As video games continue to become one of the most popular forms
of modern entertainment, questions have arisen over whether some games depicting
extreme violence may entice cruelty in younger generations. However, the answer
is not clear-cut. While opponents of violent video game bans argue that they
have the same impact as violent movies or books, there are still concerns that
they may cause young people to become violent.
It is worth noting that more than half of the best-selling video games on the
market contain some form of violence, such as Grand Theft Auto, Call of Duty,
Battlefield, Cyberpunk, Dying Light, and Hitman. Many people have blamed these
games for school shootings, increased rates of bullying, and violence against
women. Claims have been made that playing these games desensitizes players to
violence and teaches that cruelty and aggression are acceptable ways of
resolving conflicts. Some studies have also shown a positive relationship
between playing violent video games and increased aggressive and lower prosocial
behaviors.
However, the majority of studies pointing to the association between violent
video games and cruel behaviors are outdated or have been conducted in a
laboratory setting, which does not necessarily predict real-world violence or
criminal behavior. Additionally, publication bias related to violent games
research has been reported, suggesting a policy-enticed interest in showing
evidence for the association. Changes in human behavior due to playing video
games are nuanced and complicated, requiring variation for subjects' individual
factors, such as social influences, personality, as well as peer and parent
relationships.
Research must include a person-centered approach to study the correlation
between the exposure to violent video games and players’ criminal or aggressive
behaviors. A person-centered study accounts for heterogeneity, making groups
among individuals who share similar personal and social characteristics.
Researchers found a variation in the trajectories of violent video game play,
with waves of increased violence coming and going throughout the years. Some
participants played cruel video games to cope with depressive symptoms, but
increased violence due to playing video games occurred in association with
external factors that go beyond the mere exposure to images of cruelty.
There is evidence showing that the use of particular social networking sites was
positively associated with the dissemination of hate materials on the Internet.
In contrast to expectations, the use of first-person shooter games had the
tendency to decrease the likelihood of producing such materials. The findings
imply that violent video games are used rather as an outlet for aggression and
not as a precursor.
Finally, another problem with banning violent video games is constitutional. In
2011, the Supreme Court concluded that the First Amendment protected video
games. They must be categorized as a form of art that communicates ideas through
storytelling and allows players to interact with virtual reality. Because of
this, they should be protected just like any other form of speech or expression.
Therefore, it is illustrative that the Supreme Court struck down the California
law that banned the sale of violent video games to minors. Such decisions
suggest that the impact of violent video games on young people's behavior is not
a simple black-and-white issue. The evidence for the link between violent video
games and real-world violence is not conclusive, and there are many other
factors that contribute to the problem of violent behavior. |