Home — Essay Samples — Social Issues — Violence in Video Games

one px

Essays on Violence in Video Games

Hook examples for violence in video games essays, anecdotal hook.

Imagine a world where pixels and virtual landscapes blur the lines between reality and fantasy, where the controller in your hand wields the power of life and death. As we venture into the realm of violent video games, we must grapple with complex questions about their impact on individuals and society.

Quotation Hook

"Violent video games desensitize players to real-world violence." These words, often cited in debates, highlight a contentious issue. Let's dive into the heated discussion surrounding the influence of violent video games on behavior and attitudes.

The Psychology of Virtual Violence Hook

What happens in the minds of players when they engage in virtual acts of violence? Explore the psychological aspects of gaming and how exposure to violence in games can impact behavior and perceptions.

The Debate Over Regulation Hook

Violent video games have sparked debates over regulation and censorship. Analyze the arguments for and against government intervention in the gaming industry to restrict access to violent content.

Media Influence and Responsibility Hook

Media plays a significant role in shaping our perceptions and attitudes. Investigate the responsibilities of game developers, the media, and parents in addressing the potential influence of violent video games on young minds.

Violence in Gaming Culture Hook

Violence is a prevalent theme in gaming culture. Delve into the portrayal of violence in video games, the impact on player communities, and the blurred boundaries between fiction and reality.

Alternative Perspectives on Gaming Hook

Not all gamers view violent video games through the same lens. Explore alternative perspectives, including arguments that emphasize the cathartic and escapist qualities of gaming.

The Multifaceted Benefits of Responsible Video Gaming

Impact of violence in video games, made-to-order essay as fast as you need it.

Each essay is customized to cater to your unique preferences

+ experts online

Beneficial and Harmful Effects of Playing Video Games

The negative effects caused by overexposure to violent video games and films, an issue of violence in video games, stop blaming video games, let us write you an essay from scratch.

  • 450+ experts on 30 subjects ready to help
  • Custom essay delivered in as few as 3 hours

How Violence in Video Games Affects People

The impact of violence in movies and video games on children, advantages and disadvantages of video games, violent video games affect children's behavior and gun control, get a personalized essay in under 3 hours.

Expert-written essays crafted with your exact needs in mind

Influence of Violence in Video Games

The influence of video game violence on children, the effects of video game violence on the desensitization of children, the evolution of video game violence, criticism against video games, how violent video games are making troubled kids, the effects of video games, statement that video games cause violence is a misconception, the panic over video games violence in today's society, investigation of whether video games cause violence in children, the reasons why 'fortnite' must be banned, review of 'fortnite' impact on kids, the effects of computer games: why fortnite is bad, discussion on whether video games cause violence in youth, answering the question on whether video games cause violence or not, an enduring debate on 'do video games cause violence', a controversial topic of video games as a cause of violence, analysis of how video games cause violence among teenagers, fist stick knife and gun summary, relevant topics.

  • Gun Violence
  • Animal Testing
  • Cyber Bullying
  • Sexual Abuse
  • Youth Violence
  • Animal Rights
  • Controversial Issue
  • Freedom of Speech

By clicking “Check Writers’ Offers”, you agree to our terms of service and privacy policy . We’ll occasionally send you promo and account related email

No need to pay just yet!

We use cookies to personalyze your web-site experience. By continuing we’ll assume you board with our cookie policy .

  • Instructions Followed To The Letter
  • Deadlines Met At Every Stage
  • Unique And Plagiarism Free

good thesis statement for video game violence

Banning Violent Video Games Argumentative Essay

  • To find inspiration for your paper and overcome writer’s block
  • As a source of information (ensure proper referencing)
  • As a template for you assignment

Introduction: Banning Violent Video Games

Violent video games should not be banned, violent video games should be banned, conclusion: why video games should not be banned.

The essay is an argumentative one; violent games should not be banned. Recently there has been an endless and fierce debate on whether or not to banned violent video games. For instance, the countries that constitute the European Union are planning to ban some of the European games. However, it is the view of the majority of video games, just like any other games, are there to educate and entertain.

Although there are strong reasons brought forth by those who want violent video games to be banned, here are reasons why we should not; increases self-esteem, reduction of pain, encourages teamwork, sharpening players’ wit, among others (Sterngold, 2006).

With regards to those in support of banning the game, they hold the view that the games continuously poison the minds of the viewers, especially young individuals.

It is worth noting that there are indeed strong points that need to be given a second thought before we rush in banning violent video games. It has been argued and even proved that when kids play such games, especially when the multiplayer type of game is available, then the children get to learn at a very early age to work as a teammate, which requires teamwork. Arguably, this is advantageous as it helps in keeping children together in times of need (Lebrilla, 2010).

For this matter, when they grow up, such individuals will be in a better position to be good team players. This concept has been currently deemed very vital in ensuring the success of an organization. Throughout the game, it is indeed tough to beat the opponent.

However, through concentration, acquisition of skills, and knowledge on how to win, which has been learned from each other, children are capable of the emerging winner. With this, they grow, knowing that to win, there is a need to have a team behind them.

As suggested by Bissell, 2008 violent video games have been thought to help, especially those with very high tempers, to release their anger by not hurting anybody. When very angry and one feels like inflicting pain on another human being or even killing others, it has been thought appropriate to transfer such anger to violent video games. When one engages in a shoot-out with an enemy in a video game, he/she might feel that the mission is accomplished.

Aside from assisting young individuals in sharpening their wits and problem-solving skills, violent video game plays a significant role in helping young individuals, even a few older members of society, to learn how to persevere. On the same line of thought, these games have made it possible for people to have well-coordinated hand and eye movements (Craig et al. 2007).

This has helped in making sure that reflex action/response is normal. The advantage of this is that it will play a significant role in keeping progressive illnesses at bay.

Another major point that is in support of violent video games is that it helps in sustaining the country’s economy. It is apparent that the industry of violent video games has played a significant role in the economic growth of the country. The export of the same product to other nations generates foreign income for the country.

Additionally, a good number of Americans derive their daily bread from the same industry(Konijn et al., 2007). For this reason, banning of violent video games will mean that the unemployment rate will go up, and the money generated from the industry will be lost. The industry generates close to 21 billion dollars annually (Jones & Ponton, 2003).

Additionally, doctors have proved that despite violent games being useful; in releasing anger, it is also helpful in helping a patient reduce pain. The current efforts hospitals show this making to install such games. More importantly, the games help entertain the plays as well as the viewers.

Just like when people feel entertained by watching a football match, violent game provide the same to the affected party. Considering the fact that slightly over 70.0% of American teens play these games, if it is banned, then they will indulge in even more risky activities in their quest to be entertained, for instance, drug abuse (Goldstein, 1998).

It would not be rational if the argument that supports the banning of violent games were not brought to light. It has been brought into the violent limelight game that pollutes the minds of American children.

When young individual engages too much in these games, they are addicted. The result is that they will grow up and may put into practice what they saw. A recent incident where a student walked into an institution of learning and started shooting at others, killing them on the spot, has been linked to violent video games (Anderson & Dill, 2000).

Similarly, just like any other thing that can bring addiction, violent video games, when making a young individual addicted, can be detrimental to their quest to learn. This is because most of the time, whenever they are free will, they spend time playing such games (Ferguson, 2008).

Although it has been argued that the game fosters socialization skills, it is evident that when one plays in non-multiplayer support, they grow up being persons with poor skills to socialize.

From the review of the issue of violent games, even though the game is intense, banning it will bring more harm than good. For those who advocate for the banning, it would be rational to critically analyze the benefits of the game to individuals and even society at large. For instance, it enhances teamwork, helps reduce pain, aids in releasing anger, and improves wit and hand-eye coordination, among others.

However, the disadvantages include polluting or poisoning young individuals, and addiction eats their time hence cannot engage actively in other vital activities. This thus warrants careful consideration from relevant stakeholders such as parents and the government.

Anderson, C. & Dill, K. (2000). “Video Games and Aggressive Thoughts, Feelings and Behavior in the Laboratory and In Life.” Journal of Personality and Social Psychology , 78(4):722.

Ferguson, C. (2008). “Blazing Angels or Resident Evil? Can Violent Video Games Be a Force for Good?”, Review of General Psychology, 14(1): 68-81.

Konijn, E. et al. (2007). “I Wish I Were a Warrior: The Role of Wishful Identification in the Effects of Violent Video Games on Aggression in Adolescent Boys.” Developmental Psychology, 43(1): 1-12.

Craig, A. et al. (2007). Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy . Oxford University: Oxford University Press.

Bissell, T. (2008). Extra Lives: Why Video Games Matter . New York: Macmillan Publishers.

Sterngold, A. (2006). “Violent video games.” Web.

Jones, G. & Ponton, L. (2003). Killing Monsters: Why Children Need Fantasy, Super Heroes, and Make-Believe Violence . New York: Basic Books. P. 172.

Goldstein, J. (1998). Why We Watch; The Attraction of Violent Entertainment . Oxford University Oxford University Press. P. 188.

  • Crime and Deviance
  • Cult Leaders Characteristics
  • Pros and Cons of Abortion to the Society Argumentative Essay
  • Political Philosophy: Liberalism and Libertarianism
  • Enhancement Drugs in Sports Should Be Banned: An Argumentative Paper
  • Importance of Adopting Children
  • Stereotypes of American Citizens
  • Social Care in Ireland
  • Evaluating the debate between proponents of qualitative and quantitative inquiries
  • The Effects of Social Networking Sites on an Individual's Life
  • Chicago (A-D)
  • Chicago (N-B)

IvyPanda. (2018, May 30). Banning Violent Video Games Argumentative Essay. https://ivypanda.com/essays/violent-video-games-should-not-be-banned/

"Banning Violent Video Games Argumentative Essay." IvyPanda , 30 May 2018, ivypanda.com/essays/violent-video-games-should-not-be-banned/.

IvyPanda . (2018) 'Banning Violent Video Games Argumentative Essay'. 30 May.

IvyPanda . 2018. "Banning Violent Video Games Argumentative Essay." May 30, 2018. https://ivypanda.com/essays/violent-video-games-should-not-be-banned/.

1. IvyPanda . "Banning Violent Video Games Argumentative Essay." May 30, 2018. https://ivypanda.com/essays/violent-video-games-should-not-be-banned/.

Bibliography

IvyPanda . "Banning Violent Video Games Argumentative Essay." May 30, 2018. https://ivypanda.com/essays/violent-video-games-should-not-be-banned/.

IvyPanda uses cookies and similar technologies to enhance your experience, enabling functionalities such as:

  • Basic site functions
  • Ensuring secure, safe transactions
  • Secure account login
  • Remembering account, browser, and regional preferences
  • Remembering privacy and security settings
  • Analyzing site traffic and usage
  • Personalized search, content, and recommendations
  • Displaying relevant, targeted ads on and off IvyPanda

Please refer to IvyPanda's Cookies Policy and Privacy Policy for detailed information.

Certain technologies we use are essential for critical functions such as security and site integrity, account authentication, security and privacy preferences, internal site usage and maintenance data, and ensuring the site operates correctly for browsing and transactions.

Cookies and similar technologies are used to enhance your experience by:

  • Remembering general and regional preferences
  • Personalizing content, search, recommendations, and offers

Some functions, such as personalized recommendations, account preferences, or localization, may not work correctly without these technologies. For more details, please refer to IvyPanda's Cookies Policy .

To enable personalized advertising (such as interest-based ads), we may share your data with our marketing and advertising partners using cookies and other technologies. These partners may have their own information collected about you. Turning off the personalized advertising setting won't stop you from seeing IvyPanda ads, but it may make the ads you see less relevant or more repetitive.

Personalized advertising may be considered a "sale" or "sharing" of the information under California and other state privacy laws, and you may have the right to opt out. Turning off personalized advertising allows you to exercise your right to opt out. Learn more in IvyPanda's Cookies Policy and Privacy Policy .

Scholarship @ Claremont

  • < Previous

Home > CMC > CMC_STUDENT > CMC_THESES > 1024

CMC Senior Theses

A critical analysis of video games and their correlation to violence.

Mary A. Hayley , Claremont McKenna College Follow

Graduation Year

Date of submission, document type.

Campus Only Senior Thesis

Degree Name

Bachelor of Arts

Intercollegiate Media Studies

James Morrison

Terms of Use & License Information

Terms of Use for work posted in Scholarship@Claremont .

Rights Information

© 2014 Mary A. Hayley

The video game industry is one of the fastest growing sectors in the U.S. economy, with violent video games topping the charts among fan favorites. Due to frequent violence and mass shootings that have struck our nation in recent years, the gaming industry has been subject to much blame for endorsing violent acts. While many researches and psychologists have conducted experiments and meta-analytic reviews to test the correlation between violent video games and mass shootings, the debate remains prevalent in the media, to date. This thesis will not aim to prove whether or not violent video games are largely responsible for malicious attacks, but rather analyze why the blame is often adverted specifically to the video game industry in the aftermath of public massacres. This paper will analyze the positive and negative effects of gaming, the social and behavioral tendencies often developed from playing video games, and the current controversies surrounding the industry.

Recommended Citation

Hayley, Mary A., "A Critical Analysis of Video Games and Their Correlation to Violence" (2014). CMC Senior Theses . 1024. https://scholarship.claremont.edu/cmc_theses/1024

This thesis is restricted to the Claremont Colleges current faculty, students, and staff.

Since January 20, 2015

Advanced Search

  • Notify me via email or RSS
  • Colleges, Universities, and Library
  • Schools, Programs, and Departments
  • Disciplines

Author Corner

  • Faculty Submission
  • Student Submission
  • Policies and Guidelines

Useful Links

  • Claremont Colleges Library
  • Claremont Colleges Digital Library

Home | About | FAQ | My Account | Accessibility Statement

Privacy Copyright

Banner

How to Write a Research Paper

  • Formulate Questions/Thesis
  • Identify Keywords
  • Find Background Info
  • Search Strategies
  • Dissertations
  • Proceedings
  • Statistics This link opens in a new window
  • Primary | Secondary
  • Scholarly | General This link opens in a new window
  • Creative Commons
  • Cite This link opens in a new window
  • Quote, Paraphrase, Summarize

Thesis Generator

  • Thesis Generator May be of help--but use with caution.

good thesis statement for video game violence

Image source: Powernowllc. CC0 1.0.  Wikimedia Commons.

Formulate Questions

Once you have selected an initial topic, the next step is to develop research questions.  You'll do this by using probing questions, such as what, why, when, how, would/could, should.

Phrasing your topic in the form of questions helps direct the research process.

good thesis statement for video game violence

WHY questions ask for an explanation of something--why something happened, why it did not happen, or why one thing is better than another. For instance, why are video games so popular among young teenage boys?

WHEN questions focus on timing or history.  When did video games start to become popular?  When were video games invented?

WHERE questions focus the topic on a location, either geographical or other.  Where, or in which countries, are video games most popular?

HOW questions focus aspects of the topic, on a process, or on the origin.  How do video games affect users?

good thesis statement for video game violence

WOULD / COULD questions focus on possibilities.   Would video games be more popular with teenage girls if marketing targeted girls?

SHOULD questions focus on the appropriateness of a particular action, policy, procedure, or decision.  Should the government regulate violent video games?

Source:  Mike Palmquest.   Bedford Researcher .   Colorado State University.

Formulate Your Thesis

A good research question will lead to your thesis statement.

For example, the question...

good thesis statement for video game violence

...might lead to the following thesis:

"Exposure to violent video games negatively affects teenagers in a variety of ways:  It increases aggressive behavior, physiological arousal, aggressive-related thoughts and feelings, and also decreases prosocial behavior."

Strong   thesis statements

  • answer a question
  • are engaging 
  • can be challenged or opposed, thus also defended

good thesis statement for video game violence

or "why should I care?" test

  • are supported by your paper
  • are neither too broad nor too vague

Source:  Thesis Statements.  George Mason University. 

  • << Previous: Develop
  • Next: Identify Keywords >>
  • Last Updated: Aug 21, 2024 1:53 PM
  • URL: https://libguides.lvc.edu/researchpaper

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 ."

Support Provided By: Learn more

Educate your inbox

Subscribe to Here’s the Deal, our politics newsletter for analysis you won’t find anywhere else.

Thank you. Please check your inbox to confirm.

good thesis statement for video game violence

El Paso shooting is domestic terrorism, investigators say

Nation Aug 04

TopSCHOLAR®

  • < Previous

Home > GRADUATE > THESES > 2570

Masters Theses & Specialist Projects

The effects of violence in video games on individual levels of hostility in young adults.

Grant Jones , Western Kentucky University Follow

Publication Date

Spring 2018

Advisor(s) - Committee Chair

Douglas Clayton Smith (Director), Carrie Trojan, Holli Drummond

Degree Program

Department of Sociology

Degree Type

Master of Arts

For a while, video games have been the target of scrutiny with regards to their perceived potential to adversely affect younger individuals. In particular, it is often argued that these video games, particularly those of violent nature, may increase hostility to an extent that it manifests itself in violent behavior. This thesis aims to denote what effects these video games have on young adults, particularly in relation to the respondents’ indicated extent of adverse childhood experiences, trait anger, and competitiveness, all three of which were assumed to have a positive relationship with hostility. A survey was distributed to students attending Western Kentucky University in an attempt to measure what effects these three aforementioned variables have on young adults, in addition to what affects video game playing and violence in video games may have on hostility and aggression. From the data acquired, it was clear that while adverse childhood experiences had no statistical significance in this study and higher competitiveness indicated a very slight decline in hostility, trait anger did in fact appear to raise hostility in the respondents. Additionally, increases in exposure to both video game play and violence in video games were shown to lead to a decrease in hostility. From this, it would appear that trait anger was the only variable to truly increase hostility in young adults, and the often-discussed variables of video game play and violence in video games both appear to decrease hostility in respondents as exposure to either factor increases, thus going against the common assumptions.

  • Disciplines

Other Sociology | Social Psychology | Social Psychology and Interaction | Sociology

Recommended Citation

Jones, Grant, "The Effects of Violence in Video Games on Individual Levels of Hostility in Young Adults" (2018). Masters Theses & Specialist Projects. Paper 2570. https://digitalcommons.wku.edu/theses/2570

Since May 14, 2018

Included in

Other Sociology Commons , Social Psychology Commons , Social Psychology and Interaction Commons

Advanced Search

  • Notify me via email or RSS
  • Colleges, Departments, Units
  • WKU Journals/Peer-Reviewed Series
  • Conferences and Events

Author Corner

  • Author Submissions
  • TopSCHOLAR copyright form
  • WKU Libraries
  • WKU Homepage
  • WKU Libraries OA Hall of Fame
  • Kentucky Research Commons
  • Digital Commons Repositories
  • Faculty Submission Form

Home | About | FAQ | My Account | Accessibility Statement

Privacy Copyright

U.S. flag

An official website of the United States government

The .gov means it’s official. Federal government websites often end in .gov or .mil. Before sharing sensitive information, make sure you’re on a federal government site.

The site is secure. The https:// ensures that you are connecting to the official website and that any information you provide is encrypted and transmitted securely.

  • Publications
  • Account settings

Preview improvements coming to the PMC website in October 2024. Learn More or Try it out now .

  • Advanced Search
  • Journal List
  • Wiley Open Access Collection

Logo of blackwellopen

The contagious impact of playing violent video games on aggression: Longitudinal evidence

Tobias greitemeyer.

1 Department of Psychology, University of Innsbruck, Innsbruck Austria

Meta‐analyses have shown that violent video game play increases aggression in the player. The present research suggests that violent video game play also affects individuals with whom the player is connected. A longitudinal study ( N  = 980) asked participants to report on their amount of violent video game play and level of aggression as well as how they perceive their friends and examined the association between the participant's aggression and their friends’ amount of violent video game play. As hypothesized, friends’ amount of violent video game play at Time 1 was associated with the participant's aggression at Time 2 even when controlling for the impact of the participant's aggression at Time 1. Mediation analyses showed that friends’ aggression at Time 1 accounted for the impact of friends’ amount of violent video game play at Time 1 on the participant's aggression at Time 2. These findings suggest that increased aggression in video game players has an impact on the player's social network.

1. INTRODUCTION

Given its widespread use, the public and psychologists alike are concerned about the impact of violent video game play. In fact, a great number of studies have addressed the effects of exposure to violent video games (where the main goal is to harm other game characters) on aggression and aggression‐related variables. Meta‐analyses have shown that playing violent video games is associated with increased aggression in the player (Anderson et al., 2010 ; Greitemeyer & Mügge, 2014 ). The present longitudinal study examines the idea that violent video game play also affects the player's social network, suggesting that concern about the harmful effects of playing violent video games on a societal level is even more warranted.

1.1. Theoretical perspective

When explaining the effects of playing violent video games, researchers often refer to the General Aggression Model (GAM) proposed by Anderson & Bushman ( 2002 ). According to this theoretical model, person and situation variables (sometimes interactively) may affect a person's internal state, consisting of cognition, affect, and arousal. This internal state then affects how events are perceived and interpreted. Based on this decision process, the person behaves more or less aggressively in a social encounter. For example, playing violent video games is assumed to increase aggressive cognition and affect, which in turn results in behavioral aggression. An extension of this model further assumes that increased aggression due to previous violent video game play may instigate an aggression escalation cycle in that the victim also behaves aggressively (cf. Anderson & Bushman, 2018 , Figure 5). The present research tested key predictions derived from the GAM and its extension, that (a) violent video game play is associated with increased aggression in the player and that (b) individuals who are connected to the player will also become more aggressive.

1.2. Effects of violent video game play on aggression

The relationship between violent video game play and aggression has been examined in studies employing cross‐sectional, longitudinal, and experimental designs. Cross‐sectional correlational studies typically show a positive relationship between the amount of violent video game play and aggression in real‐world contexts (e.g., Gentile, Lynch, Linder, & Walsh, 2004 ; Krahé & Möller, 2004 ). Several longitudinal studies have been conducted, showing that habitual violent video game play predicts later aggression even after controlling for initial aggressiveness (e.g., Anderson, Buckley, & Carnagey, 2008 ). That violent video game play has a causal impact on aggression and related information processing has been demonstrated by experimental work (e.g., Anderson & Carnagey, 2009 ; Gabbiadini & Riva, 2018 ). Finally, meta‐analyses corroborated that violent video game play significantly increases aggressive thoughts, hostile affect, and aggressive behavior (Anderson et al., 2010 ; Greitemeyer & Mügge, 2014 ). Some studies failed to find significant effects (e.g., McCarthy, Coley, Wagner, Zengel, & Basham, 2016 ). However, given that the typical effect of violent video games on aggression is not large, it is to be expected that not all studies reveal significant effects.

1.3. The contagious effects of aggression

Abundant evidence has been collected that aggression and violence can be contagious (Dishion, & Tipsord, 2011 ; Huesmann, 2012 ; Jung, Busching, & Krahé, 2019 ). Indeed, the best predictor of (retaliatory) aggression is arguably previous violent victimization (Anderson et al., 2008 ; Goldstein, Davis, & Herman, 1975 ). However, even the observation of violence can lead to increased violence in the future (Widom, 1989 ). Overall, it is a well‐known finding that aggression begets further aggression. Given that violent video game play increases aggression, it thus may well be that this increased aggression then has an impact on people with whom the player is connected.

Correlational research provides initial evidence for the idea that the level of people's aggression is indeed associated with how often their friends play violent video games (Greitemeyer, 2018 ). In particular, participants who did not play violent video games were more aggressive the more their friends played violent video games. However, due to the cross‐sectional design, no conclusions about the direction of the effect are possible. It may be that violent video game players influence their friends (social influence), but it is also conceivable that similar people attract each other (homophily) or that there is some shared environmental factor that influences the behavior of both the players and their friends (confounding). That is, it is unclear whether indeed aggression due to playing violent video games spreads or whether the effect is reversed, such that aggressive people are prone to befriend others who are attracted to violent video game play. Moreover, it is possible that some third variable affected both, participants’ reported aggression and their friends’ amount of violent video game play. There is also the possibility that people are unsure about the extent to which their friends play violent video games. In this case, they may perceive their friends as behaving aggressively and then (wrongly) infer that the friends play violent video games. To disentangle these possibilities and to show that the effect of violent video game play (i.e., increased aggression in the player) indeed has an impact on the player's social network, relationships among variables have to be assessed over time while covarying prior aggression (Bond & Bushman, 2017 ; Christakis & Fowler, 2013 ).

Verheijen, Burk, Stoltz, van den Berg, and Cillessen ( 2018 ) tested the idea that players of violent video games have a long‐term impact on their social network. These authors found that participants’ exposure to violent video games increased their friend's aggressive behavior 1 year later. However, given that the authors did not examine whether the violent video game player's increased aggression accounts for the impact on their friend's aggressive behavior, it is unknown whether violent video game play indeed instigates an aggression cycle. For example, players of violent video games may influence their friends so that these friends will also play violent video games. Any increases in aggression could then be an effect of the friends playing violent video games on their own.

1.4. The present research

The present study examines the longitudinal association between the participant's aggression and their friends’ amount of violent video game play, employing an egocentric networking approach (Stark & Krosnick, 2017 ). In egocentric networking analyses, participants provide self‐reports but also report on how they perceive their friends. In the following, and in line with Greitemeyer ( 2018 ), the friends were treated as the players and the participant was treated as their friends’ social network. Please note that ties between the participant's friends (i.e., whether friends also know each other) were not assessed (Greitemeyer, 2018 ; Mötteli & Dohle, 2019 ), because this information was not needed for testing the hypothesis that participants become more aggressive if their friends play violent video games. It was expected that friends’ amount of violent video game play at Time 1 would predict the participant's aggression at Time 2 even when controlling for the impact of the participant's aggression and amount of violent video game play at Time 1. It was further examined whether friends’ aggression at Time 1 would account for the impact of friends’ amount of violent video game play at Time 1 on the participant's aggression at Time 2. Such findings would provide suggestive evidence that violent video game play may instigate an aggression cycle. The study received ethical approval from the Internal Review Board for Ethical Questions by the Scientific Ethical Committee of the University of Innsbruck. The data and materials are openly accessible at https://osf.io/jp8ew/ .

2.1. Participants

Participants were citizens of the U.S. who took part on Amazon Mechanical Turk. Because it was unknown how many of the participants will complete both questionnaires, no power analyses were conducted a priori but a large number of participants was run. At Time 1, there were 2,502 participants (1,376 females, 1,126 males; mean age = 35.7 years, SD =  11.8). Of these, 980 participants (522 females, 458 males; mean age = 38.9 years, SD =  12.5) completed the questionnaire at Time 2. Time 1 and Time 2 were 6 months apart. There were no data exclusions, and all participants were run before any analyses were performed. The questionnaire included some further questions (e.g., participant's perceived deprivation) that are not relevant for the present purpose and are reported elsewhere (Greitemeyer & Sagioglou, 2018 ). 1 Given that the questionnaire was relatively short, no attention checks were employed.

2.2. Procedure and measures

Procedure and measures were very similar to Greitemeyer ( 2018 ), with the main difference that individuals participated at two time points (instead of one). After providing demographics, self‐reported aggressive behavior was assessed. As in previous research (e.g., Krahé & Möller, 2010 ), participants indicated for 10 items how often they had shown the respective behavior in the past 6 months. Sample items are: “I have pushed another person” and “I have spread gossip about people I don't like” (5 items each address physical aggression and relational aggression, respectively). All items were rated on a scale from 1 ( never ) to 5 ( very often ), and scores were averaged. Participants were then asked about their amount of violent video game play, employing one item: “How often do you play violent video games (where the goal is to harm other game characters)?” (1 =  never to 7 =  very often ).

Afterwards, participants learned that they will be asked questions about people they feel closest to. These may be friends, coworkers, neighbors, relatives. They should answer questions for three contacts with whom they talked about important matters in the last few months. For each friend, they reported the level of aggression (αs between = 0.90 and 0.91) and the amount of violent video game play, employing the same questions as for themselves. Responses to the three friends were then averaged. Finally, participants were thanked and asked what they thought this experiment was trying to study, but none noted the hypothesis that their friend's amount of violent video game play would affect their own level of aggression. At Time 2, the same questions were employed. Reliabilities for how participants perceived the level of aggression for each friend were between 0.89 and 0.90.

Descriptive statistics, intercorrelations, and internal consistencies of all measures are shown in Table ​ Table1 1 .

Means, standard deviations, and bivariate correlations

12345678
1. Participant's amount of violent video game play (T1)2.742.09
2. Participant's aggression (T1)1.380.52.15.89
3. Friends’ amount of violent video game play (T1)2.281.31.59.18.44
4. Friends’ aggression (T1)1.390.49.14.69.25.76
5. Participant's amount of violent video game play (T2)2.501.93.83.12.55.12
6. Participant's aggression (T2)1.300.45.13.50.18.43.14.88
7. Friends’ amount of violent video game play (T2)2.181.27.55.18.69.22.61.22.51
8. Friends’ aggression (T2)1.330.44.13.40.19.51.13.74.25.79

Note : For Time 1, N  = 2,502; for Time 2, N  = 980. All correlation coefficients: p  < .001. Where applicable, α reliabilities are presented along the diagonal.

3.1. Time 1 ( N  = 2,502)

The relationship between the amount of violent video game play and reported aggression was significant, both for the participant and the friends. That is, violent video game play was associated with increased aggression in the player and participants perceived their friends who play more violent video games to be more aggressive than their less‐playing friends. Participant's and friends’ amount of violent video game play as well as their level of reported aggression, respectively, were also positively associated, indicating that participants perceived their friends to be similar to them. Most importantly, participant's aggression was significantly associated with friends’ amount of violent video game play. 2

It was then examined whether friends’ amount of violent video game play is still associated with the participant's aggression when controlling for the participant's amount of violent video game play. Participant sex (coded 1 = male, 2 = female) and age were included as covariates. In fact, a bootstrapping analysis showed that the impact of friends’ amount of violent video game play remained significant (point estimate = 0.08, SE  = 0.02, t  = 4.72, p  < .001, 95% confidence interval [CI] = [0.05, 0.11]). Participant's amount of violent video game play (point estimate = 0.03, SE  = 0.01, t  = 2.18, p  = .029, 95% CI = [0.00, 0.05]) and the interaction were also significant (point estimate = −0.01, SE  = 0.00, t  = 2.41, p  = .016, 95% CI = [−0.02, −0.00]). At low levels of the participant's amount of violent video game play (− 1 SD, equals that the participant does not play violent video games in the present data set), friends’ amount of violent video game play was associated with the participant's aggression (point estimate = 0.07, SE  = 0.01, t  = 5.06, p  < .001, 95% CI = [0.04, 0.10]). At high levels of the participant's amount of violent video game play ( + 1 SD), friends’ amount of violent video game play was also associated with the participant's aggression (point estimate = 0.03, SE  = 0.01, t  = 3.14, p  = .002, 95% CI = [0.01, 0.06]), but the effect was less pronounced. Participants were thus most strongly affected by whether their social network plays violent video games when they do not play violent video games themselves (Figure ​ (Figure1). 1 ). Participant sex was not significantly associated with the participant's aggression (point estimate = −0.04, SE  = 0.02, t  = 1.95, p  = .052, 95% CI = [−0.09, 0.00]), whereas age was (point estimate = −0.01, SE  = 0.00, t  = 7.84, p  < .001, 95% CI = [−0.009, −0.005]).

An external file that holds a picture, illustration, etc.
Object name is AB-45-635-g001.jpg

Simple slopes of the interactive effect of friends’ amount of violent video game play and the participant's amount of violent video game play on the participant's aggression, controlling for participant sex and age (Time 1, N  = 2,502)

3.2. Time 1 and Time 2 ( N  = 980)

To examine the impact of friends’ amount of violent video game play on the participant's aggression over time, a cross‐lagged regression analysis was performed on the data. Participant's amount of violent video game play, friends’ amount of violent video game play, participant's aggression at Time 1, as well as participant sex and age were used as predictors for participant's aggression at Time 2. The overall regression was significant, F (5,974) = 68.92, R 2  = 0.26, p  < .001. Most importantly, friends’ amount of violent video game play at Time 1 significantly predicted participant's aggression at Time 2, t  = 2.60, β  = .09, 95% CI = (0.02, 0.16), p  = .009. Participant's aggression showed high stability, t  = 16.77, β  = .48, 95% CI = (0.42, 0.53), p  < .001, whereas the participant's amount of violent video game play at Time 1 did not significantly predict the participant's aggression at Time 2, t  = 1.77, β  = −.07, 95% CI = (− 0.14, 0.01), p  = .077 (Figure ​ (Figure2 2 ). 3 , 4 Participant sex also received a significant regression weight, t  = 2.08, β  = −.06, 95% CI = (−0.12, −0.00), p  = .038, whereas age did not, t  = 1.93, β  = −.06, 95% CI = (−0.12, 0.00), p  = .054. The reverse effect that the participant's aggression at Time 1 predicts their friends’ amount of violent video game play at Time 2 when controlling for the participant's amount of violent video game play and friends’ amount of violent video game play at Time 1, as well as participant sex and age, was not significant, t  = 0.67, β  = .02, 95% CI = (−0.03, 0.06), p  = .504.

An external file that holds a picture, illustration, etc.
Object name is AB-45-635-g002.jpg

Participant's aggression at Time 2 simultaneously predicted by friends’ amount of violent video game play, participant's aggression, and participant's amount of violent video game play at Time 1. Participant sex and age were controlled for, but were not included in the figure (see the main text for the impact of participant sex and age). * p  < .01, ** p  < .001 ( N  = 980)

Finally, it was examined whether the impact of friends’ amount of violent video game play at Time 1 on the participant's aggression at Time 2 would be mediated by friends’ level of aggression at Time 1 (while controlling for the participant's aggression and amount of violent video game play at Time 1 as well as participant sex and age). A bootstrapping analysis (with 5.000 iterations) showed that the impact of friends’ level of aggression at Time 1 on the participant's aggression at Time 2 was significant (point estimate = 0.16, SE  = 0.04, t  = 4.28, p  < .001, 95% CI = [0.09, 0.23]). Participant's aggression at Time 1 was also a significant predictor (point estimate = 0.34, SE  = 0.03, t  = 10.19, p  < .001, 95% CI = [0.27, 0.40]). Friends’ amount of violent video game play at Time 1 (point estimate = 0.03, SE  = 0.01, t  = 1.82, p  = .069, 95% CI = [−0.00, 0.05]) and participant's amount of violent video game play at Time 1 (point estimate = −0.01, SE  = 0.01, t  = 1.65, p  = .099, 95% CI = [−0.03, 0.00]) were not significant predictors. Participant sex significantly predicted the participant's aggression at Time 2 (point estimate = −0.06, SE  = 0.03, t  = 2.31, p  = .021, 95% CI = [−0.11, −0.01]), whereas age did not (point estimate = −0.00, SE  = 0.00, t  = 1.90, p  = .058, 95% CI = [−0.00, 0.00]). The indirect effect was significantly different from zero (point estimate = 0.01, 95% CI = [.00, 0.02]), suggesting that participants are more aggressive if their friends play violent video games for the reason that these friends are more aggressive. Figure ​ Figure3 3 displays a simplified version of this mediation effect, based on regression coefficients and without controlling for the participant's aggression at Time 1, the participant's amount of violent video game play at Time 1, participant sex, and age.

An external file that holds a picture, illustration, etc.
Object name is AB-45-635-g003.jpg

Mediation of the impact of friends’ violent video game exposure (VVE) at Time 1 on the participant's aggression at Time 2 by friends’ aggression at Time 1. All paths are significant. β * = the coefficient from friends’ VVE at Time 1 to the participant's aggression at Time 2 when controlling for friends’ aggression at Time 1 ( N  = 980)

4. DISCUSSION

Violent video games have an impact on the player's aggression (Anderson et al., 2010 ; Greitemeyer & Mügge, 2014 ), but—as the present study shows—they also increase aggression in the player's social network. In particular, participants who do not play violent video games reported to be more aggressive the more their friends play violent video games. Mediation analyses showed that the increased aggression in the friends accounted for the relationship between friends’ amount of violent video game play and the participant's aggression. Because changes in aggression over time were assessed, the present study provides evidence for the hypothesized effect that violent video game play is associated with increased aggression in the player, which then instigates aggression in their social network. Importantly, the impact of the participant's amount of violent video game play was controlled for, indicating that the relationship between friends’ amount of violent video game play and the participant's aggression is not due to the friends being similar to the participants. Moreover, the reverse effect that aggressive people will become attracted to others who play violent video games was not reliable. The present research thus documents the directional effects that violent video games is associated with increased aggression in the player and that this increased aggression then has an impact on people with whom the player is connected.

Overall, the present study provides comprehensive support for key hypotheses derived from the GAM and its extension (Anderson & Bushman, 2018 ). It shows that violent video game play is associated with increased aggression in the player and it documents that others who are connected to players might be also affected even when controlling for their own amount of violent video game play. To the best of my knowledge, this study is the first that shows that because violent video game players are more aggressive their friends will become aggressive, too. Previous research either employed a cross‐sectional design and thus could not address the direction of the effect (Greitemeyer, 2018 ) or did not examine whether the effect of violent video game play (i.e., increased aggression) indeed spreads (Verheijen et al., 2018 ). As proposed by the GAM and its extension (Anderson & Bushman, 2018 ), increased aggression in violent video game players appears to instigate an aggression escalation cycle (cf. Anderson et al., 2008 ).

It is noteworthy, however, that the longitudinal effect of the participant's amount of violent video game play at Time 1 on the participant's aggression at Time 2 was not reliable. Hence, although there were significant correlations between participants’ aggression and their violent video game use at both time points, the present study does not show that repeatedly playing violent video games leads to long‐term changes in aggression. However, a recent meta‐analysis of the long‐term effects of playing violent video games confirmed that violent video game play does increase physical aggression over time (Prescott, Sargent, & Hull, 2018 ), although the effect size was relatively small ( β  = 0.11) and thus single studies that produce nonsignificant results are to be expected. Importantly, in the present study, a single‐item measure of violent video game play was employed. In contrast, previous research on the relationship between violent video game play and the player's aggression has often employed multi‐item measurement scales that are typically more reliable and precise (for an overview, Busching et al., 2015 ). Hence, it may well be that due to the limitations of the single‐item measure of the participant's amount of violent video game play the relationship between participants’ violent game play and their aggressive behavior was artificially reduced.

Even though the longitudinal design allows ruling out a host of alternative explanations for the impact of violent video games on the player's social network, causality can only inferred by using an experimental design. Future research may thus randomly assign participants to play a violent or nonviolent video game (players) and assesses their aggression against new participants (partners). It can be expected that the partners suffer more aggression when the player had played a violent, compared to a nonviolent, video game. Afterwards, it could be tested whether the partner of a violent video game player is more aggressive than a partner of a nonviolent video game player. Given that the partner is not exposed to any video games, firm causal conclusions could be drawn that violent video game play affects aggression in people who are connected to violent video game players. It could be also tested whether the partner of a violent video game player would not only be more likely to retaliate against the player, but also against a third party. In fact, previous research into displaced aggression has shown that people may react aggressively against a target that is innocent of any wrongdoing after they have been provoked by another person (Marcus‐Newhall, Pedersen, Carlson, & Miller, 2000 ). It may thus well be that the effect of playing violent video games spreads in social networks and that even people who are only indirectly linked to violent video game players are affected.

An important limitation of the present egocentric network data is the reliance on the participant's perception of their social network, leaving the possibility that participants did not accurately perceive their friends. It is noteworthy that participants perceived their friends to be highly similar to them. In this regard, it is important to keep in mind that participants always provided self‐ratings first, followed by perceptions of their friends. It is thus conceivable that participants used their self‐ratings as anchors for the perceptions of their friends. Such a tendency, however, would reduce the unique effect of friends’ amount of violent video game play on the participant's aggression when controlling for the participant's amount of violent video game play. The finding that participants in particular who do not play violent video games reported to be more aggressive if their friends play violent video games also suggests that the impact of violent video games on the player's social network is not due to participants providing both self‐reports and how they perceive their friends. Finally, rather than by their friends’ objective qualities, people's behavior should be more likely to be affected by their subjective perceptions of their friends.

As noted in the introduction, participants may not be aware of the extent to which their friends play violent video games and hence used the perception of how aggressive their friends are as an anchor for estimating their friends’ amount of violent video game play. Importantly, however, the participant's aggression at Time 2 was significantly predicted by friends’ amount of violent video game play at Time 1 even when controlling for friends’ level of aggression at Time 1 (see Figure ​ Figure3). 3 ). Moreover, whereas aggression might be used for estimating violent video game exposure of the friends, participants should be well aware of the extent to which they play violent video games so that anchoring effects for participant's self‐reports are unlikely. However, given that it cannot be completely ruled out that the correlation between violent game play of friends at Time 1 and aggressive behavior of participants at Time 2 reflects a pseudocorrelation that is determined by the correlation between aggressive behavior of friends at Time 1 and aggressive behavior of the participant at Time 2, future research that employs sociocentric network analyses where information about the friends is provided by the friends themselves would be informative.

Another limitation is the employment of self‐report measures to assess aggressive behavior. Self‐report measures are quite transparent, so participants may have rated themselves more favorably than is actually warranted. In fact, mean scores of reported aggressive behavior were quite low. This reduced variance, however, typically diminishes associations with other constructs. In any case, observing how actual aggressive behavior is influenced by the social network's violent video game play would be an important endeavor for future work. It also has to be acknowledged that some participants may have reported on different friends at Time 1 and Time 2. Future research would be welcome that ensures that participants consider the same friends at different time points.

Future research may also shed some further light on the psychological processes. In the present study, the violent video game players’ higher levels of aggression accounted for the relationship between their amount of violent video game play and the participants’ reported aggression. It would be interesting to examine why the players’ aggression influences the aggression level of their social network. One possibility is that witnessing increased aggression by others (who play violent video games) leads to greater acceptance of norms condoning aggression, which are known to be an antecedent of aggressive behavior (Huesmann & Guerra, 1997 ). After all, if others behave aggressively, why should one refrain from engaging in the same behavior.

Another limitation of the present work is that it was not assessed how participants and their friends play violent video games. A recent survey (Lenhart, Smith, Anderson, Duggan, & Perrin, 2015 ) showed that many video game users play video games together with their friends, either cooperatively or competitively. This is insofar noteworthy as there might be some overlap between participants’ and their friends’ violent video game play. Moreover, cooperative video games have been shown to increase prosocial tendencies (Greitemeyer, 2013 ; Greitemeyer & Cox, 2013 ; but see Verheijen, Stoltz, van den Berg, & Cillessen, 2019 ) and decrease aggression (Velez, Greitemeyer, Whitaker, Ewoldsen, & Bushman, 2016 ). In contrast, competitive video game play increases aggressive affect and behavior (e.g., Adachi & Willoughby, 2016 ). Hence, future research should examine more closely whether participants play violent video games on their own, competitively, or cooperatively. The latter may show some positive effects of video game play, both on the player and the player's friends, whereas opposing effects should be found for competitive video games.

To obtain high statistical power and thus to increase the probability to detect significant effects, data were collected via an online survey. The current sample was drawn from the MTurk population (for a review of the trend to rely on MTurk samples in social and personality psychology, see Anderson et al., 2019 ). Samples drawn from MTurk are not demographically representative of the U.S. population as a whole. For example, MTurk samples are disproportionally young and female and they are better educated but tend to be unemployed (for a review, Keith, Tay, & Harms, 2017 ). On the other hand, MTurk samples are more representative of the U.S. population than are college student samples (Paolacci & Chandler, 2014 ) and the pool of participants is geographically diverse. Moreover, MTurk participants appear to be more attentive to survey instructions than are undergraduate students (Hauser & Schwarz, 2016 ). Nevertheless, future research on the impact of violent video game play on the player's social network that employs other samples would improve the generalizability of the present findings.

In conclusion, violent video game play is not only associated with increased aggression in the player but also in the player's social network. In fact, increased aggression due to violent video game play appears to instigate further aggression in the player's social network. This study thus provides suggestive evidence that not only players of violent video games are more aggressive, but also individuals become more aggressive who do not play violent video games themselves but are connected to others who do play.

Greitemeyer T. The contagious impact of playing violent video games on aggression: Longitudinal evidence . Aggressive Behavior . 2019; 45 :635–642. 10.1002/ab.21857 [ PMC free article ] [ PubMed ] [ CrossRef ] [ Google Scholar ]

1 Participant's perceived deprivation was positively related to both violent video game exposure, r (2,502) = 0.08, p  < .001, and reported aggression, r (2,502) = 0.14, p  < .001. However, the relationship between violent video game exposure and reported aggression, r (2,502) = 0.15, p  < .001, was relatively unaffected when controlling for perceived deprivation, r (2,499) = 0.14, p  < .001.

2 Given that the measures of violent video game exposure and aggressive behavior violated the normal distribution, Spearman's ρ coefficients were also calculated. However, the pattern of finding was very similar (e.g., the crucial relationship between the participant's aggression and friends’ amount of violent video game play was 0.18 [Pearson] and 0.17 [Spearman]). All these analyses can be obtained from the author upon request.

3 When dropping friends’ amount of violent video game play from the analysis, the participant's amount of violent video game play at Time 1 still did not predict participant's aggression at Time 2, t  = 0.44, β  = −.01, 95% CI = (− 0.02, 0.01), p  = .657 (when controlling for participant's aggression at Time 1, participant sex, and age).

4 Given that violent video games primarily model physical aggression, violent video games should have a stronger effect on the player's physical aggression than on other types of aggression. In fact, the impact of the participant's amount of violent video game play at Time 1 on the participant's physical aggression at Time 2, t  = 1.49, β  = .04, 95% CI = (− 0.00, 0.02), p  = .136 (when controlling for the participant's physical aggression at Time 1), was more pronounced than the impact on the participant's relational aggression at Time 2, t  = 0.52, β  = .02, 95% CI = (− 0.01, 0.02), p  = .603 (when controlling for the participant's relational aggression at Time 1), but both effects were not significant.

  • Adachi, P. J. C. , & Willoughby, T. (2016). The longitudinal association between competitive video game play and aggression among adolescents and young adults . Child Development , 87 , 1877–1892. 10.1111/cdev.12556 [ PubMed ] [ CrossRef ] [ Google Scholar ]
  • Anderson, C. A. , Allen, J. J. , Plante, C. , Quigley‐McBride, A. , Lovett, A. , & Rokkum, J. N. (2019). The MTurkification of social and personality psychology . Personality and Social Psychology Bulletin , 45 , 842–850. 10.1177%2F0146167218798821 [ PubMed ] [ Google Scholar ]
  • Anderson, C. A. , Buckley, K. E. , & Carnagey, N. L. (2008). Creating your own hostile environment: A laboratory examination of trait aggressiveness and the violence escalation cycle . Personality and Social Psychology Bulletin , 34 , 462–473. 10.1177/0146167207311282 [ PubMed ] [ CrossRef ] [ Google Scholar ]
  • Anderson, C. A. , & Bushman, B. J. (2002). Human aggression . Annual Review of Psychology , 53 , 27–51. 10.1146/annurev.psych.53.100901.135231 [ PubMed ] [ CrossRef ] [ Google Scholar ]
  • Anderson, C. A. , & Bushman, B. J. (2018). Media violence and the General Aggression Model . Journal of Social Issues , 74 , 386–413. 10.1111/josi.12275 [ CrossRef ] [ Google Scholar ]
  • Anderson, C. A. , & Carnagey, N. L. (2009). Causal effects of violent sports video games on aggression: Is it competitiveness or violent content? Journal of Experimental Social Psychology , 45 , 731–739. 10.1016/j.jesp.2009.04.019 [ CrossRef ] [ Google Scholar ]
  • Anderson, C. A. , Sakamoto, A. , Gentile, D. A. , Ihori, N. , Shibuya, A. , Yukawa, S. , … Kobayashi, K. (2008). Longitudinal effects of violent video games on aggression in Japan and the United States . Pediatrics , 122 , e1067–e1072. 10.1542/peds.2008-1425 [ PubMed ] [ CrossRef ] [ Google Scholar ]
  • Anderson, C. A. , Shibuya, A. , Ihori, N. , Swing, E. L. , Bushman, B. J. , Sakamoto, A. , … Saleem, M. (2010). Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries . Psychological Bulletin , 136 , 151–173. 10.1037/a0018251 [ PubMed ] [ CrossRef ] [ Google Scholar ]
  • Bond, R. M. , & Bushman, B. J. (2017). The contagious spread of violence among US adolescents through social networks . American Journal of Public Health , 107 , 288–294. 10.2105/AJPH.2016.303550 [ PMC free article ] [ PubMed ] [ CrossRef ] [ Google Scholar ]
  • Busching, R. , Gentile, D. A. , Krahé, B. , Möller, I. , Khoo, A. , Walsh, D. A. , & Anderson, C. A. (2015). Testing the reliability and validity of different measures of violent video game use in the United States, Singapore, and Germany . Psychology of Popular Media Culture , 4 , 97–111. [ Google Scholar ]
  • Christakis, N. A. , & Fowler, J. H. (2013). Social contagion theory: Examining dynamic social networks and human behavior . Statistics in Medicine , 32 , 556–577. 10.1002/sim.5408 [ PMC free article ] [ PubMed ] [ CrossRef ] [ Google Scholar ]
  • Dishion, T. J. , & Tipsord, J. M. (2011). Peer contagion in child and adolescent social and emotional development . Annual Review of Psychology , 62 , 189–214. 10.1146/annurev.psych.093008.100412 [ PMC free article ] [ PubMed ] [ CrossRef ] [ Google Scholar ]
  • Gabbiadini, A. , & Riva, P. (2018). The lone gamer: Social exclusion predicts violent video game preferences and fuels aggressive inclinations in adolescent players . Aggressive Behavior , 44 , 113–124. 10.1002/ab.21735 [ PubMed ] [ CrossRef ] [ Google Scholar ]
  • Gentile, D. A. , Lynch, P. J. , Linder, J. R. , & Walsh, D. A. (2004). The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance . Journal of Adolescence , 27 , 5–22. 10.1016/j.adolescence.2003.10.002 [ PubMed ] [ CrossRef ] [ Google Scholar ]
  • Goldstein, J. H. , Davis, R. W. , & Herman, D. (1975). Escalation of aggression: Experimental studies . Journal of Personality and Social Psychology , 31 , 162–170. 10.1037/h0076241 [ PubMed ] [ CrossRef ] [ Google Scholar ]
  • Greitemeyer, T. (2013). Playing video games cooperatively increases empathic concern . Social Psychology , 44 , 408–413. 10.1027/1864-9335/a000154 [ CrossRef ] [ Google Scholar ]
  • Greitemeyer, T. (2018). The spreading impact of playing violent video games on aggression . Computers in Human Behavior , 80 , 216–219. 10.1016/j.chb.2017.11.022 [ CrossRef ] [ Google Scholar ]
  • Greitemeyer, T. , & Cox, C. (2013). There's no “I” in team: Effects of cooperative video games on cooperative behavior: Video games and cooperation . European Journal of Social Psychology , 43 , 224–228. 10.1002/ejsp.1940 [ CrossRef ] [ Google Scholar ]
  • Greitemeyer, T. , & Mügge, D. O. (2014). Video games do affect social outcomes: A meta‐analytic review of the effects of violent and prosocial video game play . Personality and Social Psychology Bulletin , 40 , 578–589. 10.1177/0146167213520459 [ PubMed ] [ CrossRef ] [ Google Scholar ]
  • Greitemeyer, T. , & Sagioglou, C. (2018). The impact of personal relative deprivation on aggression over time . The Journal of Social Psychology , 3–7. 10.1080/00224545.2018.1549013 [ PMC free article ] [ PubMed ] [ CrossRef ] [ Google Scholar ]
  • Hauser, D. J. , & Schwarz, N. (2016). Attentive Turkers: MTurk participants perform better on online attention checks than do subject pool participants . Behavior Research Methods , 48 , 400–407. 10.3758/s13428-015-0578-z [ PubMed ] [ CrossRef ] [ Google Scholar ]
  • Huesmann, L. R. (2012). The contagion of violence: The extent, the processes, and the outcomes. Social and economic costs of violence: Workshop summary (pp. 63–69). Washington, DC: IOM (Institute of Medicine) and NRC (National, Research Council). [ Google Scholar ]
  • Huesmann, L. R. , & Guerra, N. G. (1997). Children's normative beliefs about aggression and aggressive behavior . Journal of Personality and Social Psychology , 72 , 408–419. 10.1037/0022-3514.72.2.408 [ PubMed ] [ CrossRef ] [ Google Scholar ]
  • Jung, J. , Busching, R. , & Krahé, B. (2019). Catching aggression from one's peers: A longitudinal and multilevel analysis . Social and Personality Psychology Compass , 13 , e12433 10.1111/spc3.12433 [ CrossRef ] [ Google Scholar ]
  • Keith, M. G. , Tay, L. , & Harms, P. D. (2017). Systems perspective of Amazon Mechanical Turk for organizational research: Review and recommendations . Frontiers in Psychology , 8 , 1359 10.3389/fpsyg.2017.01359 [ PMC free article ] [ PubMed ] [ CrossRef ] [ Google Scholar ]
  • Krahé, B. , & Möller, I. (2004). Playing violent electronic games, hostile attributional style, and aggression‐related norms in German adolescents . Journal of Adolescence , 27 , 53–69. 10.1016/j.adolescence.2003.10.006 [ PubMed ] [ CrossRef ] [ Google Scholar ]
  • Krahé, B. , & Möller, I. (2010). Longitudinal effects of media violence on aggression and empathy among German adolescents . Journal of Applied Developmental Psychology , 31 , 401–409. 10.1016/j.appdev.2010.07.003 [ CrossRef ] [ Google Scholar ]
  • Lenhart, A. , Smith, A. , Anderson, M. , Duggan, M. , & Perrin, A. (2015). Teens, technology and friendships Pew Internet and American Life Project. Retrieved from http://www.pewinternet.org/2015/08/06/teens-technology-and-friendships/
  • Marcus‐Newhall, A. , Pedersen, W. C. , Carlson, M. , & Miller, N. (2000). Displaced aggression is alive and well: A meta‐analytic review . Journal of Personality and Social Psychology , 78 , 670–689. 10.1037/0022-3514.78.4.670 [ PubMed ] [ CrossRef ] [ Google Scholar ]
  • McCarthy, R. J. , Coley, S. L. , Wagner, M. F. , Zengel, B. , & Basham, A. (2016). Does playing video games with violent content temporarily increase aggressive inclinations? A pre‐registered experimental study . Journal of Experimental Social Psychology , 67 , 13–19. 10.1016/j.jesp.2015.10.009 [ CrossRef ] [ Google Scholar ]
  • Mötteli, S. , & Dohle, S. (2019). Egocentric social network correlates of physical activity . Journal of Sport and Health Science , 2–8. 10.1016/j.jshs.2017.01.002 [ PMC free article ] [ PubMed ] [ CrossRef ] [ Google Scholar ]
  • Paolacci, G. , & Chandler, J. (2014). Inside the Turk: Understanding Mechanical Turk as a participant pool . Current Directions in Psychological Science , 23 , 184–188. 10.1177/0963721414531598 [ CrossRef ] [ Google Scholar ]
  • Prescott, A. T. , Sargent, J. D. , & Hull, J. G. (2018). Metaanalysis of the relationship between violent video game play and physical aggression over time . Proceedings of the National Academy of Sciences , 115 , 9882–9888. 10.1073/pnas.1611617114 [ PMC free article ] [ PubMed ] [ CrossRef ] [ Google Scholar ]
  • Stark, T. H. , & Krosnick, J. A. (2017). GENSI: A new graphical tool to collect ego‐centered network data . Social Networks , 48 , 36–45. 10.1016/j.socnet.2016.07.007 [ CrossRef ] [ Google Scholar ]
  • Velez, J. A. , Greitemeyer, T. , Whitaker, J. L. , Ewoldsen, D. R. , & Bushman, B. J. (2016). Violent video games and reciprocity: The attenuating effects of cooperative game play on subsequent aggression . Communication Research , 43 , 447–467. 10.1177/0093650214552519 [ CrossRef ] [ Google Scholar ]
  • Verheijen, G. P. , Burk, W. J. , Stoltz, S. E. M. J. , van den Berg, Y. H. M. , & Cillessen, A. H. N. (2018). Friendly fire: Longitudinal effects of exposure to violent video games on aggressive behavior in adolescent friendship dyads . Aggressive Behavior , 44 , 257–267. 10.1002/ab.21748 [ PMC free article ] [ PubMed ] [ CrossRef ] [ Google Scholar ]
  • Verheijen, G. P. , Stoltz, S. E. M. J. , van den Berg, Y. H. M. , & Cillessen, A. H. N. (2019). The influence of competitive and cooperative video games on behavior during play and friendship quality in adolescence . Computers in Human Behavior , 91 , 297–304. 10.1016/j.chb.2018.10.023 [ CrossRef ] [ Google Scholar ]
  • Widom, C. S. (1989). Does violence beget violence? A critical examination of the literature . Psychological Bulletin , 106 , 3–28. 10.1037/0033-2909.115.2.287 [ PubMed ] [ CrossRef ] [ Google Scholar ]

American Psychological Association Logo

APA Reaffirms Position on Violent Video Games and Violent Behavior

  • Physical Abuse and Violence
  • Video Games

Cautions against oversimplification of complex issue

WASHINGTON — There is insufficient scientific evidence to support a causal link between violent video games and violent behavior, according to an updated resolution (PDF, 60KB) adopted by the American Psychological Association. 

APA’s governing Council of Representatives seated a task force to review its August 2015 resolution in light of many occasions in which members of the media or policymakers have cited that resolution as evidence that violent video games are the cause of violent behavior, including mass shootings.

“Violence is a complex social problem that likely stems from many factors that warrant attention from researchers, policymakers and the public,” said APA President Sandra L. Shullman, PhD. “Attributing violence to video gaming is not scientifically sound and draws attention away from other factors, such as a history of violence, which we know from the research is a major predictor of future violence.”

The 2015 resolution was updated by the Council of Representatives on March 1 with this caution. Based on a review of the current literature, the new task force report (PDF, 285KB) reaffirms that there is a small, reliable association between violent video game use and aggressive outcomes, such as yelling and pushing. However, these research findings are difficult to extend to more violent outcomes. These findings mirror those of an APA literature review (PDF, 413KB) conducted in 2015. 

APA has worked for years to study the effects of video games and other media on children while encouraging the industry to design video games with adequate parental controls. It has also pushed to refine the video game rating system to reflect the levels and characteristics of violence in these games.

APA will continue to work closely with school officials and community leaders to raise awareness about the issue, the resolution said.

Kim I. Mills

(202) 336-6048

Violent video games: content, attitudes, and norms

  • Original Paper
  • Open access
  • Published: 16 October 2023
  • Volume 25 , article number  52 , ( 2023 )

Cite this article

You have full access to this open access article

good thesis statement for video game violence

  • Alexander Andersson   ORCID: orcid.org/0000-0002-4911-3853 1 &
  • Per-Erik Milam 1  

6031 Accesses

Explore all metrics

Violent video games (VVGs) are a source of serious and continuing controversy. They are not unique in this respect, though. Other entertainment products have been criticized on moral grounds, from pornography to heavy metal, horror films, and Harry Potter books. Some of these controversies have fizzled out over time and have come to be viewed as cases of moral panic. Others, including moral objections to VVGs, have persisted. The aim of this paper is to determine which, if any, of the concerns raised about VVGs are legitimate. We argue that common moral objections to VVGs are unsuccessful, but that a plausible critique can be developed that captures the insights of these objections while avoiding their pitfalls. Our view suggests that the moral badness of a game depends on how well its internal logic expresses or encourages the players’ objectionable attitudes. This allows us to recognize that some games are morally worse than others—and that it can be morally wrong to design and play some VVGs—but that the moral badness of these games is not necessarily dependent on how violent they are.

Similar content being viewed by others

good thesis statement for video game violence

Value, violence, and the ethics of gaming

Integrating poor taste into the ongoing debate on the morality of violent video games.

good thesis statement for video game violence

Violent Video Games Do Contribute to Aggression

Explore related subjects.

  • Medical Ethics

Avoid common mistakes on your manuscript.

Introduction

Violent video games (VVGs) are a source of serious and continuing controversy. They are not unique in this respect, though. Other entertainment products have been criticized on moral grounds, from pornography to heavy metal, horror films, and Harry Potter books. Some of these controversies have fizzled out over time and have come to be viewed as cases of moral panic. Footnote 1  Others, including moral objections to VVGs, have persisted. The aim of this paper is to determine which, if any, of the concerns raised about VVGs are legitimate.

Moral objections to VVGs have three main components, which can be understood as answers to the following three questions:

Moral Question: Why are VVGs morally bad or wrong?

Comparison Question: Why are they worse than other forms of violent entertainment?

Regulation Question: What should be done about them?

For example, one might argue that VVGs desensitize players to violence thereby making them more likely to act violently themselves, that VVGs do this more effectively than violent films or books, and that VVGs should therefore be prohibited or strongly regulated.

In this paper, we evaluate the most common answers to the moral and comparison questions, but set aside the regulation question. Not only does regulation raise a number of other ethical considerations—including free speech, paternalism, and policy design and enforcement—it also requires that we first understand the comparative badness of VVGs.

The paper is structured as follows. Section “ Background and preliminaries ” gives a brief overview of the controversies surrounding VVGs and explains how we will structure and focus our evaluation. Section “ The causation argument ” considers the claim that it is wrong to design and play VVGs in virtue of their bad consequences and concludes that the empirical evidence that playing VVGs causes bad outcomes is inconclusive, and that even if we grant that they have bad effects, VVGs are not distinctively bad in this respect. Section “ The violence argument ” considers the claim that VVGs are bad in virtue of features like realism that are independent of their consequences, but we conclude that existing accounts of these features fail to adequately explain why some VVGs should be considered morally objectionable. Having rejected these accounts of the comparative badness of VVGs, Sect. “ The internal logic of violent video games ” offers an alternative explanation.

Background and preliminaries

There is a history of blaming VVGs for violent acts such as school shootings, mass shootings, and murder in the United States. Footnote 2 Games such as Mortal Kombat, Doom , and Manhunt have all caused controversy in the past. They depict gory, brutal, and gratuitous violence as entertainment. For the uninitiated it may be inexplicable why anyone would enjoy what is happening on screen. Hence, the popular sentiment seems to be that there must be something morally bad about these games.

Since VVGs have been picked out as especially bad, we want to investigate whether it is justified to single them out for criticism. We will argue that most, but not all, common criticisms of VVGs are unjustified. Moreover, any justified criticism will also apply to other forms of entertainment. Thus, for any particular VVG, we must conclude either that it is morally permissible to design and play it or that it is morally wrong to create and consume other relevantly similar entertainment products. Which conclusion is warranted will depend on the details of the case.

However, there are multiple ongoing debates about the comparative badness of VVGs, so, before making any substantive claims, let us first explain how we will structure and focus our investigation.

Targets . While concerns about VVGs appear to be about the video games themselves, games are not natural evils like an earthquake or a volcanic eruption. They are designed and played—not to mentioned commissioned and distributed—by moral agents. We therefore focus on the two most plausible targets of these criticisms: players and developers. Insofar as a game is criticized on moral grounds, we take this to be a criticism either of those who created its content or those who created the particular instances of violence by playing the game. Some may object that critics should direct their objections and blame at the companies that commission the games and the governments that fail to regulate them properly. Maybe so. But such criticisms presuppose that there is something objectionable about the games themselves or about playing them.

Topics . Even limiting our attention to developers and players leaves many issues to consider. Multiplayer online gaming has given rise to concerns about toxic environments and interactions, which may be influenced by the violent content of many of these games. This is a serious problem and one where reforms are possible and can make a real difference to the well-being and experience of gamers, but we will not address it here. Nor will we consider the moral status of violent assault on another player’s avatar—e.g. robbing them for items, killing them out of spite, or ‘griefing’ them. These kinds of behaviors also deserve attention, but they introduce potentially confounding variables into an analysis because they involve moral agents who can be harmed through the treatment of their avatars. We therefore limit our focus to single-player VVGs Footnote 3 —i.e., video games that include violence or violent themes—including those singled out in debates about the ethics of VVGs, like Doom, Grand Theft Auto V, Last of Us II.

It should also be noted that while we use the term “VVG” to denote a specific category of games, what we are essentially interested in is moral agency in games in general. However, since most discussions relating to this topic focuses on violence and VVGs, that is where our main focus will be as well. Having restricted our task in these ways, let us now consider why it might be morally wrong to develop or play VVGs.

The causation argument

Probably the most common objection to VVGs is that they have (or risk) bad effects. According to the Causation Argument, video game violence is morally bad because it causes players to be more aggressive and violent, which is bad both for the players themselves and for those who are therefore more likely to be victims of their aggression and violence (e.g. classmates, family members, coworkers). This claim—that VVGs influence players’ behavior outside of the game—is sometimes called the ‘contamination thesis’ (Goerger, 2017 : p. 97). Peter Singer puts the point succinctly: “The risks are great and outweigh whatever benefits violent video games may have. The evidence may not be conclusive, but it is too strong to be ignored any longer” (Singer, 2007 ).

Because this moral argument relies on empirical premises, it is important to spell out what would constitute a strong empirical case against VVGs. We identify four criteria:

The violent content of VVGs must cause the bad effects.

The bad effects must be worse than other tolerable forms of violent entertainment.

The bad effects must counterbalance whatever good effects these games have.

There must be sufficient consensus among researchers about (i), (ii), and (iii). Footnote 4

Let us be clear about these requirements. One need not show that VVGs are entirely, or even overall, bad in order to condemn them on moral grounds. Societies rightly criticize and regulate many products that are overall bad even while acknowledging that they are good in some respects (e.g. cigarettes). Societies sometimes even criticize products that are good overall on the grounds that they should be better (e.g. unsafe cars or energy inefficient appliances). Insofar as the Causation Argument is concerned with the effects of VVGs, our suggestion is simply that we think like consequentialists when assessing them. We should be concerned with all the effects and with everyone who is affected; we should be concerned with the magnitudes of the effects, their likelihood , and our confidence in the empirical evidence of their risks and consequences; and we should assess these effects relative to all available alternatives .

We can start with the empirical case against VVGs. The large empirical literature suggests four ways that players might be affected. First, players may become more aggressive after playing VVGs (Anderson et al., 2010 ; Lin, 2013 ; Kepes et al., 2017 ; Farrar et al., 2017 ; Shao & Wang, 2019 ). Measures of aggression range from self-reports of engaging in aggressive behavior to indictors like “how long a participant blows an air horn at an opponent after playing a violent game” (Goerger, 2017 : p. 98). Second, VVGs may desensitize players to violence (Deselms & Altman, 2003 ; Funk et al., 2004 ; Carnagey et al., 2007 ; Bushman & Anderson, 2009 ; Engelhardt et al., 2011 ). Desensitization is also measured in different ways, including how long it takes for participants to help others in (simulated) need or how lenient a sentence they give an imagined criminal. Third, it has been suggested that VVGs train players how to kill (Grossman & DeGaetano, 1999 ; Leonard, 2007 ; Bushman, 2018 ). For instance, Bushman showed that players firing a real gun at a human-shaped mannequin were more likely to aim at the mannequin’s head after having played a violent first-person shooter (FPS) game. Footnote 5 Fourth, Wonderly and others suggest that playing VVGs, especially given their increasingly realistic depictions of violence, may diminish one’s capacity for empathy (Wonderly, 2008 ; Funk et al., 2004 ; Bartholow et al., 2005 ). If any of these four causal hypotheses is correct, then condition (i) would seem to be satisfied.

However, there is significant disagreement about these findings and their significance. First, none of the existing research claims that playing VVGs has directly caused anyone to commit actual acts of violence in the real world. This is not surprising, but it is a notable point of contrast with other products and behaviors that we might wish to regulate or ban (e.g. dangerous toys or incitements to violence). Second, there is disagreement about how to interpret the results of the studies cited above. Some have questioned the practical significance of increased aggressive behavior measured in a lab environment (Ferguson and Kilburn 2010 ; Goerger, 2017 ; Hall et al., 2011 ). Others have argued that the field suffers from a publication bias that favors finding an effect of VVGs on aggression (Ferguson, 2007 ; Ferguson & Kilburn, 2009 ; Hilgard et al., 2017 ). Footnote 6 Third, and perhaps most interesting, some have argued that it is the form of a game, rather than its content, that causes aggression. One study suggests that playing games that thwart a player’s fundamental need for competence led to increased aggression (Przybylski et al., 2014 ). Another showed that competition rather than violence causes aggression (Dowsett & Jackson, 2019 ). These studies suggest that features other than violence are of equal or greater concern. Thus, while there is provocative evidence about the bad effects of playing VVGs, there is insufficient scientific consensus. Footnote 7

Suppose that empirical studies had decisively demonstrated that VVGs cause increased aggression and violence. Do we have reason to believe that the bad effects of VVGs are worse than the bad effects of other violent entertainment that we presently tolerate? Some research suggests that VVGs cause more aggressive behavior than watching violent movies or violent gameplay because they are interactive (Lin, 2013 ). However, Lin points out that, “very little prior research has directly addressed the issue of media interactivity with regard to violent effects” ( 2013 : p. 535). Thus, while there is some support for condition (ii), there is far too little evidence to reasonably conclude that VVGs have worse effects than other violent entertainment (e.g. movies, television, books, or board games).

Even if the evidence supporting the Causation Argument satisfied conditions (i) and (ii), we could not yet condemn VVGs. We must also consider the benefits of playing these games. Studies suggest that some non-violent games enhance prosocial behavior among gamers (Sestir & Bartholow, 2010 ), that cooperative games decrease aggression (Gentile et al., 2009 ; Schmierbach, 2010 ), and that video games strengthen our ability to engage in ethical decision making (Madigan, 2016 ). We should be as critical of these studies as we are of those that condemn VVGs, but our point is simply that potential harms should be weighed against potential benefits. One compelling point in favor of VVGs is their incredible popularity. While it is difficult to find concrete and specific information, the following data give a rough picture of gamers’ revealed preferences: as of 2019 more than 2.5 billion people play video games, the average gamer plays more than 6 h per week, roughly half of that play is on consoles and computers (the rest is on tablets or phones), 9% of games are rated M for Mature (the category that contains most controversial VVGs), but those games are among the most popular in terms of sales. For example, Grand Theft Auto V is the third highest selling video game, and the highest grossing entertainment product, of all time (Narula, 2019 ; Limelight, 2020 ). Another compelling point is the suggestion that VVGs, like all games, are experiments in agency. For designers they are an art form whose medium is the agency of the player. And for players they are an opportunity to experiment with the alternative forms of agency created by designers (Nguyen, 2019 : p. 423).

The strength of the Causation Argument depends on various empirical claims. We have shown that none of the relevant claims has been established to a sufficient level of confidence. Furthermore, even if they had been, an outcome-focused argument must assess VVGs in the same light as other risky phenomena and it is not obvious why we should view VVGs as overall worse than many products and activities we accept (or tolerate). Nonetheless, if VVGs are harmful to the players, even relatively weak empirical evidence might be sufficient to ground a moral imperative to develop and play non-violent games rather than VVGs.

The violence argument

Perhaps it is not the effects of VVGs that make them morally objectionable but rather some feature of the games themselves. A second kind of argument, call it the Violence Argument, pursues this line of thought, arguing that VVGs are bad because they represent violence for the purpose of entertainment and that it is therefore (at least pro tanto ) wrong to develop and play such games. Footnote 8

Of course, many types of media represent violence, whether for educational purposes (e.g. non-fiction and journalism) or for entertainment (e.g. poetry, novels, comics, film, and television). Thus, if we are justified in appreciating or tolerating violence in these genres, then the Violence Argument must show that the ways VVGs represent violence are distinctively bad. The most common suggestions are that they are distinctively bad because they are much more realistic, interactive, and immersive.

The depiction of violence in video games has become more realistic as technology has improved. While Mortal Kombat and Doom’s 16-bit violence provoked American parents in the 1990s, they could scarcely have imagined the high-fidelity violence of games such as The Last of Us II. Nothing is left to the imagination as headshots leave a spray of blood and brains, heads are smashed to pieces with baseball bats, all while the victims plead for mercy or shriek in agony. These kinds of advances led Waddington to worry that, as video game violence becomes more realistic, it will be increasingly difficult to differentiate real from simulated transgressions ( 2007 : p. 127).

However, in order to support the Violence Argument, it must be the case that VVGs represent violence in a way that is more realistic than other media and that more realistic representations of violence are morally worse than less realistic representations.

On the first point, video game violence does not seem more realistic than violence in other media. Consider two related forms of realism: content realism and context realism. Footnote 9 A representation is content realistic to the degree that it depicts what would happen in real life. For example, a game might accurately depict how bones break or what happens when a bullet strikes a torso. In this respect, VVGs can be surprisingly realistic, but less so than many films (e.g., Saving Private Ryan ) and much less so than many real videos that people watch for amusement (e.g., the watermelon catapult). Moreover, their content realism is mostly limited to the visual modality. A written representation of violence might have similar content realism, but no visual component (outside of imagination). A representation is context realistic to the degree that it represents a situation that could plausibly occur. This is somewhat relative. A war setting is surely more realistic than, say, battling demons on another planet, but is World War II a realistic context for a millennial gamer? Here too, most VVGs seem less realistic than other media, which often depict disturbing forms of violence for dramatic purposes (e.g., intimate partner violence or police brutality).

On the second point, representing violence may sometimes be worse if it is more realistic—even ignoring any harmful effects on the player like stress or nightmares. Some realistic contexts seem obviously morally worse than others. Public reactions to games seem to match this intuition, as when many objected to The Slaying of Sandy Hook , whose setting was the location of a tragic school shooting. However, this worry does not necessarily transfer to those VVGs that are common targets of criticism, like the Grand Theft Auto series.

The game (GTA) not only depicts drug and gang related violence, but it presents that violence in a largely consequence free environment. Further, this crime is ‘real’ in the sense that similar crimes and criminal enterprises currently control broad swaths of metropolitan areas like Los Angeles … Players are, essentially, being entertained by the misery of others and are thus disrespecting the object of value (Goerger, 2017 : p. 102).

While there is plenty to criticize about GTA , Georger’s comments are mistaken. First, he seriously misrepresents (or misunderstands) the degree to which GTA accurately depicts the level of crime in metropolitan areas like Los Angeles. There are no “broad swaths” of American cities that are controlled by criminal enterprises. Second, while such games do make light of real violence, these representations are neither more realistic nor more violent than many films and television series. Thus, even if we accept that representing violence can be morally bad, it is not the case that most VVGs, including common targets of criticism, are worse in this respect than other tolerated forms of media.

Interaction

Another salient feature of VVGs is that they are interactive in a way that some other media are not. While a movie audience may hope that Woody Harrelson decides to stop at a supermarket and kill some zombies in order to get a Twinkie, a player of Redneck Rampage can make that happen. The player’s experience is interactive insofar as their actions, “make a significant difference to what happens in the environment” (Chalmers, 2017 : p. 312). Some therefore press a version of the Violence Argument according to which being a passive consumer of violent films or books is less bad than “performing” violent acts in a video game (Tillson, 2018 ). Footnote 10

Our view is that violent interaction itself, ignoring the realism and immersive experience of the interaction, is not morally bad. Moreover, even if it were, it would not be worse than other forms of entertainment. A writer interacts with her fictional characters with a similar degree of agency as a gamer does with the non-playable characters (NPCs) she encounters. The writer’s interaction is unrealistically one-sided, but she can nonetheless choose to kill them off and to do so in a brutal fashion [e.g., (redacted to avoid spoilers)]. This does not seem bad at all. Or consider games of make-believe. Kids playing war with toy guns is just as interactive as video gaming. In order for there to be a war, the kids must perform some actions, just as a player must control her avatar in order for there to be in-game violence. Traditional roleplaying games and board games—whose content can be just as violent as VVGs—requires a similar degree of interaction. In order to claim that VVGs are worse than other violent entertainment, one would have to show that video game interactions are different in kind from the forms of make-believe involved in writing fiction, roleplaying, and other violent entertainment. If anything, the fact that enemies are programmed and that experience is mediated by controllers and other devices would seem to make video games less interactive than your average game of Cops and Robbers or Dungeons and Dragons. We therefore conclude that VVGs are not worse than other violent entertainment in virtue of being interactive.

Finally, VVGs might seem morally bad, and worse than other media, because players can more easily become immersed in the violence of the game. This is bad because, regardless of whether a game is visually realistic, it is bad to experience that violence as real. If part of the value of games is that they allow us to inhabit a ‘temporary practical agency’ (Nguyen, 2019 : p. 438) within which we can “occupy alter-ego points of view and practice new strategies by accessing possible spaces of action and affective responses” (Schellenberg, 2013 : p. 509), then the value of such experiments presumably depends on the design of those practical agencies and the contexts in which players inhabit them, including whether they are suffused with violence that is experienced by the player as real.

Immersion occurs when a player experiences the game as if it is real or as if she herself were experiencing the events of the game in the shoes of her character. One dimension of immersion is ‘presence,’ or “the sense of being present at that perspective” (Chalmers, 2017 : p. 312). The immersiveness of a game depends, in part, on its realism. Content and context realism can make immersion more likely, but perspectival fidelity is also important (Ramirez, 2019 ). A representation has perspectival fidelity to the degree that the structure of the experience is realistic. For example, a video game has lower perspectival fidelity if the player uses a controller rather than a VR set up, if the representation includes non-diegetic sound (e.g., music) or a heads-up display (e.g., location, health, remaining ammo), and if the point of view is third- rather than first-person. Importantly, VVGs are unlikely to have greater perspectival fidelity than other media, except insofar as they are more likely to have a first-person perspective. Footnote 11 However, even in this respect the experience they provide has lower fidelity than, say, children playing war, teens playing paintball, or adults performing historical recreations of famous battles.

A more general problem with the argument that VVGs are bad because players are more likely to have an immersive experience of violence is that it is simply not clear whether being immersed in a VVG is worse than being immersed in another violent or disturbing source of entertainment. For example, films and novels are generally praised when they effectively draw in a viewer. Such praise may reflect their aesthetic value, which is compatible with being morally bad, but the same could be said about VVGs. Footnote 12

An objection

At this point, defenders of the Violence Argument might object that, by addressing these factors in isolation, we have made a strawman of their position. Movies can be realistic but not interactive; novels can be immersive but not interactive; tabletop roleplaying games can be immersive but are not usually realistic; and kids playing war can be interactive but lacks a certain kind of realism. The problem with VVGs—and what makes them distinctive among violent forms of entertainment—is precisely that they are realistic, interactive, and immersive.

If the problem is the combination, then VVGs might be distinctively morally bad even if possessing just one of these features is tolerable. Just as a gun is composed of innocuous pieces which, once assembled, constitute a dangerous weapon, so the combination of realism, interactivity, and immersiveness may render video game violence morally objectionable.

However, the problem with this line of argument can be seen by reflecting further on the analogy. The problem with an assembled gun is not that all of its components are in one place. The problem is that a functioning handgun affords certain actions that its unassembled pieces do not. Footnote 13 This is not true of VVGs—or, at least, the evidence for this claim remains inconclusive. In order for the combination of realism, interactivity, and immersion to render video game violence distinctively bad, opponents of VVGs must show either that developing such games makes them dangerous (the Causation Argument) or that this combination is itself distinctively bad (the Violence Argument).

This latter point seems to be what Ali ( 2023 ) alludes to in relation to virtual reality experiences: “VR pushes the virtual closer to the nonvirtual, making, e.g., VR experiences as valuable (in reproductions), or closer in value (as simulations), to their nonvirtual counterparts” (Ali, 2023 : p. 241). It seems plausible that realism, interactivity, and immersion can enhance one’s experience of some piece of entertainment—as actors in films and plays can attest. However, Ali’s ( 2023 , 2015 ) account falls short when it comes to explaining what makes a VVG morally objectionable. According to his view, badness varies with realism. This may be true for reproductions and simulations, which, by definition, vary with realism. Yet, it is not obviously true for video games, where the badness appears to be dependent on other factors. Ali ( 2015 ) highlights one aspect that appears to be the decisive factor for why this is the case. VR simulations, unlike VVGs, lack context and story. Footnote 14 Thus, in order to make the case that virtual violence can be morally bad even in games where the violence is situated within a narrative and performed in pursuit of a goal (i.e., VVGs), we must look for explanations elsewhere. In the next section, we consider alternative critiques of video games and offer an account of our own.

The internal logic of violent video games

We have argued that the level of concern about the outcomes of developing and playing VVGs and about the fact that VVGs are realistic, interactive, and immersive is unjustified. However, there may nonetheless be something morally objectionable about developing or playing VVGs. In this final section, we try to capture the kernel of truth at the heart of the widespread and persistent objections to video game violence by identifying what we take to be a reasonable concern. Our account steers a middle course between moral panic and facile defenses of VVGs by embracing the similarities and continuities between violent and non-violent video games, as well as between video games and other forms of entertainment. In doing so, we build on other recent arguments that have illuminated legitimate ethical concerns about video games, while suggesting that these arguments indict video game violence in ways that they fail to recognize.

We suggest that the most plausible moral objection to VVGs is that some of them generate or perpetuate morally objectionable norms of appropriate violence—i.e., norms of when violence is an appropriate response to a situation. This objection suggests that violence is indeed problematic, but also that it is one dimension of a more general moral concern.

One way to assess VVGs is to imagine uncontroversially immoral games and isolate their objectionable features. It would be reasonable to condemn both the developers and the players of racist or misogynistic games in which the aim is to, say, exterminate Jews or sexually assault women. For many, such concerns depend neither on the kind of effects identified by the Causation Argument nor on their realism, interactivity, or immersion (Patridge, 2011 ). A natural explanation of what precisely makes such games objectionable is that it is wrong to be or act in racist or misogynistic ways and the developers and players of such games are (usually) acting in these ways simply by developing or playing the game. For example, we might say that a misogynistic game either subordinates women or depicts their subordination, and that players participate in that subordination—or at least demonstrates a failure of sensitivity to and sympathy for women (Patridge, 2011 : p. 310)—by playing the games, even if the women depicted are not real.

If one accepts this kind of explanation, one might further argue that non-racist and non-misogynistic VVGs could have content that is similar in morally relevant ways. Footnote 15 If a misogynistic game can subordinate women, then a game where the player aims to kill enemies can subordinate whichever group is depicted as the enemy. Just as misogynistic games depict female characters as fitting targets of assault or abuse, violent games depict certain characters as fitting targets of physical violence. And if sexual violence is bad, in part, because it is violence, then removing the sexual dimension cannot render the game morally innocuous—though it would certainly make it less bad. Call this the Analogy Argument .

This argument has a certain plausibility, but does not succeed as stated. To see why, consider two ways in which the defender of VVGs might reply. First, they could reply that what is morally objectionable is not the content of a game, but how one plays it. One who revels in killing innocent bystanders is acting wrongly in a way that a person who plays the same game in order to complete it as quickly and bloodlessly as possible is not. Call this the Sadism Reply . On this way of thinking, it is the mental state of the player, not the content of the game that explains its badness.

The inadequacy of the Sadism Reply is fairly obvious. Sadism—understood as taking pleasure in the wrongful treatment of others (i.e., in moral evil)—is not the only attitude we find morally objectionable. Schadenfreude—understood as taking pleasure in the non-moral suffering of others (i.e., natural evil)—is another, and there are more, from racism and sexism to simple indifference to others’ well-being. If sadism in VVGs is problematic, then so are these others attitudes. Moreover, non-violent games can be played in sadistic ways—e.g., choosing, in The Sims , to drown your neighbors in your swimming pool—and are therefore open to the same critiques, which seems implausible. Finally, it is unclear how we can condemn a player’s sadistic pleasure in doing virtual violence when we cannot condemn virtual violence itself. The wrongness of taking sadistic pleasure in another’s suffering arguably presumes the wrongness of causing that suffering, but the Sadism Reply attempts to deny the latter while shifting criticism to the former.

Second, the defender of VVGs could point out that misogyny is morally objectionable because its targets—women—are an oppressed group in society. Call this the Power Reply . On this way of thinking, an otherwise identical gender-reversed game, where women victimize men, would not be objectionable in the same way. And, they might say, what we find in most VVGs is precisely that, violence that is admittedly gratuitous but nonetheless morally acceptable—or at least tolerable—because it is not gendered. (Similar points could be made about other dimensions of oppression.) Patridge argues that the content of some video games has “incorrigible social meaning” that targets women and marginalized groups ( 2011 : p. 308). For example, the meaning of a black character eating watermelon is explained by particular social realities (e.g., the persistence of demeaning racial stereotypes) and is incorrigible in the sense that it is difficult to interpret in any other way because of those realities (i.e., there is no plausible interpretation of that image that does not reference those stereotypes). However, Patridge suggests that violent content often either lacks social meaning or has social meaning that is reasonably interpretable in a way that does not implicate some reprehensible feature of our shared moral reality, like racism, misogyny, or homophobia ( 2011 : p. 310).

Even if Patridge is right that most video game violence itself is unlikely to have the incorrigible social meaning of games like Custer’s Revenge , it does not follow that it does not implicate reprehensible features of our shared moral reality. Whether it does is an open question. Content with incorrigible social meaning implicates our shared moral reality by forcing us to recognize that some words, images, or ideas are inextricably linked to hateful and prejudicial ideologies. If video game violence can itself implicate other reprehensible features, what might those features be and how would they be implicated? Our answer is that power norms—i.e. norms of domination and subordination—are just one type of objectionable norm that can be built into the ‘logic’ of a game. Footnote 16 Another type is norms of appropriate violence, which, while often bound up with power norms, are separable. We would rightly criticize a society whose logic of appropriate physical violence included, say, occasions when one is frustrated with a coworker—and this is true independently of the coworkers’ respective social status. But if this is right, then why is a game whose logic of appropriate violence includes anyone who gets in the way of your mission not objectionable on similar grounds? Thus, while both replies warrant revisions and qualifications of the Analogy Argument, we can begin to see how a revised version of the argument might be successful.

Call this revision of the Analogy Argument the Internal Logic Argument (ILA). The ‘logic’ of a video game is the structure, incentives, and constraints that guide player behavior. It is a matter of what the player can do and what they are encouraged to do in the game. In other words, it is the set of ideas (mission/quest, combat, survival) and practices (enacting those ideas via the means provided and avoiding obstacles to doing so) that allow the player to have a successful playthrough—e.g., to progress in the game, to be enjoyable, and be an opportunity to engage in the ‘art of agency’ (Nguyen, 2019 ). Footnote 17 Understood in this way, the logic of a game includes what Nguyen calls its “value clarity,” in that it stipulates a clear structure and conditions for success ( 2020 : 20). However, whereas Nguyen is most concerned about players applying the simplified logic of a video game to contexts where values are more opaque and complex, we are concerned with the content of a game’s internal logic. Our suggestion is that the logic of a game can express, encourage, and legitimate objectionable attitudes and norms of appropriate violence.

As noted above, games such as Custer’s Revenge can express attitudes of hatred and prejudice by targeting specific groups in its gameplay. When it comes to VVGs, Postal 2 , whose tongue-in-cheek comments are prompted when excessive and degrading violence is exerted on innocent bystanders, expresses a lax attitude towards violent behavior. The logic of the game, manifested in minor rewards, treats civilians as fair game when the player’s character is on his way to pick up milk from the store.

A game’s logic and gameplay mechanics can also encourage problematic player behavior. The internal logic of some games is straightforward and explicit. A game may have an obvious theme that directly guides gameplay (e.g., Duck Hunt or Super Columbine Massacre ), or it may incentivize particular ways of playing by awarding points, experience, and trophies for particular results. But a game’s explicit themes, rewards, and punishments do not exhaust its logic. Just like real life, games are full of subtle incentives and nudges that shape how one behaves. Examples include whether a particular NPC can be killed, how players’ treatment of NPCs affects their success, and how the design of a level or quest privileges particular strategies for completing it. Footnote 18 A game embodies norms of appropriate violence based on how violence is afforded by the structure of the game (whether enemies can be avoided, how they can be dealt with, what kinds of items one can acquire and how frequently, etc.). Christopher Bartel gives a relevant example from Grand Theft Auto IV , in which the player is forced to shoot their way out of a bank robbery scenario by attacking the police ( 2015 : p. 290). It is not possible to try to evade the police or succeed in the scenario in any other way.

Miguel Sicart has argued that developers set the ethical boundaries of a game through the formal structure of the game (e.g., game rules) and the actions afforded to the player (e.g., game mechanics). As a result, games are “always ethically relevant systems, since they constrain the agency of an ethical being” (Sicart, 2009 : p. 6). We extend this idea, holding that if a game can constrain players’ behavior, then it can also funnel their behavior in particular directions—though the influence the game exerts may not reflect any intention on the part of the designer. For example, in Grand Theft Auto: Vice City the player can have sex with a prostitute in order to temporarily increase their maximum health. This is not a necessary feature, since the success of a playthrough in Vice City is not dependent on the player’s ability to buy sex. However, it represents a decision by the game designers which codes this act as ‘good’ by increasing the player’s max health.

If a game can express and encourage certain morally problematic attitudes and behaviors, it can also legitimate those attitudes and behaviors. Just as “games threaten us with a fantasy of moral clarity” (Nguyen, 2020 : p. 21), some ways of playing VVGs and the attitudes expressed by doing so may extend beyond the game. In one of the main missions of GTA V , titled “By the book”, the player is forced to torture an NPC in order to progress in the main story. The player can only achieve a “gold rank” on the mission if they waterboard, electrocute, and pull out the teeth of the NPC without killing him. Not only does the logic of this specific mission express and encourage certain attitudes towards torture. It may also legitimate the practice by presenting it as a viable means to an end or a “necessary evil”.

One might share our concern about how the internal logic of video games may legitimate certain attitudes and norms, but deny that violent content is a serious problem. Nguyen agrees that games can exert a subtle and malign influence on our values, but claims to be “more worried about games breeding Wall Street profiteers than…about their breeding serial killers” ( 2020 : p. 190). Footnote 19 He gives two reasons for this. First, he finds plausible Young’s suggestion that fictional game events tend not to be exported to players’ real lives. This would presumably include a game’s norms of appropriate violence. Second, he is more concerned that some games—especially those that result from gamifying activities like exercise, academic performance, etc.—will seduce players with a misleading but attractive “value clarity” ( 2020 : Chap. 9). In brief, Nguyen argues that part of the attraction of games is their clear and simple values—complete the quest, get the high score, kill your enemies—but that, unlike fictional game events, this simplicity can infiltrate players’ real world thinking in a problematic way. In particular, it can cause them (a) to view the real world through the lens of simplified values, (b) to be drawn to simplified values over the more complex values that are needed to navigate our messy moral lives, and (c) to “lose facility and readiness with … subtler value concepts” ( 2020 : p. 214). On this view, it’s unlikely that we’ll come to value violence of the sort we experience in games, and more likely that we’ll embrace simplified and gamified versions of our ordinary values, whether moral or non-moral.

However, we think Nguyen, like Patridge, fails to recognize how his reasoning might ground a legitimate worry about video game violence. The ILA suggests that violent content might be problematic precisely in the ways he thinks values might be undermined. Admittedly, lots of video game violence is unlikely to influence our values or norms simply because it is easily set aside when one stops playing. There is little chance that my in-game goal of winning a martial arts tournament while brutalizing and humiliating my opponents will influence my actual behavior or even instrumentalize my attitudes toward martial arts competition. However, the ILA is concerned precisely about in-game norms that appear innocuous and are accepted without reflection. There is no reason to think that violence norms are not subject to the same seductions of clarity as other values. Moreover, even if some violence norms are unlikely to be applied in the real world, an internal logic that expresses or legitimates those norms is still morally objectionable (e.g., Postal 2 or “By the Book” in GTA V ).

Let us address some potential worries about the ILA. First, one might reply that the logic of a VVG need only fit its content. If one is playing a war game and one’s avatar is a soldier, it makes sense that most of the NPCs one encounters are fitting targets of violence. This would undermine the criticisms of games such as Sniper Elite or Wolfenstein . Moreover, protecting oneself from enemy combatants is plausibly a matter of self-defense, which can permit lethal violence. This would render games like Doom or Fallout 4 unobjectionable. Similar points could be made about other genres of VVGs. Thus, it may be that the violence norms of many VVGs are roughly consistent with common sense morality. The ILA can accommodate this intuition, while still allowing that some VVGs are morally objectionable and, in those cases, explaining why.

Second, one might think that, while developers ought to design games whose logics meet some moral criteria, those criteria do not include eliminating or even minimizing violence. Some would claim, for example, that developers aren’t required to create a morally optimific logic that encourages players to, say, maximize the total well-being of other characters. Indeed, many would insist that the logic of a VVG can permissibly be much worse than the actual logic of our society, just as action films implicitly permit much more destruction of public and private property for the sake of catching criminals than is permitted by actual societies (see, e.g., Bad Boys or any movie in the Marvel Comics Universe). Footnote 20 This isn’t obviously right, though, and we would suggest that a game’s logic of appropriate violence should not be excessively cruel or indifferent to human suffering and that, sometimes, it should even improve on the logic of appropriate violence prevalent in our actual society. Footnote 21

One might object that the ILA does not pick out VVGs as distinctively bad or worse than other innocuous or tolerable video games or other media. This, however, is only partially true. It’s true that the ILA does not distinguish between games that have similar logics. As such, it would not necessarily be better to play Chex Quest than Doom , since zorching flemoids and shooting demons is motivated by a concern for one’s own survival in both cases. This also helps explain why games like Postal 2 and GTA are more appropriate targets of criticism than, say, Last of Us II (Goerger, 2017 : p. 101). While Last of Us II is much more graphic and gorier in its violent depictions, that violence is fitting in a way that the violence of Postal 2 is not. Footnote 22 Nor would it be worse to play violent video games than to watch action movies in which innocent bystanders are viewed as acceptable collateral damage. The ILA identifies a property found in some VVGs (and some movies, board games, etc.) and explains why it is inappropriate.

For all of these reasons, we think the ILA provides a plausible framework for critiquing VVGs. What emerges from the above discussion is a substantive and unified account of video game ethics. It explains how violent games can be open to similar criticisms as racist and misogynistic games. At the same time, it acknowledges that one might worry, not just about the violent content of such games, but about how gamers play them—i.e., the attitudes they manifest in doing so. The ILA unifies these concerns into a single critique that captures the kernel of truth running through traditional objections to VVGs, avoids the problems we raised for the Violence Argument, and extends the insights of two other illuminating critiques of video games, namely, those developed by Patridge ( 2011 ) and Nguyen ( 2020 ).

The core of our critique consists of four claims. First, a game’s content can be morally objectionable and violence is one, but not the only, kind of objectionable content. This is the lesson we learned from assessing real and imagined games with racist or misogynistic content and extending the reasoning underlying critiques of such games to a critique of violence. Second, the attitudes that a gamer expresses or enacts in playing a game can be morally objectionable. Sadism is one, but not the only, such attitude. Just as misogyny is not limited to the explicit, endorsed hatred of women as a group (Manne,  2017 ), sadism does not exhaust the objectionable attitudes one can have toward violence and the suffering of others. However, condemning such attitudes toward violence presupposes an objection to the violence itself. Third, while objectionable attitudes can arise on their own, games can express or encourage morally objectionable attitudes and gameplay in the same way that they shape other aspects of play. This does not mean that all players of VVGs will manifest the attitudes and behaviors encouraged by a game’s norms of appropriate violence, but it is a reasonable worry in light of the influence that the logic of a game exerts. Footnote 23 This is the lesson of the ILA. The most obvious examples of this are games in which the plot of the game requires actions that express or encourage objectionable attitudes (e.g. Custer’s Revenge or Battle Raper ). However, other games may encourage or shape players’ attitudes in more subtle ways—e.g. by normalizing violence, exploitation, and racism. Fourth, if these three points are correct, then our critique is not limited to VVGs, or even to video games. Gamers can manifest their sadistic, misogynistic, racist, and other attitudes in non-violent video games (e.g., The Sims or Civilization ), board games (e.g., Puerto Rico or Andean Abyss ) and tabletop RPGs (e.g. Dungeons and Dragons ), or any other kind of game. Moreover, any entertainment medium can, through its internal logic, express or encourage such attitudes. This means that our critique can embrace its generalizability in a way that was unavailable to the Violence Argument. On our account, the source of concern is neither violence per se nor its potential realism, interactivity, or immersiveness, but rather the logic of the game. Non-violent games and games that are minimally realistic, interactive, and immersive can have objectionable internal logics—e.g., by legitimating or glorifying imperialism, exploitation, or indifference toward the suffering of others. Moreover, the ILA explains why a game might warrant moral praise. For example, we might praise a game which logic expresses acceptance of a wrongly vilified group, encourages reflection on the complexity of a moral dilemma, or simply requires that one work through a problem real people might face. Footnote 24

Together these claims constitute a unified but limited critique of VVGs that avoids the implausible implications of some existing objections (e.g., that VVGs are distinctively bad) while explaining, substantiating, and extending the plausible claims of other critics. Our view suggests that how bad a game is depends on the attitudes, behaviors, and norms that its internal logic expresses, encourages, and legitimates. A game developer can be criticized for the internal logic of their game and a gamer can be criticized both for the attitude they bring to a game and for their acceptance, whether implicit or explicit, of a game’s internal logic. This account also plausibly implies that some games are morally worse than others and that their badness does not necessarily correlate with how violent they are or how realistic that violence is.

Before concluding, let us emphasize that its internal logic is one, but not the only, aspect of a game open to evaluation and criticism. Games are also, and perhaps foremost, aesthetic objects that can be beautiful, compelling, funny, disgusting, overwhelming, or just boring. The internal logic is that part of a game that tells the player how to progress and succeed within the game world. Indeed, this is what makes this kind of art object a game rather than a passive aesthetic experience (perhaps the “walking simulator” genre falls somewhere in between these categories). But it does not determine, by itself, a game’s value.

We have argued that common moral objections to VVGs are unsuccessful, but that a plausible critique can be developed that captures the insights of these objections while avoiding their pitfalls. The upshot of our account is that it can be morally wrong to design and play some VVGs, but that violence per se—no matter how realistic or immersive—is less likely to be problematic than the internal logic of a game and the attitudes it expresses and encourages.

In making our argument, we have not said which are the worst offenders, how bad they are, or what kind of response to their moral failings is warranted. These are tasks for another paper, but also for gamers, activists, regulators, and policy makers who want to know which games to play, which to educate the public about, and which to restrict access to. Some philosophers have developed frameworks that may provide guidance in answering these questions (Liberman, 2019 ), but there is much more to be said.

The most zealous campaigns against VVGs have been in the United States. We will not try to explain why that is the case, but we note that the industry’s implementation of a rating system following US Congressional hearings about video game violence 1993 may have forestalled similar controversies elsewhere as similar ratings systems were applied outside the US.

For an overview of the history of VVGs and their alleged relation to acts of violence see Campbell ( 2018 ).

Our arguments also apply to multiplayer games that can be played in single player mode, such as Mortal Kombat or Unreal Tournament .

What level of consensus is sufficient will depend on the magnitude of the risk/harm.

None of the studies critical of VVGs claim that they directly cause real world violence, though commentators sometimes make or imply such claims. Young emphasizes that “any attempt to posit a direct causal link between video game content and violent (real-world) behaviour should be regarded as overly simplistic, largely uncorroborated, and ultimately contentious” ( 2015 : p. 315).

See Anderson et al. ( 2010 ) for a reply to this objection.

There is room for improving the experimental design of VVGs, including eliminating confounds by studying the same games and controlling for variables like difficulty, competitiveness, and level of violence. Moreover, studies that find evidence that VVGs cause increased aggression should measure and compare the magnitude of that effect to other phenomena known to increase aggression—e.g., being insulted.

While some argue that realistic, interactive, and immersive violence are bad in themselves, others claim that it is these features of contemporary VVGs that cause violence or aggression in players. However, the latter is just a version of the Causation Argument, so we focus on those who take violence to be significant independently of its consequences.

Some might consider ‘perspectival fidelity’ to be a form of realism, but we consider this variable more relevant to a game’s immersiveness than to its realism (Ramirez, 2019 ).

Notice that, if video game violence is bad because it is interactive, designers are, at worst, guilty of facilitating violent interactions. The player is the primary wrongdoer. This asymmetry is reversed for those who worry about realism. Designers create realistic violence (e.g. fatalities in Mortal Kombat ), while players simply activate it.

Even this claim ignores the actors who do actually simulate the violence that the audience sees. They have a first-person point of view on the violence in a play or film. Of course, they know that they are not actually hurting their costars, but VVG gamers know this, too.

It is also worth noting that for many, the concern about immersion is a concern about the player’s experience and the effects of having such an experience (Waddington, 2007 : p. 127). However, this is ultimately a causation question and one that can be answered either by asking gamers about their immersive experiences or by measuring the effects of those experiences.

This is why gun control advocates often emphasize that the presence of a gun allows an altercation that might have resulted in a painful fist fight to instead result in a fatal shooting.

As is evident from the following passage: “[S] imulation games do not provide their own narrative, they simply allow the gamer’s context to define the in-game context. So, when a gamer enacts murder or pedophilia in these games, the act is one of virtual murder or virtual pedophilia because the gamer defines it in this way.” (Ali, 2015 : p. 273).

Some criticisms of games like Super Columbine Massacre , The Slaying of Sandy Hook , or Active Shooter/Standoff seem to make precisely this point.

This is not at all to imply that the sets of norms that sustain hateful and prejudicial attitudes and behavior toward members of oppressed groups are not especially important or deserving of particular attention and opposition.

Hence, the logic is in most cases intentional, meaning that certain player behavior is incentivized and rewarded in the game. But it could also be unintentional, such as when players find and exploit bugs that incentivize them to play in a way the developer did not intend nor expect.

Game designers have long recognized this and some have chosen, seemingly for moral reasons as well as aesthetic ones, to make the logic of a game virtuous. Richard Garriott has said this about his design choices for Ultima IV: Quest of the Avatar .

Nguyen’s topic is games in general, but his claims are meant to apply as much to video games as other types.

At the same time, some criticisms of the criminal justice ‘logic’ of action films seems both reasonable and overdue. Hollywood’s cavalier depiction of police brutality is receiving more scrutiny as protests against actual police violence received widespread attention and support. Depictions of rape in film have received similar critiques, with critics arguing that these scenes are often gratuitous or voyeuristic (Wilson, 2017 ).

Notice that the ILA does not merely imply that the most gratuitous violence is the most objectionable. The gratuitousness of a violent act may diverge from how strongly the act supports an objectionable norm. For example, a film in which casual physical violence is normalized can seem much more insidious than a gory slasher flick. A parallel point on objectionable comedy will help further elucidate this idea. Comedy should not indulge in facile jokes about sexual violence in prisons any more than it should indulge in facile jokes about rape generally. Many prison rape jokes legitimate the idea—seemingly widely held—that prisoners deserve whatever might happen to them in prison.

Last of Us II also depicts its violence in very ambiguous ways. It is not obviously portrayed as morally justified, just as humanly intelligible.

Jennifer Saul makes a similar point about the attitudes of those who watch pornography ( 2006 : p. 58).

A good example of this is This War of Mine where the player controls a group of civilians that are trapped in a war-torn country. The player is constantly prompted to make choices between the survival of the group and helping other civilians in need, forcing the player to reflect on the effects and ethics of war.

Ali, R. (2015). A new solution to the gamer’s dilemma. Ethics and Information Technology , 17 , 267–274.

Article   Google Scholar  

Ali, R. (2023). The values of the virtual. Journal of Applied Philosophy , 40 (2), 231–245.

Anderson, C. A., et al. (2010). Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western cultures: A meta-analytic review. Psychological Bulletin, 136 (2), 151–173.

Bartel, C. (2015). Free will and moral responsibility in video games. Ethics and Information Technology , 17 , 285–293.

Article   MathSciNet   Google Scholar  

Bartholow, B., Sestir, M. A., & Davis, E. B. (2005). Correlates and consequences of exposure to video game violence: Hostile personality, empathy, and aggressive behavior. Personality and Social Psychology Bulletin , 31 (11), 1573–1586.

Bushman, B. J. (2018). Boom, headshot! Violent first-person shooter (FPS) video games that reward headshots train individuals to aim for the head when shooting a realistic firearm. Aggressive Behavior , 45 (1), 33–41.

Bushman, B. J., & Anderson, C. A. (2009). Comfortably numb: Desensitizing effects of violent media on helping others. Psychological Science , 20 (3), 273–277.

Campbell, C. (2018). A brief history of blaming video games for mass murder. Polygon . Retrieved March 10, 2018, from  https://www.polygon.com/2018/3/10/17101232/a-brief-history-of-video-game-violence-blame .

Carnagey, N. L., Anderson, C. A., & Bushman, B. J. (2007). The effect of video game violence on physiological desensitization to real-life violence. Journal of Experimental Psychology , 43 (3), 489–496.

Google Scholar  

Chalmers, D. (2017). The virtual and the real. Disputatio , 9 (46), 309–352.

Deselms, J. L., & Altman, J. D. (2003). Immediate and prolonged effects of videogame violence. Journal of Applied Social Psychology , 33 (8), 1553–1563.

Dowsett, A., & Jackson, M. (2019). The effect of violence and competition within video games on aggression. Computers in Human Behavior , 99 , 22–27.

Engelhardt, C. R., et al. (2011). This is your brain on violent video games: Neural desensitization to violence predicts increased aggression following video game exposure. Journal of Experimental Psychology , 47 (5), 1033–1036.

Farrar, K. M., et al. (2017). Ready, aim, fire! Violent video game play and gun controller use: Effects on behavioral aggression and social norms concerning violence. Communication Studies , 68 (4), 369–384.

Ferguson, C. J. (2007). The good, the bad and the ugly: A meta-analytic review of positive and negative effects of violent video games. Psychiatric Quarterly , 78 (4), 309–316.

Ferguson, C. J., & Kilburn, J. (2009). The public health risks of media violence: A meta-analytic review. The Journal of Pediatrics , 154 (5), 759–763.

Ferguson, C. J., & Kilburn, J. (2010). Much ado about nothing: The misestimation and overinterpretation of violent video game effects in eastern and western nations: Comments on Anderson et al. (2010). Psychological Bulletin, 136 (2), 174–178.

Funk, J. B., et al. (2004). Violence exposure in real-life, video games, television, movies, and the internet: Is there desensitization? Journal of Adolescence , 27 (1), 23–39.

Gentile, D. A., et al. (2009). The effects of prosocial video games on prosocial behaviors: International evidence from correlational, longitudinal, and experimental studies. Personality and Social Psychology Bulletin , 35 (6), 752–763.

Goerger, M. (2017). Value, violence, and the ethics of gaming. Ethics and Information Technology , 19 (2), 95–105.

Grossman, D., & DeGaetano, G. (1999). Stop teaching our kids to kill: A call to action against TV, movie & video game violence . Crown.

Hall, R. C., Day, T., & Hall, R. C. W. (2011). A plea for caution: Violent video games, the supreme court and the role of science. Mayo Clinic Proceedings, 86 (4), 315–321.

Hilgard, J., Engelhardt, C. R., & Rouder, J. N. (2017). Overstated evidence for short-term effects of violent games on affect and behavior: A reanalysis of Anderson et al. (2010). Psychological Bulletin, 143 (7), 757–774.

Kepes, S., Bushman, B. J., & Anderson, C. A. (2017). Violent video game effects remain a societal concern: Reply to Hilgard, Engelhardt and Rouder. Psychological Bulletin , 143 (7), 775–782.

Leonard, D. (2007). Unsettling the military entertainment complex: Video games and pedagogy of peace. SIMILE: Studies in Media & Information Literacy Education , 4 (4), 1–8.

Liberman, A. (2019). But I voted for him for other reasons! moral responsibility and the doctrine of double endorsement. Oxford Studies in Normative Ethics, 9 , 138.

Limelight (2020). The state of online gaming–2020. Limelight Networks Technical report. https://www.limelight.com/resources/white-paper/state-of-online-gaming-2020/ .

Lin, J. H. (2013). Do video games exert stronger effects on aggression than film? The role of media interactivity and identification on the association of violent content and aggressive outcomes. Computers in Human Behavior , 29 , 535–543.

Madigan, J. (2016). Getting gamers: The psychology of video games and their impact on the people who play them . Rowman & Littlefield.

Manne, K. (2017). Down Girl: The logic of Misogyny . Oxford UP.

Book   Google Scholar  

Narula, H. (2019). A billion new players are set to transform the video game industry. Wired . Retrieved December 29, 2019, from  https://www.wired.co.uk/article/worldwide-gamers-billion-players .

Nguyen, C. T. (2019). Games and the art of agency. Philosophical Review, 128 (4), 423–462.

Nguyen, C. T. (2020). Games: Agency as Art . Oxford UP.

Patridge, S. L. (2011). The incorrigible social meaning of video game imagery. Ethics and Information Technology , 13 (4), 303–312.

Przybylski, A. K., et al. (2014). Competence impeding electronic games and players’ aggressive feelings, thoughts, and behaviors. Journal of Personality and Social Psychology , 106 (3), 441–457.

Ramirez, E. J. (2019). Ecological and ethical issues in virtual reality research: A call for increased scrutiny. Philosophical Psychology , 32 (2), 211–233.

Saul, J. (2006). On treating things as people: Objectification, pornography, and the history of the vibrator. Hypatia , 21 (2), 45–61.

Schellenberg, S. (2013). Belief and desire in imagination and immersion. Journal of Philosophy , 110 (9), 497–517.

Schmierbach, M. (2010). Killing spree: Exploring the connection between competitive game play and aggressive cognition. Communication Research , 37 (2), 256–274.

Sestir, M. A., & Bartholow, B. D. (2010). Violent and nonviolent video games produce opposing effects on aggressive and prosocial outcomes. Journal of Experimental Psychology , 46 (6), 934–942.

Shao, R., & Wang, Y. (2019). The relation of violent video game to adolescent aggression: An examination of moderated mediation effect. Frontiers in Psychology , 10 , 384.

Sicart, M. (2009). Beyond choices: A typology of ethical computer game designs. International Journal of Gaming and Computer-Mediated Simulation , 1 (3), 1–13.

Singer, P. (2007). Video crime peril vs. virtual pedophilia. Japan Times . Retrieved July 22, 2007, from  https://www.japantimes.co.jp/opinion/2007/07/22/commentary/world-commentary/video-crime-peril-vs-virtual-pedophilia/ .

Tillson, J. (2018). Is it distinctively wrong to simulate doing wrong? Ethics and Information Technology , 20 (3), 205–217.

Waddington, D. I. (2007). Locating the wrongness in ultra-violent video games. Ethics and Information Technology , 9 (2), 121–128.

Wilson, L. (2017). The Long, Problematic History of Rape Scenes in Film. The Playlist . Retrieved October 26, 2017, from  https://theplaylist.net/problematic-history-rape-scenes-film-20171026/ .

Wonderly, M. (2008). A Humean approach to assessing the moral significance of ultra-violent video games. Ethics and Information Technology , 10 (1), 1–10.

Young, G. (2015). Violent video games and morality: A meta-ethical approach. Ethics and Information Technology , 17 (4), 311–321.

Download references

Open access funding provided by University of Gothenburg.

Author information

Authors and affiliations.

University of Gothenburg, Gothenburg, Sweden

Alexander Andersson & Per-Erik Milam

You can also search for this author in PubMed   Google Scholar

Corresponding author

Correspondence to Alexander Andersson .

Additional information

Publisher’s note.

Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.

Rights and permissions

Open Access This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ .

Reprints and permissions

About this article

Andersson, A., Milam, PE. Violent video games: content, attitudes, and norms. Ethics Inf Technol 25 , 52 (2023). https://doi.org/10.1007/s10676-023-09726-6

Download citation

Published : 16 October 2023

DOI : https://doi.org/10.1007/s10676-023-09726-6

Share this article

Anyone you share the following link with will be able to read this content:

Sorry, a shareable link is not currently available for this article.

Provided by the Springer Nature SharedIt content-sharing initiative

  • Video games
  • Find a journal
  • Publish with us
  • Track your research

IMAGES

  1. Violence in Video Games Essay

    good thesis statement for video game violence

  2. Sample Essay On Violent Video Games

    good thesis statement for video game violence

  3. Violent Video Game Essay

    good thesis statement for video game violence

  4. The Effect of Video Game Violence

    good thesis statement for video game violence

  5. Impact of Violent Video Games on Society and Students Free Essay Example

    good thesis statement for video game violence

  6. Do Video Games Promote Violence Essay Example

    good thesis statement for video game violence

VIDEO

  1. Gaming Has Gone Too Far

  2. Craft Your Perfect Thesis Statement

  3. A Good Thesis Statement Organizes Your Essay

  4. Violence and why its not Video Games fault

  5. EIZOC ORPI Webinar Series 14

  6. Violent Video Games Cause Mass Shootings

COMMENTS

  1. Video Games Thesis Statement: [Essay Example], 658 words

    A review published in the American Psychologist highlighted the potential of video games to provide cognitive and emotional benefits, particularly in the realm of mental health. This suggests that video games can have a constructive impact on individuals' well-being, challenging the prevailing narrative of their negative influence.

  2. The Impact of Video Games on Violence

    This trend suggests that video games are not a primary driver of violent behavior and that other factors, such as improved social programs and law enforcement, may be contributing to the decline in violence. Cross-cultural research further undermines the claim that video games cause violence. Countries such as South Korea and Japan, which have ...

  3. 60 Violent Video Games Essay Topics and Ideas

    The violence and aggression that stains the youth of today, as a result of these video games, is unquestionably a cancer that ought to be uprooted or at least contained by parents, school leaders, governments […] We will write a custom essay specifically for you by our professional experts. 186 writers online.

  4. PDF Violent Video Games and Aggressive Behavior: What, If Any, Is the

    Their research article "Violent Video Game Effects on Aggression, Empathy, and Prosocial Behavior in Eastern and Western Countries: A Meta-Analytic Review" demonstrates that the period spent on playing video games is a leading factor in aggressive behavior (Sandra et al. 2017). They use the meta-analytic procedures as their primary approach.

  5. Violent video games and aggressive behavior: mortality salience and the

    Research indicates that one of the most popular forms of media, violent video games can. increase aggressive behavior and cognitions (Anderson & Bushman, 2001). Prior. research has examined the effects of these media using the General Aggression Model. (GAM; Anderson & Bushman, 2001; Bushman & Anderson, 2002). The current study.

  6. Effects of Video Games: 15 Articles for a Compelling Essay

    Positive Effects Article 2: "Game Reward Systems: Gaming Experiences and Social Meanings". Researchers Hao Wang and Cheun-Tsai Sun use examples of rewards systems from many popular and iconic video games from various genres to support their argument that these systems have positive social effects on players.

  7. Essays on Violence in Video Games

    An Enduring Debate on 'Do Video Games Cause Violence'. 2 pages / 1073 words. Introduction This essay is written in the hopes to challenge the reader's idea of video games and how they affect us as a society and mentally. Video games have exploded in popularity over the years and are only becoming a more common hobby.

  8. Video Games and Violent Behavior Essay (Critical Writing)

    Video Games and Violent Behavior Essay (Critical Writing) Exclusively available on IvyPanda®. Researchers have been conducting research since 1950s to find out if exposing children to media violence leads to subsequent violence as they grow up. Out of 3500 studies, only 18 studies have shown a negative correlation (Cook, 2000).

  9. Why Violent Video Games Should Not Be Banned

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

  10. A Critical Analysis of Video Games and Their Correlation to Violence

    The video game industry is one of the fastest growing sectors in the U.S. economy, with violent video games topping the charts among fan favorites. Due to frequent violence and mass shootings that have struck our nation in recent years, the gaming industry has been subject to much blame for endorsing violent acts. While many researches and psychologists have conducted experiments and meta ...

  11. Thesis Statement On Video Games and Violence

    The document discusses writing a thesis statement on the topic of video games and violence. It notes that this can be a challenging task that requires thorough research and understanding of the complex debate around the influence of video game content on real-world aggression. Crafting an effective thesis statement demands consideration of psychological theories, evidence, and societal ...

  12. Formulate Questions/Thesis

    A good research question will lead to your thesis statement. For example, the question... what are the effects of violent video games on teenaged boys?...might lead to the following thesis: "Exposure to violent video games negatively affects teenagers in a variety of ways: It increases aggressive behavior, physiological arousal, aggressive ...

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

    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 ...

  14. The Effects of Violence in Video Games on Individual Levels of

    For a while, video games have been the target of scrutiny with regards to their perceived potential to adversely affect younger individuals. In particular, it is often argued that these video games, particularly those of violent nature, may increase hostility to an extent that it manifests itself in violent behavior. This thesis aims to denote what effects these video games have on young ...

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

    1.1. Theoretical perspective. When explaining the effects of playing violent video games, researchers often refer to the General Aggression Model (GAM) proposed by Anderson & Bushman ().According to this theoretical model, person and situation variables (sometimes interactively) may affect a person's internal state, consisting of cognition, affect, and arousal.

  16. Thesis Statement For Videogames and Violence

    The document discusses the challenges of writing a thesis statement on the complex topic of whether violent video games cause real-world violence. It notes that the debate involves conflicting evidence from studies and interpretations. Formulating a clear and concise thesis requires careful consideration of evidence and identifying key points to support a position. The company HelpWriting.net ...

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

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

  18. Video Game Violence Thesis Statement

    The document discusses the challenges of crafting a thesis statement on the complex topic of video game violence. It notes that existing research presents contradictory and multifaceted perspectives from various disciplines like psychology and sociology. Formulating a thesis requires synthesizing these disparate views and reconciling conflicting evidence, made more difficult by the evolving ...

  19. Value, violence, and the ethics of gaming

    Violent content has been present in video games for decades (Wonderly 2008), but the debate over in-game violence intensified when Mortal Kombat, a third-person fighting game, and Doom, a first-person shooter, were released in 1992 and 1993 respectively.In Mortal Kombat, players engage in single combat against a human or non-human opponent.The game includes "finishing moves" with which ...

  20. Violent video games: content, attitudes, and norms

    Violent video games (VVGs) are a source of serious and continuing controversy. They are not unique in this respect, though. Other entertainment products have been criticized on moral grounds, from pornography to heavy metal, horror films, and Harry Potter books. Some of these controversies have fizzled out over time and have come to be viewed as cases of moral panic. Others, including moral ...

  21. Thesis Statement Video Games and Violence

    This document discusses the challenges students face when crafting a thesis statement on the contentious topic of whether video games cause violence. One of the biggest hurdles is sifting through vast amounts of conflicting research on the subject. Formulating a coherent thesis is difficult given differing viewpoints. Beyond research, students must also clearly and precisely articulate their ...

  22. PDF In Defense of Video Games: a Review of Psychological Literature ...

    correlation between the amount of time playing violent video games and SRMS scores (r = -.32, p<.05). The author concluded that violent video game play might cause low sociomoral maturity, stating, "Based on the results in the present study, it can be speculated that it was the prolonged amount of playing violent video games that might