Video games have undoubtedly become a favorite pastime for many, with millions hooked on virtual worlds’ thrills. The technological innovation following video games is quite something because it has evolved to accommodate increasingly realistic graphics and immersive gameplay, retaining gamers’ attention for more prolonged periods. However, an issue that needs addressing is ‘violent video games’ (Goodson et al. 49). The once harmless game diversion has now left people asking questions about its impact on behavior. Specifically, there are debates about whether violent video games could push people into or develop an attitude toward violence. Therefore, analyzing and arguing the association between violent video games and real-life violence is imperative. The argument focuses strongly on how violent games manifest themselves in their use of desensitization to violence and aggressive behaviors. However, the counterarguments against the violent impacts of video games in real life are also presented.
One of the primary methods through which violent video games can adversely affect one’s behavior is via the process of desensitization to violence. A dulling of emotional responses arises when a person becomes less receptive to intense or troubling stimuli over time (Ferguson et al. 87). This, in turn, results in a diminished capacity to show empathy and an increased leniency for aggressive conduct. The scenario becomes especially worrisome regarding violent video games as their ever-realistic and immersive nature further blurs the lines between fiction and real-life situations (Suziedelyte 110). Undoubtedly, violent video games are often blamed for desensitizing individuals to violence through various tactics, including continuous exposure to bloodshed and brutal killings. As players traverse through the game content witnessing graphic violence, it might make them numb as they become more familiar with what was once considered morally objectionable (Lai et al. 900). Moreover, interactive elements in video games demand active participation from players in perpetuating gore and brutality throughout the game world can contribute significantly to desensitization. It is worth noting that even a 20 minutes game is sufficient to convert into aggression and violence. The real-life incidences of desensitization to violence contributed by video games is a recipe for mass shootings in Norway in 2011 by Breivik and Columbine High School mass shooting that occurred in 1999 (Goodson et al. 54; Suziedelyte 117). The desensitization not only contributes to an instant effect as listed above but also can lead to permanent violent behaviors and aggression among the users of video games.
Aggression is an unusual conduct meant to harm or injure some other man or woman, or organization physically or psychologically. It can appear in numerous ways, including verbal, physical, or indirect aggression. One of the factors related to aggressive conduct is the publicity of violent video games. While there is a debate on whether violent video games make humans extra violent in actual lifestyles, research suggests that they can have an enormous effect on aggression and violent conduct (Dowsett et al. 26). Exposure to violent video games can lead to aggression by changing the manner people think and understand the world around them.
For example, violent video games can desensitize individuals to violence and create the mentality of accepting the behavior (Goodson et al. 54). Players who spend hours immersed in virtual worlds wherein violence is normalized may additionally begin to perceive violence as a suitable means of resolving conflicts in actual life. This can cause competitive behavior and a better chance of committing acts of violence in actual existence. Real-life examples illustrate the hyperlink between violent video games and aggression. In 2013, a 16-year-antique boy in Washington State shot and killed his mom and more youthful brothers after playing a violent online game for hours (Suziedelyte 120). In 2014, two teenagers in Louisiana shot and killed a fifteen-year-vintage boy after gambling on a violent online game (Goodson et al. 53). While it is impossible to decide definitively whether or not publicity of violent video games triggered these tragedies, they highlight the capability risks of violent video games and the want for further studies into their outcomes on conduct.
Critics argue that other elements, including mental issues or getting admission to weapons, are more vast contributors to violent conduct than publicity of violent video games. While these factors play a function, it is critical to renowned the potential impact of violent media on conduct. Video games are a pervasive shape of media that have the ability to attain tens of millions of human beings, along with vulnerable populations consisting of children and kids (Dowsett et al. 25). Therefore, it is essential to study the consequences of violent video games and their capacity effect on behavior. Regardless of the critics’ assertions, there are always different views against how violent video games may stir into aggression and violence in real life.
Those who argue that video games do not promote violence investigate studies that contradict the link between violent video games and aggression. Other factors, which include mental illnesses and get right of entry to guns, are frequently stated as more sizable partakers of violent conduct (Goodson et al. 55). One of the primary arguments in opposition to the idea that video games motivate violence is that there is no direct causal link between the video games and violence. While the impacts of video games suggest that the publicity of violent video games has been related to a boom in aggressive behavior, this does not necessarily translate to real-life violence. Many individuals who play violent video games do not go directly to devote violent acts to actual lifestyles. For instance, while exposure to violent video games does lead to an increase in aggressive behavior, the effect size is relatively small. However, the significant relationship between violent video game exposure and criminal behavior or delinquency is not clear.
Furthermore, different factors along with intellectual illness and getting entry to weapons are more good sized individuals to violent behavior than publicity to violent video games. For instance, people with a psychological disorder record can be more susceptible to violent conduct, no matter their publicity to violent media. Additionally, access to guns can create a chance of violent conduct, whether the character has performed violent video games or not.
While there are valid counterarguments to the concept that violent video games motivate actual-life violence, it is essential not to forget the broader context. Exposure to violent video games can desensitize individuals to violence, which is central to aggressive behavior and an extended chance of committing acts of violence in actual life. While not all those who play violent video games will become violent, it is critical to apprehend that exposure to violent media may impact behavior. Therefore, it is vital to alter the provision of violent video games and promote the use of age-suitable media. Furthermore, extra studies are wanted to understand the relationship between violent media and competitive conduct, thinking of other factors which could contribute to violent behavior.
Dowsett, Andre, and Mervyn Jackson. “The effect of violence and competition within video games on aggression.” Computers in Human Behavior 99 2019: 22–27.
Ferguson, Christopher J., et al. “Video games, frustration, violence, and virtual reality: Two studies.” British Journal of social psychology 61.1 2022: 83–99.
Goodson, Simon, et al. “Violent video games and the P300: no evidence to support the neural desensitization hypothesis.” Cyberpsychology, Behavior, and Social Networking 24.1 2021: 48–55.
Lai, Carlo, et al. “Violence in video games produces a lower activation of limbic and temporal areas in response to social inclusion images.” Cognitive, Affective, & Behavioral Neuroscience 19 2019: 898–909.
Suziedelyte, Agne. “Is it only a game? Video games and violence.” Journal of Economic Behavior & Organization 188 2021: 105–125.