] Read More
Pro 9 The US military uses violent video games to train soldiers to kill. The U.S. Marine Corps licensed Doom II in 1996 to create Marine Doom in order to train soldiers. In 2002, the U.S. Army released first-person shooter game America’s Army to recruit soldiers and prepare recruits for the battlefield. [ 6 ] While the military may benefit from training soldiers to kill using video games, kids who are exposed to these games lack the discipline and structure of the armed forces and may become more susceptible to being violent. [ 79 ] Dave Grossman, retired lieutenant colonel in the United States Army and former West Point psychology professor, stated: “[T]hrough interactive point-and-shoot video games, modern nations are indiscriminately introducing to their children the same weapons technology that major armies and law enforcement agencies around the world use to ‘turn off’ the midbrain ‘safety catch’” that prevents most people from killing. [ 77 ] Read More
Con 1 Studies have shown violent video games may cause aggression, not violence. Further, any competitive video game or activity may cause aggression. Lauren Farrar, producer for KQED Learning’s YouTube series Above the Noise , stated: “Often times after tragic mass shooting, we hear politicians turn the blame to violent video games, but the reality is that the research doesn’t really support that claim… In general, violence usually refers to physical harm or physical acts that hurt someone– like hitting, kicking, punching, and pushing. Aggression is a more broad term that refers to angry or hostile thoughts, feelings or behaviors. So everything that is violent is aggressive, but not everything that is aggressive is violent. For example, getting frustrated, yelling, talking back, arguing those are all aggressive behaviors, but they aren’t violent. The research on the effects of violent video games and behavior often looks at these milder forms of aggressive behavior.” [ 140 ] A peer-reviewed study in Psychology of Violence determined that the competitive nature of a video game was related to aggressive behavior, regardless of whether the game contained violent content. The researchers concluded: “Because past studies have failed to equate the violent and nonviolent video games on competitiveness, difficulty, and pace of action simultaneously, researchers may have attributed too much of the variability in aggression to the violent content.” [ 125 ] A follow-up study tracked high school students for four years and came to the same conclusion: the competitive nature of the games led to the increased hostile behavior. [ 126 ] Read More
Con 2 Violent video games are a convenient scapegoat for those who would rather not deal with the actual causes of violence in the US. Patrick Markey, psychology professor at Villanova University, stated: “The general story is people who play video games right after might be a little hopped up and jerky but it doesn’t fundamentally alter who they are. It is like going to see a sad movie. It might make you cry but it doesn’t make you clinically depressed… Politicians on both sides go after video games it is this weird unifying force. It makes them look like they are doing something… They [violent video games] look scary. But research just doesn’t support that there’s a link [to violent behavior].” [ 138 ] Markey also explained, “Because video games are disproportionately blamed as a culprit for mass shootings committed by White perpetrators, video game ‘blaming’ can be viewed as flagging a racial issue. This is because there is a stereotypical association between racial minorities and violent crime.” [ 141 ] Andrew Przybylski, associate professor, and director of research at the Oxford Internet Institute at Oxford University, stated: “Games have only become more realistic. The players of games and violent games have only become more diverse. And they’re played all around the world now. But the only place where you see this kind of narrative still hold any water, that games and violence are related to each other, is in the United States. [And, by blaming video games for violence,] we reduce the value of the political discourse on the topic, because we’re looking for easy answers instead of facing hard truths.” [ 139 ] Hillary Clinton, Former Secretary of State and First Lady, tweeted, “People suffer from mental illness in every other country on earth; people play video games in virtually every other country on earth. The difference is the guns.” [ 142 ] Read More
Con 3 Simple statistics do not support the claim that violent video games cause mass shootings or other violence. Katherine Newman, dean of arts and sciences at Johns Hopkins University, explained: “Millions of young people play video games full of fistfights, blazing guns, and body slams… Yet only a minuscule fraction of the consumers become violent.” [ 84 ] [ 86 ] [ 87 ] [ 91 ] [ 92 ] A report by the U.S. Secret Service and U.S. Department of Education examined 37 incidents of targeted school violence between 1974 and 2000. Of the 41 attackers studied, 27% had an interest in violent movies, 24% in violent books, and 37% exhibited interest in their own violent writings, while only 12% showed interest in violent video games. The report did not find a relationship between playing violent video games and school shootings. [ 35 ] Patrick M. Markey, director of the Interpersonal Research Laboratory at Villanova University, stated, “90% of young males play video games. Finding that a young man who committed a violent crime also played a popular video game, such as Call of Duty, Halo, or Grand Theft Auto, is as pointless as pointing out that the criminal also wore socks.” [ 84 ] Further, gun violence is less prevalent in countries with high video game use. A study of the countries representing the 10 largest video game markets internationally found no correlation between playing video games and gun-related killings. Even though US gun violence is high, the nine other countries with the highest video game usage have some of the lowest violent crime rates (and eight of those countries spend more per capita on video games than the United States). [ 97 ] Read More
Con 4 As sales of violent video games have significantly increased, violent juvenile crime rates have significantly decreased. In 2019, juvenile arrests for violent crimes were at an all-time low, a decline of 50% since 2006. Meanwhile, video game sales set a record in Mar. 2020, with Americans spending $5.6 billion on video game hardware, accessories, and assorted content. Both statistics continue a years-long trend. [ 143 ] [ 144 ] Total U.S. sales of video game hardware and software increased 204% from 1994 to 2014, reaching $13.1 billion in 2014, while violent crimes decreased 37% and murders by juveniles acting alone fell 76% in that same period. [ 82 ] [ 83 ] [ 133 ] [ 134 ] [ 135 ] The number of high school students who had been in at least one physical fight decreased from 43% in 1991 to 25% in 2013, and student reports of criminal victimization at school dropped by more than half from 1995 to 2011. [ 106 ] [ 107 ] A peer-reviewed study found that: “Monthly sales of video games were related to concurrent decreases in aggravated assaults.” [ 84 ] Read More
Con 5 Studies have shown that violent video games can have a positive effect on kindness, civic engagement, and prosocial behaviors. Research shows that playing violent video games can induce a feeling of guilt that leads to increased prosocial behavior (positive actions that benefit others) in the real world. [ 104 ] A study published in Computers in Human Behavior discovered that youths exposed to violence in action games displayed more prosocial behavior and civic engagement, “possibly due to the team-oriented multiplayer options in many of these games.” [ 103 ] Read More
Con 6 Many risk factors are associated with youth violence, but video games are not among them. The U.S. Surgeon General’s list of risk factors for youth violence included abusive parents, poverty, neglect, neighborhood crime, being male, substance use, and mental health problems, but not video games. [ 118 ] A peer-reviewed study even found a “real and significant” effect of hot weather on homicides and aggravated assaults, showing that heat is a risk factor for violence. [ 124 ] Read More
Con 7 Violent video game players know the difference between virtual violence in the context of a game and appropriate behavior in the real world. By age seven, children can distinguish fantasy from reality, and can tell the difference between video game violence and real-world violence. [ 99 ] [ 100 ] Video game players understand they are playing a game. Kids see fantasy violence all the time, from Harry Potter and the Minions to Bugs Bunny and Tom and Jerry. Their ability to distinguish between fantasy and reality prevents them from emulating video game violence in real life. [ 9 ] Exposure to fantasy is important for kids. Fisher-Price toy company stated: “Pretending is more than play: it’s a major part of a child’s development. Fantasy not only develops creative thinking, it’s also a way for children to deal with situations and problems that concern them.” [108] Read More
Con 8 Violent video games provide opportunities for children to explore consequences of violent actions, develop their moral compasses and release their stress and anger (catharsis) in the game, leading to less real world aggression. Violent games allow youth to experiment with moral issues such as war, violence, and death without real world consequences. A researcher at the Harvard Medical School Center for Mental Health and Media wrote about her research: “One unexpected theme that came up multiple times in our focus groups was a feeling among boys that violent games can teach moral lessons… Many war-themed video games allow or require players to take the roles of soldiers from different sides of a conflict, perhaps making players more aware of the costs of war.” [ 2 ] [ 38 ] A peer-reviewed study published in the Journal of Adolescent Health found that children, especially boys, play video games as a means of managing their emotions: “61.9% of boys played to ‘help me relax,’ 47.8% because ‘it helps me forget my problems,’ and 45.4% because ‘it helps me get my anger out.” [ 37 ] Researchers point to the cathartic effect of video games as a possible reason for why higher game sales have been associated with lower crime rates. [ 84 ] A peer-reviewed study in the Journal of Adolescent Research concluded that “Boys use games to experience fantasies of power and fame, to explore and master what they perceive as exciting and realistic environments (but distinct from real life), to work through angry feelings or relieve stress, and as social tools.” The games serve as a substitute for rough-and-tumble play. [ 36 ] Read More
Con 9 Studies claiming a causal link between video game violence and real life violence are flawed. Many studies failed to control for factors that contribute to children becoming violent, such as family history and mental health, plus most studies do not follow children over long periods of time. [ 10 ] [ 95 ] Video game experiments often have people playing a game for as little as ten minutes, which is not representative of how games are played in real life. In many laboratory studies, especially those involving children, researchers must use artificial measures of violence and aggression that do not translate to real-world violence and aggression, such as whether someone would force another person eat hot sauce or listen to unpleasant noises. [ 84 ] [ 94 ] According to Christopher J. Ferguson, a psychology professor at Stetson University, “matching video game conditions more carefully in experimental studies with how they are played in real life makes VVG’s [violent video games] effects on aggression essentially vanish.” [ 95 ] [ 96 ] Read More
Did You Know?
1.Video game sales set a record in Mar. 2020, with Americans spending $5.6 billion on hardware, accessories, and content, a continuation of a years-long upward trend. [ ]
2.The global video game industry was worth contributing $159.3 billion in 2020, a 9.3% increase of 9.3% from 2019. [ ]
3.Around 73% of American kids age 2-17 played video games in 2019, a 6% increase over 2018 and a continuation of a years-long upward trend. [ ]
4.An Aug. 2015 report from the American Psychological Association determined that playing violent video games is linked to increased aggression, but it did not find sufficient evidence of a link between the games and increased violence. [ ]
5.Video games accounted for 17% of kids’ entertainment time and 11% of their entertainment spending in 2019. [ ]

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Pro and Con: Violent Video Games

Young boys playing video games at a gaming festival in Rome, Italy in 2015. Video gaming

To access extended pro and con arguments, sources, and discussion questions about whether violent video games contribute to youth violence, go to ProCon.org .

Around 73% of American kids age 2-17 played video games in 2019, a 6% increase over 2018. Video games accounted for 17% of kids’ entertainment time and 11% of their entertainment spending. The global video game industry was worth contributing $159.3 billion in 2020, a 9.3% increase of 9.3% from 2019.

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 the game was Pedestrian. After protestors dragged Death Race machines out of arcades and burned them in parking lots, production of the game ceased.

In 1993, public outcry following the release of violent video games Mortal Kombat and Night Trap prompted Congress to hold hearings on regulating the sale of video games. During the hearings, California Attorney General Dan Lungren testified that violent video games have “a desensitizing impact on young, impressionable minds.” Threatened with the creation of a federal regulatory commission, the video game industry voluntarily established the  Entertainment Software Rating Board  (ESRB) on Sep. 1, 1994 to create a ratings system. Based on the video game’s content, the ESRB assigns one of the following ratings: “Early Childhood,” “Everyone,” “Everyone 10+,” “Teen,” “Mature,” “Adults Only,” or “Rating Pending” (only for use in advertising for games not yet rated). In a Pew Research Center 2008 survey, 50% of boys and 14% of girls aged 12-17 listed a game with a “Mature” or “Adults Only” rating in their current top three favorite games.

An Aug. 2015 report from the American Psychological Association determined that playing violent video games is linked to increased aggression, but it did not find sufficient evidence of a link between the games and increased violence. The organization reaffirmed this position in 2020: “There is insufficient scientific evidence to support a causal link between violent video games and violent behavior… [T]he new task force report 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.” 

  • Playing violent video games causes more aggression, bullying, and fighting.
  • Simulating violence such as shooting guns and hand-to-hand combat in video games can cause real-life violent behavior.
  • Many perpetrators of mass shootings played violent video games.
  • Violent video games desensitize players to real-life violence.
  • By inhabiting violent characters in video games, children are more likely to imitate the behaviors of those characters and have difficulty distinguishing reality from fantasy.
  • Exposure to violent video games is linked to lower empathy and decreased kindness.
  • Video games that portray violence against women lead to more harmful attitudes and sexually violent actions towards women.
  • Violent video games reinforce fighting as a means of dealing with conflict by rewarding the use of violent action with increased life force, more weapons, moving on to higher levels, and more.
  • The US military uses violent video games to train soldiers to kill.
  • Studies have shown violent video games may cause aggression, not violence. Further, any competitive video game or activity may cause aggression.
  • Violent video games are a convenient scapegoat for those who would rather not deal with the actual causes of violence in the US.
  • Simple statistics do not support the claim that violent video games cause mass shootings or other violence.
  • As sales of violent video games have significantly increased, violent juvenile crime rates have significantly decreased.
  • Studies have shown that violent video games can have a positive effect on kindness, civic engagement, and prosocial behaviors.
  • Many risk factors are associated with youth violence, but video games are not among them.
  • Violent video game players know the difference between virtual violence in the context of a game and appropriate behavior in the real world.
  • Violent video games provide opportunities for children to explore consequences of violent actions, develop their moral compasses and release their stress and anger (catharsis) in the game, leading to less real world aggression.
  • Studies claiming a causal link between video game violence and real life violence are flawed.

This article was published on June 8, 2021, at Britannica’s ProCon.org , a nonpartisan issue-information source.

What do you think? Leave a respectful comment.

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

  • Copy URL https://www.pbs.org/newshour/science/analysis-why-its-time-to-stop-blaming-video-games-for-real-world-violence

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

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104 Violence in Video Games Essay Topic Ideas & Examples

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Video games have long been a controversial topic, with many critics arguing that the violence depicted in games can have a negative impact on players. However, others argue that video games are simply a form of entertainment and do not have any real-world consequences. Regardless of where you stand on the issue, there is no denying that violence in video games is a prevalent theme. If you are looking for essay topic ideas on this subject, here are 104 violence in video games essay topics and examples to get you started:

  • The effects of violent video games on aggression levels in players
  • Are violent video games a contributing factor to real-world violence?
  • The portrayal of violence in video games and its impact on society
  • The role of parents in monitoring their children's exposure to violent video games
  • The ethical implications of creating and consuming violent video games
  • Do violent video games desensitize players to real-world violence?
  • The relationship between violent video games and mental health issues
  • The connection between violent video games and criminal behavior
  • Should there be age restrictions on violent video games?
  • The link between violent video games and school shootings
  • The role of the media in perpetuating the myth of violent video games causing violence
  • The impact of violent video games on children's development
  • The influence of violent video games on gender stereotypes and attitudes towards women
  • The role of video game developers in creating realistic depictions of violence
  • The use of violence in video games as a storytelling device
  • The potential benefits of playing violent video games
  • The impact of violent video games on the brain
  • The relationship between violent video games and addiction
  • The role of violent video games in shaping cultural norms and values
  • The portrayal of violence in different genres of video games
  • The effects of violent video games on empathy levels in players
  • The role of violent video games in shaping societal attitudes towards violence
  • The impact of violent video games on social behavior
  • The portrayal of violence in video games as a form of art
  • The relationship between violent video games and self-esteem issues
  • The influence of violent video games on decision-making skills
  • The connection between violent video games and military training
  • The role of violent video games in desensitizing players to real-world violence
  • The impact of violent video games on relationships and social interactions
  • The portrayal of violence in video games as a reflection of societal values
  • The effects of violent video games on academic performance
  • The relationship between violent video games and stress levels
  • The role of violent video games in promoting teamwork and cooperation
  • The impact of violent video games on problem-solving skills
  • The connection between violent video games and risk-taking behavior
  • The influence of violent video games on memory and cognitive function
  • The portrayal of violence in video games as a form of catharsis
  • The effects of violent video games on physical health
  • The relationship between violent video games and social isolation
  • The role of violent video games in promoting creativity and imagination
  • The impact of violent video games on language and communication skills
  • The connection between violent video games and self-control
  • The influence of violent video games on emotional regulation
  • The portrayal of violence in video games as a form of escapism
  • The effects of violent video games on attention and focus
  • The relationship between violent video games and problem-solving skills
  • The role of violent video games in promoting critical thinking
  • The impact of violent video games on decision-making skills
  • The connection between violent video games and empathy levels
  • The influence of violent video games on moral reasoning
  • The effects of violent video games on social behavior
  • The relationship between violent video games and aggression levels
  • The impact of violent video games on self-esteem issues
  • The connection between violent video games and addiction
  • The influence of violent video games on mental health issues
  • The portrayal of violence in video games as a storytelling device
  • The effects of violent video games on decision-making skills
  • The relationship between violent video games and gender stereotypes
  • The impact of violent video games on physical health
  • The connection between violent video games and social isolation
  • The influence of violent video games on relationships and social interactions
  • The impact of violent video games on memory and cognitive function
  • The influence of violent video games on language and communication skills
  • The effects of violent video games on emotional regulation
  • The relationship between violent video games and self-control
  • The impact of violent video games on attention and focus
  • The influence of violent video games on problem-solving skills
  • The effects of violent video games on empathy levels
  • The impact of violent video games on moral reasoning
  • The connection between violent video games and social behavior
  • The effects of violent video games on aggression levels
  • The impact of violent video games on empathy levels
  • The influence of violent video games on academic performance

In conclusion, violence in video games is a complex and controversial topic that continues to be debated by experts and the general public alike. Whether you believe that violent video games have a negative impact on players or not, it is important to consider the various perspectives and research on this issue before forming an opinion. Hopefully, these 104 violence in video games essay topics and examples have given you some inspiration for your own writing on this subject.

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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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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.

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  • Published: 13 March 2018

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

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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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Kühn, S., Kugler, D., Schmalen, K. et al. Does playing violent video games cause aggression? A longitudinal intervention study. Mol Psychiatry 24 , 1220–1234 (2019). https://doi.org/10.1038/s41380-018-0031-7

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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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