October 2, 2018

Do Violent Video Games Trigger Aggression?

A study tries to find whether slaughtering zombies with a virtual assault weapon translates into misbehavior when a teenager returns to reality

By Melinda Wenner Moyer

essay on video game violence

Getty Images

Intuitively, it makes sense Splatterhouse and Postal 2 would serve as virtual training sessions for teens, encouraging them to act out in ways that mimic game-related violence. But many studies have failed to find a clear connection between violent game play and belligerent behavior, and the controversy over whether the shoot-‘em-up world transfers to real life has persisted for years. A new study published on October 1 in Proceedings of the National Academy of Sciences tries to resolve the controversy by weighing the findings of two dozen studies on the topic.

The meta-analysis does tie violent video games to a small increase in physical aggression among adolescents and preteens. Yet debate is by no means over. Whereas the analysis was undertaken to help settle the science on the issue, researchers still disagree on the real-world significance of the findings.

This new analysis attempted to navigate through the minefield of conflicting research. Many studies find gaming associated with increases in aggression, but others identify no such link. A small but vocal cadre of researchers have argued much of the work implicating video games has serious flaws in that, among other things, it measures the frequency of aggressive thoughts or language rather than physically aggressive behaviors like hitting or pushing, which have more real-world relevance.

On supporting science journalism

If you're enjoying this article, consider supporting our award-winning journalism by subscribing . By purchasing a subscription you are helping to ensure the future of impactful stories about the discoveries and ideas shaping our world today.

Jay Hull, a social psychologist at Dartmouth College and a co-author on the new paper, has never been convinced by the critiques that have disparaged purported ties between gaming and aggression. “I just kept reading, over and over again, [these] criticisms of the literature and going, ‘that’s just not true,’” he says. So he and his colleagues designed the new meta-analysis to address these criticisms head-on and determine if they had merit.

Hull and colleagues pooled data from 24 studies that had been selected to avoid some of the criticisms leveled at earlier work. They only included research that measured the relationship between violent video game use and overt physical aggression. They also limited their analysis to studies that statistically controlled for several factors that could influence the relationship between gaming and subsequent behavior, such as age and baseline aggressive behavior.

Even with these constraints, their analysis found kids who played violent video games did become more aggressive over time. But the changes in behavior were not big. “According to traditional ways of looking at these numbers, it’s not a large effect—I would say it’s relatively small,” he says. But it’s “statistically reliable—it’s not by chance and not inconsequential.”

Their findings mesh with a 2015 literature review conducted by the American Psychological Association, which concluded violent video games worsen aggressive behavior in older children, adolescents and young adults. Together, Hull’s meta-analysis and the APA report help give clarity to the existing body of research, says Douglas Gentile, a developmental psychologist at Iowa State University who was not involved in conducting the meta-analysis. “Media violence is one risk factor for aggression,” he says. “It's not the biggest, it’s also not the smallest, but it’s worth paying attention to.”

Yet researchers who have been critical of links between games and violence contend Hull’s meta-analysis does not settle the issue. “They don’t find much. They just try to make it sound like they do,” says Christopher Ferguson, a psychologist at Stetson University in Florida, who has published papers questioning the link between violent video games and aggression.

Ferguson argues the degree to which video game use increases aggression in Hull’s analysis—what is known in psychology as the estimated “effect size”—is so small as to be essentially meaningless. After statistically controlling for several other factors, the meta-analysis reported an effect size of 0.08, which suggests that violent video games account for less than one percent of the variation in aggressive behavior among U.S. teens and pre-teens—if, in fact, there is a cause-and effect relationship between game play and hostile actions. It may instead be that the relationship between gaming and aggression is a statistical artifact caused by lingering flaws in study design, Ferguson says.  

Johannes Breuer, a psychologist at GESIS–Leibniz Institute for the Social Sciences in Germany, agrees, noting that according to “a common rule of thumb in psychological research,” effect sizes below 0.1 are “considered trivial.” He adds meta-analyses are only as valid as the studies included in them, and that work on the issue has been plagued by methodological problems. For one thing, studies vary in terms of the criteria they use to determine if a video game is violent or not. By some measures, the Super Mario Bros. games would be considered violent, but by others not. Studies, too, often rely on subjects self-reporting their own aggressive acts, and they may not do so accurately. “All of this is not to say that the results of this meta-analysis are not valid,” he says. “But things like this need to be kept in mind when interpreting the findings and discussing their meaning.”

Hull says, however, that the effect size his team found still has real-world significance. An analysis of one of his earlier studies, which reported a similar estimated effect size of 0.083, found playing violent video games was linked with almost double the risk that kids would be sent to the school principal’s office for fighting. The study began by taking a group of children who hadn’t been dispatched to the principal in the previous month and then tracked them for a subsequent eight months. It found 4.8 percent of kids who reported only rarely playing violent video games were sent to the principal’s office at least once during that period compared with 9 percent who reported playing violent video games frequently. Hull theorizes violent games help kids become more comfortable with taking risks and engaging in abnormal behavior. “Their sense of right and wrong is being warped,” he notes.

Hull and his colleagues also found evidence ethnicity shapes the relationship between violent video games and aggression. White players seem more susceptible to the games' putative effects on behavior than do Hispanic and Asian players. Hull isn’t sure why, but he suspects the games' varying impact relates to how much kids are influenced by the norms of American culture, which, he says, are rooted in rugged individualism and a warriorlike mentality that may incite video game players to identify with aggressors rather than victims. It might “dampen sympathy toward their virtual victims,” he and his co-authors wrote, “with consequences for their values and behavior outside the game.”

Social scientists will, no doubt, continue to debate the psychological impacts of killing within the confines of interactive games. In a follow-up paper Hull says he plans to tackle the issue of the real-world significance of violent game play, and hopes it adds additional clarity. “It’s a knotty issue,” he notes—and it’s an open question whether research will ever quell the controversy.

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
  • Advanced Search
  • Journal List
  • Wiley-Blackwell Online Open

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

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 ]

Thank you for visiting nature.com. You are using a browser version with limited support for CSS. To obtain the best experience, we recommend you use a more up to date browser (or turn off compatibility mode in Internet Explorer). In the meantime, to ensure continued support, we are displaying the site without styles and JavaScript.

  • View all journals
  • My Account Login
  • Explore content
  • About the journal
  • Publish with us
  • Sign up for alerts
  • Open access
  • Published: 13 March 2018

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

  • Simone KĂŒhn 1 , 2 ,
  • Dimitrij Tycho Kugler 2 ,
  • Katharina Schmalen 1 ,
  • Markus Weichenberger 1 ,
  • Charlotte Witt 1 &
  • JĂŒrgen Gallinat 2  

Molecular Psychiatry volume  24 ,  pages 1220–1234 ( 2019 ) Cite this article

538k Accesses

102 Citations

2356 Altmetric

Metrics details

  • Neuroscience

It is a widespread concern that violent video games promote aggression, reduce pro-social behaviour, increase impulsivity and interfere with cognition as well as mood in its players. Previous experimental studies have focussed on short-term effects of violent video gameplay on aggression, yet there are reasons to believe that these effects are mostly the result of priming. In contrast, the present study is the first to investigate the effects of long-term violent video gameplay using a large battery of tests spanning questionnaires, behavioural measures of aggression, sexist attitudes, empathy and interpersonal competencies, impulsivity-related constructs (such as sensation seeking, boredom proneness, risk taking, delay discounting), mental health (depressivity, anxiety) as well as executive control functions, before and after 2 months of gameplay. Our participants played the violent video game Grand Theft Auto V, the non-violent video game The Sims 3 or no game at all for 2 months on a daily basis. No significant changes were observed, neither when comparing the group playing a violent video game to a group playing a non-violent game, nor to a passive control group. Also, no effects were observed between baseline and posttest directly after the intervention, nor between baseline and a follow-up assessment 2 months after the intervention period had ended. The present results thus provide strong evidence against the frequently debated negative effects of playing violent video games in adults and will therefore help to communicate a more realistic scientific perspective on the effects of violent video gaming.

The concern that violent video games may promote aggression or reduce empathy in its players is pervasive and given the popularity of these games their psychological impact is an urgent issue for society at large. Contrary to the custom, this topic has also been passionately debated in the scientific literature. One research camp has strongly argued that violent video games increase aggression in its players [ 1 , 2 ], whereas the other camp [ 3 , 4 ] repeatedly concluded that the effects are minimal at best, if not absent. Importantly, it appears that these fundamental inconsistencies cannot be attributed to differences in research methodology since even meta-analyses, with the goal to integrate the results of all prior studies on the topic of aggression caused by video games led to disparate conclusions [ 2 , 3 ]. These meta-analyses had a strong focus on children, and one of them [ 2 ] reported a marginal age effect suggesting that children might be even more susceptible to violent video game effects.

To unravel this topic of research, we designed a randomised controlled trial on adults to draw causal conclusions on the influence of video games on aggression. At present, almost all experimental studies targeting the effects of violent video games on aggression and/or empathy focussed on the effects of short-term video gameplay. In these studies the duration for which participants were instructed to play the games ranged from 4 min to maximally 2 h (mean = 22 min, median = 15 min, when considering all experimental studies reviewed in two of the recent major meta-analyses in the field [ 3 , 5 ]) and most frequently the effects of video gaming have been tested directly after gameplay.

It has been suggested that the effects of studies focussing on consequences of short-term video gameplay (mostly conducted on college student populations) are mainly the result of priming effects, meaning that exposure to violent content increases the accessibility of aggressive thoughts and affect when participants are in the immediate situation [ 6 ]. However, above and beyond this the General Aggression Model (GAM, [ 7 ]) assumes that repeatedly primed thoughts and feelings influence the perception of ongoing events and therewith elicits aggressive behaviour as a long-term effect. We think that priming effects are interesting and worthwhile exploring, but in contrast to the notion of the GAM our reading of the literature is that priming effects are short-lived (suggested to only last for <5 min and may potentially reverse after that time [ 8 ]). Priming effects should therefore only play a role in very close temporal proximity to gameplay. Moreover, there are a multitude of studies on college students that have failed to replicate priming effects [ 9 , 10 , 11 ] and associated predictions of the so-called GAM such as a desensitisation against violent content [ 12 , 13 , 14 ] in adolescents and college students or a decrease of empathy [ 15 ] and pro-social behaviour [ 16 , 17 ] as a result of playing violent video games.

However, in our view the question that society is actually interested in is not: “Are people more aggressive after having played violent video games for a few minutes? And are these people more aggressive minutes after gameplay ended?”, but rather “What are the effects of frequent, habitual violent video game playing? And for how long do these effects persist (not in the range of minutes but rather weeks and months)?” For this reason studies are needed in which participants are trained over longer periods of time, tested after a longer delay after acute playing and tested with broader batteries assessing aggression but also other relevant domains such as empathy as well as mood and cognition. Moreover, long-term follow-up assessments are needed to demonstrate long-term effects of frequent violent video gameplay. To fill this gap, we set out to expose adult participants to two different types of video games for a period of 2 months and investigate changes in measures of various constructs of interest at least one day after the last gaming session and test them once more 2 months after the end of the gameplay intervention. In contrast to the GAM, we hypothesised no increases of aggression or decreases in pro-social behaviour even after long-term exposure to a violent video game due to our reasoning that priming effects of violent video games are short-lived and should therefore not influence measures of aggression if they are not measured directly after acute gaming. In the present study, we assessed potential changes in the following domains: behavioural as well as questionnaire measures of aggression, empathy and interpersonal competencies, impulsivity-related constructs (such as sensation seeking, boredom proneness, risk taking, delay discounting), and depressivity and anxiety as well as executive control functions. As the effects on aggression and pro-social behaviour were the core targets of the present study, we implemented multiple tests for these domains. This broad range of domains with its wide coverage and the longitudinal nature of the study design enabled us to draw more general conclusions regarding the causal effects of violent video games.

Materials and methods

Participants.

Ninety healthy participants (mean age = 28 years, SD = 7.3, range: 18–45, 48 females) were recruited by means of flyers and internet advertisements. The sample consisted of college students as well as of participants from the general community. The advertisement mentioned that we were recruiting for a longitudinal study on video gaming, but did not mention that we would offer an intervention or that we were expecting training effects. Participants were randomly assigned to the three groups ruling out self-selection effects. The sample size was based on estimates from a previous study with a similar design [ 18 ]. After complete description of the study, the participants’ informed written consent was obtained. The local ethics committee of the CharitĂ© University Clinic, Germany, approved of the study. We included participants that reported little, preferably no video game usage in the past 6 months (none of the participants ever played the game Grand Theft Auto V (GTA) or Sims 3 in any of its versions before). We excluded participants with psychological or neurological problems. The participants received financial compensation for the testing sessions (200 Euros) and performance-dependent additional payment for two behavioural tasks detailed below, but received no money for the training itself.

Training procedure

The violent video game group (5 participants dropped out between pre- and posttest, resulting in a group of n  = 25, mean age = 26.6 years, SD = 6.0, 14 females) played the game Grand Theft Auto V on a Playstation 3 console over a period of 8 weeks. The active control group played the non-violent video game Sims 3 on the same console (6 participants dropped out, resulting in a group of n  = 24, mean age = 25.8 years, SD = 6.8, 12 females). The passive control group (2 participants dropped out, resulting in a group of n  = 28, mean age = 30.9 years, SD = 8.4, 12 females) was not given a gaming console and had no task but underwent the same testing procedure as the two other groups. The passive control group was not aware of the fact that they were part of a control group to prevent self-training attempts. The experimenters testing the participants were blind to group membership, but we were unable to prevent participants from talking about the game during testing, which in some cases lead to an unblinding of experimental condition. Both training groups were instructed to play the game for at least 30 min a day. Participants were only reimbursed for the sessions in which they came to the lab. Our previous research suggests that the perceived fun in gaming was positively associated with training outcome [ 18 ] and we speculated that enforcing training sessions through payment would impair motivation and thus diminish the potential effect of the intervention. Participants underwent a testing session before (baseline) and after the training period of 2 months (posttest 1) as well as a follow-up testing sessions 2 months after the training period (posttest 2).

Grand Theft Auto V (GTA)

GTA is an action-adventure video game situated in a fictional highly violent game world in which players are rewarded for their use of violence as a means to advance in the game. The single-player story follows three criminals and their efforts to commit heists while under pressure from a government agency. The gameplay focuses on an open world (sandbox game) where the player can choose between different behaviours. The game also allows the player to engage in various side activities, such as action-adventure, driving, third-person shooting, occasional role-playing, stealth and racing elements. The open world design lets players freely roam around the fictional world so that gamers could in principle decide not to commit violent acts.

The Sims 3 (Sims)

Sims is a life simulation game and also classified as a sandbox game because it lacks clearly defined goals. The player creates virtual individuals called “Sims”, and customises their appearance, their personalities and places them in a home, directs their moods, satisfies their desires and accompanies them in their daily activities and by becoming part of a social network. It offers opportunities, which the player may choose to pursue or to refuse, similar as GTA but is generally considered as a pro-social and clearly non-violent game.

Assessment battery

To assess aggression and associated constructs we used the following questionnaires: Buss–Perry Aggression Questionnaire [ 19 ], State Hostility Scale [ 20 ], Updated Illinois Rape Myth Acceptance Scale [ 21 , 22 ], Moral Disengagement Scale [ 23 , 24 ], the Rosenzweig Picture Frustration Test [ 25 , 26 ] and a so-called World View Measure [ 27 ]. All of these measures have previously been used in research investigating the effects of violent video gameplay, however, the first two most prominently. Additionally, behavioural measures of aggression were used: a Word Completion Task, a Lexical Decision Task [ 28 ] and the Delay frustration task [ 29 ] (an inter-correlation matrix is depicted in Supplementary Figure 1 1). From these behavioural measures, the first two were previously used in research on the effects of violent video gameplay. To assess variables that have been related to the construct of impulsivity, we used the Brief Sensation Seeking Scale [ 30 ] and the Boredom Propensity Scale [ 31 ] as well as tasks assessing risk taking and delay discounting behaviourally, namely the Balloon Analogue Risk Task [ 32 ] and a Delay-Discounting Task [ 33 ]. To quantify pro-social behaviour, we employed: Interpersonal Reactivity Index [ 34 ] (frequently used in research on the effects of violent video gameplay), Balanced Emotional Empathy Scale [ 35 ], Reading the Mind in the Eyes test [ 36 ], Interpersonal Competence Questionnaire [ 37 ] and Richardson Conflict Response Questionnaire [ 38 ]. To assess depressivity and anxiety, which has previously been associated with intense video game playing [ 39 ], we used Beck Depression Inventory [ 40 ] and State Trait Anxiety Inventory [ 41 ]. To characterise executive control function, we used a Stop Signal Task [ 42 ], a Multi-Source Interference Task [ 43 ] and a Task Switching Task [ 44 ] which have all been previously used to assess effects of video gameplay. More details on all instruments used can be found in the Supplementary Material.

Data analysis

On the basis of the research question whether violent video game playing enhances aggression and reduces empathy, the focus of the present analysis was on time by group interactions. We conducted these interaction analyses separately, comparing the violent video game group against the active control group (GTA vs. Sims) and separately against the passive control group (GTA vs. Controls) that did not receive any intervention and separately for the potential changes during the intervention period (baseline vs. posttest 1) and to test for potential long-term changes (baseline vs. posttest 2). We employed classical frequentist statistics running a repeated-measures ANOVA controlling for the covariates sex and age.

Since we collected 52 separate outcome variables and conduced four different tests with each (GTA vs. Sims, GTA vs. Controls, crossed with baseline vs. posttest 1, baseline vs. posttest 2), we had to conduct 52 × 4 = 208 frequentist statistical tests. Setting the alpha value to 0.05 means that by pure chance about 10.4 analyses should become significant. To account for this multiple testing problem and the associated alpha inflation, we conducted a Bonferroni correction. According to Bonferroni, the critical value for the entire set of n tests is set to an alpha value of 0.05 by taking alpha/ n  = 0.00024.

Since the Bonferroni correction has sometimes been criticised as overly conservative, we conducted false discovery rate (FDR) correction [ 45 ]. FDR correction also determines adjusted p -values for each test, however, it controls only for the number of false discoveries in those tests that result in a discovery (namely a significant result).

Moreover, we tested for group differences at the baseline assessment using independent t -tests, since those may hamper the interpretation of significant interactions between group and time that we were primarily interested in.

Since the frequentist framework does not enable to evaluate whether the observed null effect of the hypothesised interaction is indicative of the absence of a relation between violent video gaming and our dependent variables, the amount of evidence in favour of the null hypothesis has been tested using a Bayesian framework. Within the Bayesian framework both the evidence in favour of the null and the alternative hypothesis are directly computed based on the observed data, giving rise to the possibility of comparing the two. We conducted Bayesian repeated-measures ANOVAs comparing the model in favour of the null and the model in favour of the alternative hypothesis resulting in a Bayes factor (BF) using Bayesian Information criteria [ 46 ]. The BF 01 suggests how much more likely the data is to occur under the null hypothesis. All analyses were performed using the JASP software package ( https://jasp-stats.org ).

Sex distribution in the present study did not differ across the groups ( χ 2 p -value > 0.414). However, due to the fact that differences between males and females have been observed in terms of aggression and empathy [ 47 ], we present analyses controlling for sex. Since our random assignment to the three groups did result in significant age differences between groups, with the passive control group being significantly older than the GTA ( t (51) = −2.10, p  = 0.041) and the Sims group ( t (50) = −2.38, p  = 0.021), we also controlled for age.

The participants in the violent video game group played on average 35 h and the non-violent video game group 32 h spread out across the 8 weeks interval (with no significant group difference p  = 0.48).

To test whether participants assigned to the violent GTA game show emotional, cognitive and behavioural changes, we present the results of repeated-measure ANOVA time x group interaction analyses separately for GTA vs. Sims and GTA vs. Controls (Tables  1 – 3 ). Moreover, we split the analyses according to the time domain into effects from baseline assessment to posttest 1 (Table  2 ) and effects from baseline assessment to posttest 2 (Table  3 ) to capture more long-lasting or evolving effects. In addition to the statistical test values, we report partial omega squared ( ω 2 ) as an effect size measure. Next to the classical frequentist statistics, we report the results of a Bayesian statistical approach, namely BF 01 , the likelihood with which the data is to occur under the null hypothesis that there is no significant time × group interaction. In Table  2 , we report the presence of significant group differences at baseline in the right most column.

Since we conducted 208 separate frequentist tests we expected 10.4 significant effects simply by chance when setting the alpha value to 0.05. In fact we found only eight significant time × group interactions (these are marked with an asterisk in Tables  2 and 3 ).

When applying a conservative Bonferroni correction, none of those tests survive the corrected threshold of p  < 0.00024. Neither does any test survive the more lenient FDR correction. The arithmetic mean of the frequentist test statistics likewise shows that on average no significant effect was found (bottom rows in Tables  2 and 3 ).

In line with the findings from a frequentist approach, the harmonic mean of the Bayesian factor BF 01 is consistently above one but not very far from one. This likewise suggests that there is very likely no interaction between group × time and therewith no detrimental effects of the violent video game GTA in the domains tested. The evidence in favour of the null hypothesis based on the Bayes factor is not massive, but clearly above 1. Some of the harmonic means are above 1.6 and constitute substantial evidence [ 48 ]. However, the harmonic mean has been criticised as unstable. Owing to the fact that the sum is dominated by occasional small terms in the likelihood, one may underestimate the actual evidence in favour of the null hypothesis [ 49 ].

To test the sensitivity of the present study to detect relevant effects we computed the effect size that we would have been able to detect. The information we used consisted of alpha error probability = 0.05, power = 0.95, our sample size, number of groups and of measurement occasions and correlation between the repeated measures at posttest 1 and posttest 2 (average r  = 0.68). According to G*Power [ 50 ], we could detect small effect sizes of f  = 0.16 (equals η 2  = 0.025 and r  = 0.16) in each separate test. When accounting for the conservative Bonferroni-corrected p -value of 0.00024, still a medium effect size of f  = 0.23 (equals η 2  = 0.05 and r  = 0.22) would have been detectable. A meta-analysis by Anderson [ 2 ] reported an average effects size of r  = 0.18 for experimental studies testing for aggressive behaviour and another by Greitmeyer [ 5 ] reported average effect sizes of r  = 0.19, 0.25 and 0.17 for effects of violent games on aggressive behaviour, cognition and affect, all of which should have been detectable at least before multiple test correction.

Within the scope of the present study we tested the potential effects of playing the violent video game GTA V for 2 months against an active control group that played the non-violent, rather pro-social life simulation game The Sims 3 and a passive control group. Participants were tested before and after the long-term intervention and at a follow-up appointment 2 months later. Although we used a comprehensive test battery consisting of questionnaires and computerised behavioural tests assessing aggression, impulsivity-related constructs, mood, anxiety, empathy, interpersonal competencies and executive control functions, we did not find relevant negative effects in response to violent video game playing. In fact, only three tests of the 208 statistical tests performed showed a significant interaction pattern that would be in line with this hypothesis. Since at least ten significant effects would be expected purely by chance, we conclude that there were no detrimental effects of violent video gameplay.

This finding stands in contrast to some experimental studies, in which short-term effects of violent video game exposure have been investigated and where increases in aggressive thoughts and affect as well as decreases in helping behaviour have been observed [ 1 ]. However, these effects of violent video gaming on aggressiveness—if present at all (see above)—seem to be rather short-lived, potentially lasting <15 min [ 8 , 51 ]. In addition, these short-term effects of video gaming are far from consistent as multiple studies fail to demonstrate or replicate them [ 16 , 17 ]. This may in part be due to problems, that are very prominent in this field of research, namely that the outcome measures of aggression and pro-social behaviour, are poorly standardised, do not easily generalise to real-life behaviour and may have lead to selective reporting of the results [ 3 ]. We tried to address these concerns by including a large set of outcome measures that were mostly inspired by previous studies demonstrating effects of short-term violent video gameplay on aggressive behaviour and thoughts, that we report exhaustively.

Since effects observed only for a few minutes after short sessions of video gaming are not representative of what society at large is actually interested in, namely how habitual violent video gameplay affects behaviour on a more long-term basis, studies employing longer training intervals are highly relevant. Two previous studies have employed longer training intervals. In an online study, participants with a broad age range (14–68 years) have been trained in a violent video game for 4 weeks [ 52 ]. In comparison to a passive control group no changes were observed, neither in aggression-related beliefs, nor in aggressive social interactions assessed by means of two questions. In a more recent study, participants played a previous version of GTA for 12 h spread across 3 weeks [ 53 ]. Participants were compared to a passive control group using the Buss–Perry aggression questionnaire, a questionnaire assessing impulsive or reactive aggression, attitude towards violence, and empathy. The authors only report a limited increase in pro-violent attitude. Unfortunately, this study only assessed posttest measures, which precludes the assessment of actual changes caused by the game intervention.

The present study goes beyond these studies by showing that 2 months of violent video gameplay does neither lead to any significant negative effects in a broad assessment battery administered directly after the intervention nor at a follow-up assessment 2 months after the intervention. The fact that we assessed multiple domains, not finding an effect in any of them, makes the present study the most comprehensive in the field. Our battery included self-report instruments on aggression (Buss–Perry aggression questionnaire, State Hostility scale, Illinois Rape Myth Acceptance scale, Moral Disengagement scale, World View Measure and Rosenzweig Picture Frustration test) as well as computer-based tests measuring aggressive behaviour such as the delay frustration task and measuring the availability of aggressive words using the word completion test and a lexical decision task. Moreover, we assessed impulse-related concepts such as sensation seeking, boredom proneness and associated behavioural measures such as the computerised Balloon analogue risk task, and delay discounting. Four scales assessing empathy and interpersonal competence scales, including the reading the mind in the eyes test revealed no effects of violent video gameplay. Neither did we find any effects on depressivity (Becks depression inventory) nor anxiety measured as a state as well as a trait. This is an important point, since several studies reported higher rates of depressivity and anxiety in populations of habitual video gamers [ 54 , 55 ]. Last but not least, our results revealed also no substantial changes in executive control tasks performance, neither in the Stop signal task, the Multi-source interference task or a Task switching task. Previous studies have shown higher performance of habitual action video gamers in executive tasks such as task switching [ 56 , 57 , 58 ] and another study suggests that training with action video games improves task performance that relates to executive functions [ 59 ], however, these associations were not confirmed by a meta-analysis in the field [ 60 ]. The absence of changes in the stop signal task fits well with previous studies that likewise revealed no difference between in habitual action video gamers and controls in terms of action inhibition [ 61 , 62 ]. Although GTA does not qualify as a classical first-person shooter as most of the previously tested action video games, it is classified as an action-adventure game and shares multiple features with those action video games previously related to increases in executive function, including the need for hand–eye coordination and fast reaction times.

Taken together, the findings of the present study show that an extensive game intervention over the course of 2 months did not reveal any specific changes in aggression, empathy, interpersonal competencies, impulsivity-related constructs, depressivity, anxiety or executive control functions; neither in comparison to an active control group that played a non-violent video game nor to a passive control group. We observed no effects when comparing a baseline and a post-training assessment, nor when focussing on more long-term effects between baseline and a follow-up interval 2 months after the participants stopped training. To our knowledge, the present study employed the most comprehensive test battery spanning a multitude of domains in which changes due to violent video games may have been expected. Therefore the present results provide strong evidence against the frequently debated negative effects of playing violent video games. This debate has mostly been informed by studies showing short-term effects of violent video games when tests were administered immediately after a short playtime of a few minutes; effects that may in large be caused by short-lived priming effects that vanish after minutes. The presented results will therefore help to communicate a more realistic scientific perspective of the real-life effects of violent video gaming. However, future research is needed to demonstrate the absence of effects of violent video gameplay in children.

Anderson CA, Bushman BJ. Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: a meta-analytic review of the scientific literature. Psychol Sci. 2001;12:353–9.

Article   CAS   Google Scholar  

Anderson CA, Shibuya A, Ihori N, Swing EL, Bushman BJ, Sakamoto A, et al. Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: a meta-analytic review. Psychol Bull. 2010;136:151–73.

Article   Google Scholar  

Ferguson CJ. Do angry birds make for angry children? A meta-analysis of video game influences on children’s and adolescents’ aggression, mental health, prosocial behavior, and academic performance. Perspect Psychol Sci. 2015;10:646–66.

Ferguson CJ, Kilburn J. Much ado about nothing: the misestimation and overinterpretation of violent video game effects in eastern and western nations: comment on Anderson et al. (2010). Psychol Bull. 2010;136:174–8.

Greitemeyer T, Mugge DO. Video games do affect social outcomes: a meta-analytic review of the effects of violent and prosocial video game play. Pers Soc Psychol Bull. 2014;40:578–89.

Anderson CA, Carnagey NL, Eubanks J. Exposure to violent media: The effects of songs with violent lyrics on aggressive thoughts and feelings. J Pers Soc Psychol. 2003;84:960–71.

DeWall CN, Anderson CA, Bushman BJ. The general aggression model: theoretical extensions to violence. Psychol Violence. 2011;1:245–58.

Sestire MA, Bartholow BD. Violent and non-violent video games produce opposing effects on aggressive and prosocial outcomes. J Exp Soc Psychol. 2010;46:934–42.

Kneer J, Elson M, Knapp F. Fight fire with rainbows: The effects of displayed violence, difficulty, and performance in digital games on affect, aggression, and physiological arousal. Comput Hum Behav. 2016;54:142–8.

Kneer J, Glock S, Beskes S, Bente G. Are digital games perceived as fun or danger? Supporting and suppressing different game-related concepts. Cyber Beh Soc N. 2012;15:604–9.

Sauer JD, Drummond A, Nova N. Violent video games: the effects of narrative context and reward structure on in-game and postgame aggression. J Exp Psychol Appl. 2015;21:205–14.

Ballard M, Visser K, Jocoy K. Social context and video game play: impact on cardiovascular and affective responses. Mass Commun Soc. 2012;15:875–98.

Read GL, Ballard M, Emery LJ, Bazzini DG. Examining desensitization using facial electromyography: violent video games, gender, and affective responding. Comput Hum Behav. 2016;62:201–11.

Szycik GR, Mohammadi B, Hake M, Kneer J, Samii A, Munte TF, et al. Excessive users of violent video games do not show emotional desensitization: an fMRI study. Brain Imaging Behav. 2017;11:736–43.

Szycik GR, Mohammadi B, Munte TF, Te Wildt BT. Lack of evidence that neural empathic responses are blunted in excessive users of violent video games: an fMRI study. Front Psychol. 2017;8:174.

Tear MJ, Nielsen M. Failure to demonstrate that playing violent video games diminishes prosocial behavior. PLoS ONE. 2013;8:e68382.

Tear MJ, Nielsen M. Video games and prosocial behavior: a study of the effects of non-violent, violent and ultra-violent gameplay. Comput Hum Behav. 2014;41:8–13.

KĂŒhn S, Gleich T, Lorenz RC, Lindenberger U, Gallinat J. Playing super Mario induces structural brain plasticity: gray matter changes resulting from training with a commercial video game. Mol Psychiatry. 2014;19:265–71.

Buss AH, Perry M. The aggression questionnaire. J Pers Soc Psychol. 1992;63:452.

Anderson CA, Deuser WE, DeNeve KM. Hot temperatures, hostile affect, hostile cognition, and arousal: Tests of a general model of affective aggression. Pers Soc Psychol Bull. 1995;21:434–48.

Payne DL, Lonsway KA, Fitzgerald LF. Rape myth acceptance: exploration of its structure and its measurement using the illinois rape myth acceptance scale. J Res Pers. 1999;33:27–68.

McMahon S, Farmer GL. An updated measure for assessing subtle rape myths. Social Work Res. 2011; 35:71–81.

Detert JR, Trevino LK, Sweitzer VL. Moral disengagement in ethical decision making: a study of antecedents and outcomes. J Appl Psychol. 2008;93:374–91.

Bandura A, Barbaranelli C, Caprara G, Pastorelli C. Mechanisms of moral disengagement in the exercise of moral agency. J Pers Soc Psychol. 1996;71:364–74.

Rosenzweig S. The picture-association method and its application in a study of reactions to frustration. J Pers. 1945;14:23.

Hörmann H, Moog W, Der Rosenzweig P-F. Test fĂŒr Erwachsene deutsche Bearbeitung. Göttingen: Hogrefe; 1957.

Anderson CA, Dill KE. Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. J Pers Soc Psychol. 2000;78:772–90.

Przybylski AK, Deci EL, Rigby CS, Ryan RM. Competence-impeding electronic games and players’ aggressive feelings, thoughts, and behaviors. J Pers Soc Psychol. 2014;106:441.

Bitsakou P, Antrop I, Wiersema JR, Sonuga-Barke EJ. Probing the limits of delay intolerance: preliminary young adult data from the Delay Frustration Task (DeFT). J Neurosci Methods. 2006;151:38–44.

Hoyle RH, Stephenson MT, Palmgreen P, Lorch EP, Donohew RL. Reliability and validity of a brief measure of sensation seeking. Pers Individ Dif. 2002;32:401–14.

Farmer R, Sundberg ND. Boredom proneness: the development and correlates of a new scale. J Pers Assess. 1986;50:4–17.

Lejuez CW, Read JP, Kahler CW, Richards JB, Ramsey SE, Stuart GL, et al. Evaluation of a behavioral measure of risk taking: the Balloon Analogue Risk Task (BART). J Exp Psychol Appl. 2002;8:75–84.

Richards JB, Zhang L, Mitchell SH, de Wit H. Delay or probability discounting in a model of impulsive behavior: effect of alcohol. J Exp Anal Behav. 1999;71:121–43.

Davis MH. A multidimensional approach to individual differences in empathy. JSAS Cat Sel Doc Psychol. 1980;10:85.

Google Scholar  

Mehrabian A. Manual for the Balanced Emotional Empathy Scale (BEES). (Available from Albert Mehrabian, 1130 Alta Mesa Road, Monterey, CA, USA 93940); 1996.

Baron-Cohen S, Wheelwright S, Hill J, Raste Y, Plumb I. The “Reading the Mind in the Eyes” Test revised version: A study with normal adults, and adults with Asperger syndrome or high-functioning autism. J Child Psychol Psychiatry. 2001;42:241–51.

Buhrmester D, Furman W, Reis H, Wittenberg MT. Five domains of interpersonal competence in peer relations. J Pers Soc Psychol. 1988;55:991–1008.

Richardson DR, Green LR, Lago T. The relationship between perspective-taking and non-aggressive responding in the face of an attack. J Pers. 1998;66:235–56.

Maras D, Flament MF, Murray M, Buchholz A, Henderson KA, Obeid N, et al. Screen time is associated with depression and anxiety in Canadian youth. Prev Med. 2015;73:133–8.

Hautzinger M, Bailer M, Worall H, Keller F. Beck-Depressions-Inventar (BDI). Beck-Depressions-Inventar (BDI): Testhandbuch der deutschen Ausgabe. Bern: Huber; 1995.

Spielberger CD, Spielberger CD, Sydeman SJ, Sydeman SJ, Owen AE, Owen AE, et al. Measuring anxiety and anger with the State-Trait Anxiety Inventory (STAI) and the State-Trait Anger Expression Inventory (STAXI). Mahwah, NJ: Lawrence Erlbaum Associates Publishers; 1999.

Lorenz RC, Gleich T, Buchert R, Schlagenhauf F, Kuhn S, Gallinat J. Interactions between glutamate, dopamine, and the neuronal signature of response inhibition in the human striatum. Hum Brain Mapp. 2015;36:4031–40.

Bush G, Shin LM. The multi-source interference task: an fMRI task that reliably activates the cingulo-frontal-parietal cognitive/attention network. Nat Protoc. 2006;1:308–13.

King JA, Colla M, Brass M, Heuser I, von Cramon D. Inefficient cognitive control in adult ADHD: evidence from trial-by-trial Stroop test and cued task switching performance. Behav Brain Funct. 2007;3:42.

Benjamini Y, Hochberg Y. Controlling the false discovery rate: a practical and powerful approach to multiple testing. J R Stat Soc. 1995;57:289–300.

Wagenmakers E-J. A practical solution to the pervasive problems of p values. Psychon Bull Rev. 2007;14:779–804.

Hay DF. The gradual emergence of sex differences in aggression: alternative hypotheses. Psychol Med. 2007;37:1527–37.

Jeffreys H. The Theory of Probability. Oxford: Clarendon Press; 1961.

Raftery AE, Newton MA, Satagopan YM, Krivitsky PN. Estimating the integrated likelihood via posterior simulation using the harmonic mean identity. In: Bernardo JM, Bayarri MJ, Berger JO, Dawid AP, Heckerman D, Smith AFM, et al., editors. Bayesian statistics. Oxford: University Press; 2007.

Faul F, Erdfelder E, Lang A-G, Buchner A. G*Power3: a flexible statistical power analysis program for the social, behavioral, and biomedical sciences. Behav Res Methods. 2007;39:175–91.

Barlett C, Branch O, Rodeheffer C, Harris R. How long do the short-term violent video game effects last? Aggress Behav. 2009;35:225–36.

Williams D, Skoric M. Internet fantasy violence: a test of aggression in an online game. Commun Monogr. 2005;72:217–33.

Teng SK, Chong GY, Siew AS, Skoric MM. Grand theft auto IV comes to Singapore: effects of repeated exposure to violent video games on aggression. Cyber Behav Soc Netw. 2011;14:597–602.

van Rooij AJ, Kuss DJ, Griffiths MD, Shorter GW, Schoenmakers TM, Van, de Mheen D. The (co-)occurrence of problematic video gaming, substance use, and psychosocial problems in adolescents. J Behav Addict. 2014;3:157–65.

Brunborg GS, Mentzoni RA, Froyland LR. Is video gaming, or video game addiction, associated with depression, academic achievement, heavy episodic drinking, or conduct problems? J Behav Addict. 2014;3:27–32.

Green CS, Sugarman MA, Medford K, Klobusicky E, Bavelier D. The effect of action video game experience on task switching. Comput Hum Behav. 2012;28:984–94.

Strobach T, Frensch PA, Schubert T. Video game practice optimizes executive control skills in dual-task and task switching situations. Acta Psychol. 2012;140:13–24.

Colzato LS, van Leeuwen PJ, van den Wildenberg WP, Hommel B. DOOM’d to switch: superior cognitive flexibility in players of first person shooter games. Front Psychol. 2010;1:8.

PubMed   PubMed Central   Google Scholar  

Hutchinson CV, Barrett DJK, Nitka A, Raynes K. Action video game training reduces the Simon effect. Psychon B Rev. 2016;23:587–92.

Powers KL, Brooks PJ, Aldrich NJ, Palladino MA, Alfieri L. Effects of video-game play on information processing: a meta-analytic investigation. Psychon Bull Rev. 2013;20:1055–79.

Colzato LS, van den Wildenberg WP, Zmigrod S, Hommel B. Action video gaming and cognitive control: playing first person shooter games is associated with improvement in working memory but not action inhibition. Psychol Res. 2013;77:234–9.

Steenbergen L, Sellaro R, Stock AK, Beste C, Colzato LS. Action video gaming and cognitive control: playing first person shooter games is associated with improved action cascading but not inhibition. PLoS ONE. 2015;10:e0144364.

Download references

Acknowledgements

SK has been funded by a Heisenberg grant from the German Science Foundation (DFG KU 3322/1-1, SFB 936/C7), the European Union (ERC-2016-StG-Self-Control-677804) and a Fellowship from the Jacobs Foundation (JRF 2016–2018).

Author information

Authors and affiliations.

Max Planck Institute for Human Development, Center for Lifespan Psychology, Lentzeallee 94, 14195, Berlin, Germany

Simone KĂŒhn, Katharina Schmalen, Markus Weichenberger & Charlotte Witt

Clinic and Policlinic for Psychiatry and Psychotherapy, University Clinic Hamburg-Eppendorf, Martinistraße 52, 20246, Hamburg, Germany

Simone KĂŒhn, Dimitrij Tycho Kugler & JĂŒrgen Gallinat

You can also search for this author in PubMed   Google Scholar

Corresponding author

Correspondence to Simone KĂŒhn .

Ethics declarations

Conflict of interest.

The authors declare that they have no conflict of interest.

Electronic supplementary material

Supplementary material, 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 license, and indicate if changes were made. The images or other third party material in this article are included in the article’s Creative Commons license, unless indicated otherwise in a credit line to the material. If material is not included in the article’s Creative Commons license 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 license, visit http://creativecommons.org/licenses/by/4.0/ .

Reprints and permissions

About this article

Cite this article.

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

Download citation

Received : 19 August 2017

Revised : 03 January 2018

Accepted : 15 January 2018

Published : 13 March 2018

Issue Date : August 2019

DOI : https://doi.org/10.1038/s41380-018-0031-7

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

This article is cited by

Exposure to hate speech deteriorates neurocognitive mechanisms of the ability to understand others’ pain.

  • Agnieszka Pluta
  • Joanna Mazurek
  • MichaƂ Bilewicz

Scientific Reports (2023)

The effects of violent video games on reactive-proactive aggression and cyberbullying

  • Yunus Emre Dönmez

Current Psychology (2023)

Machen Computerspiele aggressiv?

  • Jan Dieris-Hirche

Die Psychotherapie (2023)

The effect of competitive context in nonviolent video games on aggression: The mediating role of frustration and the moderating role of gender

  • Jinqian Liao
  • Yanling Liu

Systematic Review of Gaming and Neuropsychological Assessment of Social Cognition

  • Elodie Hurel
  • Marie Grall-Bronnec
  • GaĂ«lle Challet-Bouju

Neuropsychology Review (2023)

Quick links

  • Explore articles by subject
  • Guide to authors
  • Editorial policies

essay on video game violence

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.

essay on video game violence

El Paso shooting is domestic terrorism, investigators say

Nation Aug 04

The evidence that video game violence leads to real-world aggression

A 2018 meta-analysis found that there is a small increase in real-world physical aggression among adolescents and pre-teens who play violent video games. Led by Jay Hull, a social psychologist at Dartmouth College, the study team pooled data from 24 previous studies in an attempt to avoid some of the problems that have made the question of a connection between gaming and aggression controversial.

Many previous studies, according to a story in Scientific American, have been criticized by “a small but vocal cadre of researchers [who] have argued much of the work implicating video games has serious flaws in that, among other things, it measures the frequency of aggressive thoughts or language rather than physically aggressive behaviors like hitting or pushing, which have more real-world relevance.”

Hull and team limited their analysis to studies that “measured the relationship between violent video game use and overt physical aggression,” according to the Scientific American article .

The Dartmouth analysis drew on 24 studies involving more than 17,000 participants and found that “playing violent video games is associated with increases in physical aggression over time in children and teens,” according to a Dartmouth press release describing the study , which was published Oct. 1, 2018, in the Proceedings of the National Academy of Sciences .

The studies the Dartmouth team analyzed “tracked physical aggression among users of violent video games for periods ranging from three months to four years. Examples of physical aggression included incidents such as hitting someone or being sent to the school principal’s office for fighting, and were based on reports from children, parents, teachers, and peers,” according to the press release.

The study was almost immediately called in to question. In an editorial in Psychology Today , a pair of professors claim the results of the meta-analysis are not statistically significant. Hull and team wrote in the PNAS paper that, while small, the results are indeed significant. The Psychology Today editorial makes an appeal to a 2017 statement by the American Psychological Association’s media psychology and technology division “cautioning policy makers and news media to stop linking violent games to serious real-world aggression as the data is just not there to support such beliefs.”

It should be noted, however, that the 2017 statement questions the connection between “serious” aggression while the APA Resolution of 2015 , based on a review of its 2005 resolution by its own experts, found that “the link between violent video game exposure and aggressive behavior is one of the most studied and best established. Since the earlier meta-analyses, this link continues to be a reliable finding and shows good multi-method consistency across various representations of both violent video game exposure and aggressive behavior.”

While the effect sizes are small, they’ve been similar across many studies, according to the APA resolution. The problem has been the interpretation of aggression, with some writers claiming an unfounded connection between homicides, mass shootings, and other extremes of violence. The violence the APA resolution documents is more mundane and involves the kind of bullying that, while often having dire long-term consequences, is less immediately dangerous: “insults, threats, hitting, pushing, hair pulling, biting and other forms of verbal and physical aggression.”

Minor and micro-aggressions, though, do have significant health risks, especially for mental health. People of color, LGBTQ people , and women everywhere experience higher levels of depression and anger, as well as stress-related disorders, including heart disease, asthma, obesity, accelerated aging, and premature death. The costs of even minor aggression are laid at the feet of the individuals who suffer, their friends and families, and society at large as the cost of healthcare skyrockets.

Finally, it should be noted that studies looking for a connection between game violence and physical aggression are not looking at the wider context of the way we enculturate children, especially boys. As WSU’s Stacey Hust and Kathleen Rodgers have shown, you don’t have to prove a causative effect to know that immersing kids in games filled with violence and sexist tropes leads to undesirable consequences, particularly the perpetuation of interpersonal violence in intimate relationships.

No wonder, then, that when feminist media critic Anita Saarkesian launched her YouTube series, “ Tropes vs. Women in Video Games ,” she was the target of vitriol and violence. Years later she’d joke about “her first bomb threat,” but that was only after her life had been upended by the boys club that didn’t like “this woman” showing them the “grim evidence of industry-wide sexism.”

Read more about WSU research and study on video games in “ What’s missing in video games .”

essay on video game violence

Do Video Games Promote Violence? Answered by Research

essay on video game violence

There is a lot of debate about whether video games promote violence or not. Many experts believe that video games that encourage violence bring out violent tendencies in gamers. However, research has a clear answer.

Several studies have shown that video games increase aggression. Over the past five decades, studies have shown that engaging with violent media, including playing violent video games, increases the likelihood of aggressive behavior. However, aggressive behavior does not always lead to real-world violence and crime. Moreover, there are other more significant risk factors for real-world violence, than violent video games.

In this blog post, we will examine studies on whether video games promote violence or not, what experts think, and how video games affect the brain.

 If you are worried about someone's relationship with video games, take this quiz to gain more insight into why they play games:

Where Did We Get the Idea That Video Games Promote Violence?

Hands holding a video game controller in grayscale.

Can playing video games lead to violence?

Even before video games existed, the idea that violent media results in violent behavior in youth was widely debated. People and news media often blamed television shows and movies with violent graphic scenes for the youth’s violent acts. In fact, over the past 50 years, researchers have conducted many studies that show that watching violent television, watching violent films, or playing violent video games increases the likelihood of aggressive behavior.

Anderson and co. published a comprehensive meta-analysis of the effects of violent video games. They concluded that the “evidence strongly suggests that exposure to violent video games is a causal risk factor for increase in aggressive behavior, aggressive cognition, aggressive affect and decrease in empathy and prosocial behavior.”

However, Anderson says that violent media, including video games, are only among the many risk factors for aggressive and violent behavior. A healthy, well-adjusted person who gets exposed to a few risk factors, including violent video games, will not suddenly become a criminal. However, there is an impact of video games on aggression and anti-social behavior.

Click here to check out the parent’s guide to managing a short-tempered child/

Let’s discuss how violent video games affect your child’s brain and what you can do to wean your child off violent video games.

How Do Video Games Affect the Brain

Video games affect the brain in multiple ways. They affect our learning circuitry, emotional circuitry, and a psychological pattern called the triumph circuit. You can learn more about how video games affect the brain in this article. For now, we will go over the correlation between video games and violent behavior.

my son gets angry very easily

Numerous studies show that exposure to violent video games leads to a significant increase in aggression. Moreover, young men who are already prone to aggression are especially vulnerable to video games’ aggression-enhancing effects.

Some studies have tried to contest this finding. For example, Kuhn et al. conducted a longitudinal study that took a sample of 90 college students and divided them into three groups. For two months, one group played the violent video game Grand Theft Auto V, one played the generally considered prosocial game Sims 3, and one played no games. The researchers found no statistically significant changes in aggressive behavior among the three groups after two months.

However, it is essential to note that this study’s sample size was too small (90 initial participants, others dropping out further into the study). The mean age was 28, and more than half of the participants were women. That is much different from the young, 18 to 25-year-old males that are typically at risk of increased aggression from exposure to violent video games. Moreover, the participants were only advised to play for at least 30 minutes a day, which does not seem to be enough for a statistically significant behavior change, even over two months. Other studies that show similar results suffer from similar methodological issues.

All gamers know the surge of adrenaline that they experience when they find themselves in high-stress gameplay situations. The research backs this up — studies have found that video games trigger the fight-or-flight response, which causes the release of adrenaline and cortisol. These hormones prepare your body for high-stress situations by:

  • Dilating your pupils to let in more light and thus, improve your vision.
  • Blood flow to extremities gets reduced while blood flow to the muscles, brain, legs, and arms increases.
  • The heartbeat and breathing rate increases to provide more oxygen to other parts of the body, to fuel its sudden increase in demand for fuel.
  • The muscles tense and become primed for quick movement, which results in trembling.

The fight-or-flight response evolved to combat physical dangers. However, our minds and bodies cannot distinguish between real danger (an attack from a tiger) and fake danger (death in a video game). Therefore, the response is the same in either case. The body is not designed to sustain this response for hours. The fight or flight response is designed to kick in and help you get to safety and then turn off. However, when gamers play intense, violent video games for several hours, the fight-or-flight response stays “on” the entire duration. It results in prolonged secretion of adrenaline and cortisol.

Over time, persistent surges of adrenaline can damage your blood vessels , increase your blood pressure, and elevate your risk of heart attacks or stroke. It can also result in anxiety, weight gain, headaches, and insomnia.

Emotional Suppression

brain-dopamine-addiction

The amygdala is the part of our brain that governs negative emotions such as fear, anger, shame, etc. fMRI studies have shown that when we experience negative emotions and turn on a video game, the activity in the amygdala reduces. Therefore, video games suppress negative emotions.

Over time, this results in the development of a sub-clinical condition called alexithymia. Alexithymia is the inability to determine your inner emotional state. Men are especially susceptible to developing alexithymia. That is because societally, they are only encouraged to display anger.

When we suppress negative emotions such as fear, shame, and frustration, they don’t just vanish. They lie dormant and often come out during intense gaming sessions in the form of anger. That is one reason for gamer rage being so commonplace and possibly why video games increase aggression.

Do Violent Video Games Affect Children?

Child playing video games

Children pick up behaviors through a process called observational learning. Overall, if your child gets exposed to many violent games, they are likely to develop some aggressive behaviors, especially if they play video games excessively.

Click here to check out this article on how to reduce your child’s time spent playing video games.

For kids and teens 5 to 18 years, experts recommend that parents place limits on time spent playing video games. Gaming should not take up time that would otherwise go towards getting enough sleep and physical activity. Parents should set limits on their kid’s gaming hours to keep gaming from affecting their schoolwork, chores, and physical activity.

Additionally, parents should also make sure that their child is playing video games suitable for their age group.

Entertainment Software Rating Board rates and labels all video games. Steer clear of any games they rate “M” for “mature.” Those are for ages 17 and up, and can contain heavy-duty violence, strong language, and sexual content. Also, keep in mind that even games that are “suitable for children” may contain cartoon violence.

Whether your child will become violent as a result of playing violent video games is not known. However, James Ivory, professor and researcher , says that when it comes to actual serious criminal violence, there’s virtually no evidence that video games matter.” Instead, other predictors of violent crime such as poverty, substance abuse, and child abuse seem to be much more relevant.

What if My Child Plays Excessive Video Games?

essay on video game violence

If your child or teenager struggles to reduce their gaming habit, then we can help. Ultimately, the most successful path forward to overcome video game addiction for 90% of kids is to become a healthy gamer. Building a healthy relationship with them and helping them overcome their video game addiction can reduce the effects of video games that promote violence.

Healthy Gamer Parent Coaching is a 12-week virtual coaching solution created by Dr. Alok Kanojia, known as Dr. K, the world expert on video game psychology. It covers the most frustrating, difficult, and common dynamics around excessive gaming.

  • 12 Weeks of Parent Coaching: Work with your Healthy Gamer Coach in a group format with up to 5 other families to develop strategies and reflect on progress and setbacks in a supportive environment.
  • 12 Learning Modules: Cover key concepts of gamer psychology, parent-child communication, and boundary-setting to create an alliance with your child.
  • Approach your child’s unique circumstances and psychology in weekly 90-minute Parent Coaching Sessions with a Healthy Gamer Coach.

For 12 consecutive weeks, participants get access to a workshop and Q&A with Dr. K and weekly support groups led by Healthy Gamer Coaches. The dual support structure helps parents get started and follow-through in helping their children combat excessive gaming.

Reduce your child's screen time.

Build the life you want to live.

essay on video game violence

Mental Health Newsletter

Get the latest in mental health research, industry updates, and more, latest posts, hg at the american psychiatric association annual conference 2022.

essay on video game violence

HG High-Level Research Methodology

The scientific benefits of touching grass.

essay on video game violence

Work with an HG Coach

Explore dr. k's guide to mental health, quick links, dr. k’s guide to parenting gamers.

Parent online coaching session | Healthy Gamer Images

Parent Coaching

Online coaching session | Healthy Gamer Images

Connect with us

Video Games and Violent Behavior Essay (Critical Writing)

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). Since children learn about different things in their environment by imitation and observation, it is not easy to keep them away from the influence of the media.

When they watch violence on the media especially where dramatic heroes are involved, they accept that violence is a good way of resolving conflict. Some of the media outlets pass the message that the world is full of violence and justify why individuals should carry weapons to protect themselves and be more aggressive. Media violence insidiously causes the viewers to become insensitive to violence occurring in real life. Frequent playing of video games among children increases their chances of developing violent behavior (Cook, 2000).

Video games use graphic capabilities to show damaged body parts. They personalize the games by using digital images of recognizable personalities depicted as victims in the scenes. Research has shown that there is a high correlation between media violence and violence exhibited by young people.

Below the age of eight years, children are unable to make a distinction between fantasy and reality. To them, the violence they watch on screen is as real as what they witness in their homes and the larger communities. Adolescents are expected to develop abstract thought and social controls from their magical thinking as children. If this important developmental stage of children takes place in an environment that is violent, their minds become distorted .

Since the time video games came into existence, they have been replete with violence intended to inflict pain or cause death on other human beings. From the games that were developed some years ago to the ones that have just been developed, violence is treated as a central component in the games.

The process of determining if a certain video game contains violence is therefore an easy one. Some of the video games that were developed earlier and contained violence include Space Invaders and Wonder Boy. In space Invaders, the player shoots and kills many aliens in successive attacks while in Wonder Boy, violence is depicted when the hero kills monsters that disappear after their death. The hero is subjected to violence when the enemies shoot and throw stones at him.

When he dies, he falls while the enemies or the attackers disappear in a smoke explosion. This is one of the oldest video games that depict a lot of violence. When young people involve themselves in playing such video games, they eventually develop violence as they grow up. They are unable to differentiate between reality and fantasy and to them what happens in the video games should happen in real life (Cook, 2000).

Apart from the early video games that depicted violence, there are also modern video games that are full of violence. The video game Goldeneye 007 is one of the current video games depicting violence. In the game, the bad characters who are killed do not disappear but rather conduct some maneuvers after their death. It is a shooting video game and involves performing different maneuvers depending on where the character has been shot.

Characters shot on their feet move around clutching to their feet while those who are shot around the neck region go down on their knees holding the neck. In these games, there is splashing of blood when a character is shot. When explosives are used in the games, the characters burst into small pieces which are easily recognized. This makes the video games so real to young people who play them.

Kentucky, Paducah, Colorado and Jonesboro are some of the towns which experienced a spate of school shootings. It was discovered that the shooters were students who had developed the habit of playing video games. Dylan Klebold and Eric Harris were two students from Columbine High School who killed 13 people and wounded 23 others before they killed themselves. It was discovered that the two found great enjoyment in playing a bloody video game. Harris developed a customized form of the video with more weapons, two shooters and victims who had no ways of fighting back, features that were characteristic of real shootings .

The other way through which video games encourage violent behavior is the fact that the games contain passive gaming. To play and become the winner requires the player to take the role of the aggressor. As opposed to watching the violence on TV, in these video games the player is the one who commits the acts of violence.

This active involvement in the games has been described as a major way through which the thoughts of the players are altered hence increasing their chances of developing violent behavior. Secondly, instead of punishing violence in the video games, rewards are given to the winners. Some games like sniper and army games increase the level of the players according to the number of people he kills. Frequent watching of these games by young people distorts their thinking by convincing them that engaging in violence is a rewarding affair.

To understand the complex relationship between video games and violence, the General Aggression Model (GAM) was developed. It employs physiological responses, thoughts and feelings to determine how individuals respond to video games depicting aggression. It was identified that violent video games have an impact on the response exhibited by gamers. For instance, individuals who are not naturally violent respond with increased hostility and aggression after they watch violent video games.

The games turn into situational variables responsible for changing the perception of players towards acts of aggression. Apart from the short term effects associated with video games, the games may also contribute towards the development of long-term effects. For instance, watching violent video games may cause the development of aggressive attitudes and beliefs. In addition, players of violent video games may be eventually desensitized to aggressive behaviors .

To find out the relationship between video games and violent behavior, a survey was conducted during this study. In the survey, a group of 10 young men were allowed to play violent video games. They were compared with another group that did not play the video games. The results indicated that the group of young men that played violent video games exhibited high physical and verbal aggression towards their peers and even inanimate things when allowed to interact freely.

On the other hand, the group that did not play the video games did not exhibit such aggression. In addition, when the two groups were asked questions based on hypothetical stories, the answers were different. The answers given by the group that played the video games were in favor of violence while answers from the group that did not play the video games did not favor violence.

Such results are an indication that violent video games encourage young people to become violent. The results of this survey can be interpreted to mean that playing video games actually leads to violent behavior.

Cook, D. (2000). Testimony of the American Academy of Pediatrics on Media Violence. Web.

Kalning, K. (2011). Does Video Violence Make Teens Violent. Web.

Kirby, G., & Goodpaster, J. (2006). Thinking:an interdisciplinary approach to critical and creative thought. New York: Prentice Hall.

Pamf. (2011). The Impact of Video Games on Children. Web.

  • Chicago (A-D)
  • Chicago (N-B)

IvyPanda. (2019, August 1). Video Games and Violent Behavior. https://ivypanda.com/essays/video-games-and-violent-behavior-critical-writing/

"Video Games and Violent Behavior." IvyPanda , 1 Aug. 2019, ivypanda.com/essays/video-games-and-violent-behavior-critical-writing/.

IvyPanda . (2019) 'Video Games and Violent Behavior'. 1 August.

IvyPanda . 2019. "Video Games and Violent Behavior." August 1, 2019. https://ivypanda.com/essays/video-games-and-violent-behavior-critical-writing/.

1. IvyPanda . "Video Games and Violent Behavior." August 1, 2019. https://ivypanda.com/essays/video-games-and-violent-behavior-critical-writing/.

Bibliography

IvyPanda . "Video Games and Violent Behavior." August 1, 2019. https://ivypanda.com/essays/video-games-and-violent-behavior-critical-writing/.

  • The Relationship between playing Violent Video Games and Children’s Aggressive Behavior - What do the Evidences Show?
  • Do Violent Video Games Lead to Aggressive Behavior?
  • Violent Video Games and How They Affect Youth Violence
  • Do Violent Video Games make People Violent?
  • Does Violence in Video Games Affect Youth?
  • Aliza Razell's "Disappear": Looking Through Gaze and Gender
  • Do Violent Video Games Contribute to Youth Violence?
  • Aggression, Violence and Deviance
  • Psychology of Aggression and Violence
  • Research of Violence in the Media
  • Understanding the Social Costs of Narcissism
  • The rational emotive behavior therapy
  • Personalistic and Naturalistic Approach in the History of Psychology
  • The Personal Conflict Resolution
  • Two Stages of Life Development

Home — Essay Samples — Social Issues — Violence in Video Games — Impact Of Violence In Video Games

test_template

Impact of Violence in Video Games

  • Categories: Video Games Violence in Video Games

About this sample

close

Words: 1909 |

10 min read

Published: Jun 5, 2019

Words: 1909 | Pages: 4 | 10 min read

Image of Dr. Oliver Johnson

Cite this Essay

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

Get high-quality help

author

Verified writer

  • Expert in: Entertainment Social Issues

writer

+ 120 experts online

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!

Related Essays

2 pages / 698 words

1 pages / 627 words

2 pages / 726 words

1 pages / 380 words

Remember! This is just a sample.

You can get your custom paper by one of our expert writers.

121 writers online

Impact of Violence in Video Games Essay

Still can’t find what you need?

Browse our vast selection of original essay samples, each expertly formatted and styled

Related Essays on Violence in Video Games

The notion that video games cause violence has been a topic of debate and concern for many years. However, a wealth of research challenges this belief, suggesting that the relationship between video games and violent behavior is [...]

Video games have been a popular form of entertainment for children and teenagers for decades. However, studies have shown that excessive gaming can have negative effects on a child's physical health, social and emotional [...]

Video games have become an integral part of modern society, with millions of people across the globe engaging in gaming activities. Despite the widespread popularity of video games, they are often criticized for their negative [...]

Video games have become increasingly popular in today's society, offering both positive and negative effects on consumers. This essay will focus on the negative effects of exposure to violent video games on children's behavior [...]

Bavelier, D., Green, C. S., & Seitz, A. R. (2013). Learning through action video games. Nature, 12, 135-138.Chang, Y. C., & Huang, Y. M. (2015). Learning by playing: A cross-sectional descriptive study of nursing students’ [...]

Fortnite is a game where kids can go online and play with friends it may sound great but there are some downsides like addiction, distraction, and violence. Kids shouldn’t be playing Fortnite they are getting addicted. Others [...]

Related Topics

By clicking “Send”, you agree to our Terms of service and Privacy statement . We will occasionally send you account related emails.

Where do you want us to send this sample?

By clicking “Continue”, you agree to our terms of service and privacy policy.

Be careful. This essay is not unique

This essay was donated by a student and is likely to have been used and submitted before

Download this Sample

Free samples may contain mistakes and not unique parts

Sorry, we could not paraphrase this essay. Our professional writers can rewrite it and get you a unique paper.

Please check your inbox.

We can write you a custom essay that will follow your exact instructions and meet the deadlines. Let's fix your grades together!

Get Your Personalized Essay in 3 Hours or Less!

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

essay on video game violence

Home / Essay Samples / Entertainment / Video Games

Video Games and Violence Relation

Essay details

Information Science and Technology , Social Issues , Entertainment

Impact of Technology

Impact of Video Games , Video Game Violence , Video Games

  • Words: 920 (2 pages)

Please note! This essay has been submitted by a student.

Get quality help now

essay on video game violence

Verified writer

Proficient in: Impact of Technology

essay on video game violence

+ 75 relevant experts are online

More Video Games Related Essays

"The Last of Us," developed by Naughty Dog and released in 2013, stands as a landmark achievement in the world of video games. While the gaming industry has often been associated with action-packed adventures and immersive ...

Through an interactive on-line gaming module, the Mini Sims game allowed me to take on the role of a marketing decision maker. I had the opportunity to virtually make decisions to create a backpack that would be practical for a ...

As the modern technology grows, computers and the internet begin to occupy a major portion of the lives of students; moreover, a new sport, namely the electronic sport, has gradually emerged among contemporary youths, and become ...

The journey to video game popularity is a blend of art, science, and culture. Engaging gameplay, compelling storytelling, innovative technology, effective marketing, cultural relevance, and community engagement collectively ...

The impact of personalized gaming characters in aggressive video games on aggressive behavior has been affecting the teens. Ongoing improvement in computer games is that players can plan and customize their very own in-diversion ...

World is not so much a game as a cultural asset. Half the time you need to spend in the menu, looking at the pictograms invented 15 years ago, and for every mistake you hit by a scaled freight train. But criticizing the game for ...

Video games are now one of the largest forms of entertainment in the world. Because they are so popular, it’s no surprise to hear about them in the news from time to time. Most of this news, however, is about the negative ...

These days, video games have become a very common form of entertainment, with 2471 million (Statista 2019) active video gamers worldwide. Children, adolescents, and adults today spend a great deal of time playing various types ...

Every day, technology is becoming an integral part of human life. Advancements in technology have transformed almost every aspect of human life including the way people socialize, do business, move from one place to another, ...

apologies

This feature is still in progress, but don't worry – you can place an order for an essay with our expert writers

We use cookies to offer you the best experience. By continuing, we’ll assume you agree with our Cookies policy .

Choose your writer among 300 professionals!

You cannot copy content from our website. If you need this sample, insert an email and we'll deliver it to you.

Please, provide real email address.

This email is exists.

  • Entertainment
  • Environment
  • Information Science and Technology
  • Social Issues

Home Essay Samples Crime

Essay Samples on Violence in Video Games

Do violent video games cause behavior problems.

A very big debate about video games has been going on where people argue about whether video games cause behavioral problems or not. I claim that video games don’t cause problems because they improve brain capacity rather than causing behavioral problems, Video games unite people...

  • Impact of Video Games
  • Video Games
  • Violence in Video Games

Are Video Games Doing More Harm Than Good

Video games are one of the most popular sources of entertainment in today’s world, there are many different types of games made for people of different ages. As technology gets more advanced, these games get better and more interesting. Some people believe that video is...

  • Youth Violence

The Negative Impact Of Video Games On Children

Video games are the games played by electronically manipulating images produced by a computer program on a monitor or other display (Oxford advance learner’s dictionary, 1948). The Scholars mentioned that violent video games cause short-term or long-term increases in aggression and violent behavior of children with different...

Effects Of Violent Video Gaming On Human Behavior

There are many various kinds of games and consoles within the world and vying worldwide. Video play has become a very common trade all over the world and has been growing exceptionally throughout the past twenty years. Gamers that are obsessed with online play are...

The Rise Of Gun Violence Because Of Video Game Violence

A constant threat of violence lurked from January 2019 to May 2019. A ridiculous eight school shootings would occur, each varying in intensity. The United States was on edge, looking for a reason why their children had to risk their lives in order to pursue...

  • Gun Violence

Stressed out with your paper?

Consider using writing assistance:

  • 100% unique papers
  • 3 hrs deadline option

The Violence Of Video Games And Reasons To Avoid Playing It

In the article “videogames and violence” the passage explains many of the reasons for the evidence against video games and why it is supposably the cause of so much violence among us all. It gives plenty of facts upon the subject and events from the...

Correlation Between Violence in Video Games and Violence in Real Life

As the age of gaming continues with the evolution and advancement of technology, gaming continues to become more and more advanced. This advancement is clear, as seen in such items such as consoles, graphics, story, etc. Unfortunately, the gaming industry seems to have taken a...

  • Correlation

The Effects Violent Video Games Have on Children

We live in a world with everyday violence. Can we truly say that the violent things that we see in our everyday lives are dehumanizes us? Absolutely. Researchers say that too much of savage video gaming can cause an increase in violent actions. Video games...

Studies that Prove Violent Video Games Cause Real Life Violence

Violent video games are causing more bullying, fighting and aggression in kids and teens. 60% of middle school boy and 40% of middle school girls who have played at least one Mature-rated game hit or beat up someone. That’s compared with 39% of boys and...

Looking for Connections Between Real Life Violent Events and Video Games

With all the recent tragedies in the news, people are looking for answers on why this is happening. Many people have their own theories, but a popular one perpetuated is that violent video games are causing real life violence. Even the president of the United...

Pros and Cons of Video Games and How They Affect Children and Teens

Does it seem dull and boring waiting for time to pass by? Even though some have better plans to do, there are some that do not have the same plans to do. For the time to pass by, the other thing they can do is...

Rogerian Argument on Video Games: The Effect Violent Video Games Have on Teenagers

The gaming industry is a growing population with approximately 2.5 billion video gamers all over the world (The European Mobile Game Market, 2016). With the popularity of video games, they are bound to be held accountable for the negative actions of gamers. The most recent...

  • Rogerian Argument

Best topics on Violence in Video Games

1. Do Violent Video Games Cause Behavior Problems

2. Are Video Games Doing More Harm Than Good

3. The Negative Impact Of Video Games On Children

4. Effects Of Violent Video Gaming On Human Behavior

5. The Rise Of Gun Violence Because Of Video Game Violence

6. The Violence Of Video Games And Reasons To Avoid Playing It

7. Correlation Between Violence in Video Games and Violence in Real Life

8. The Effects Violent Video Games Have on Children

9. Studies that Prove Violent Video Games Cause Real Life Violence

10. Looking for Connections Between Real Life Violent Events and Video Games

11. Pros and Cons of Video Games and How They Affect Children and Teens

12. Rogerian Argument on Video Games: The Effect Violent Video Games Have on Teenagers

  • Jeffrey Dahmer
  • Animals Testing
  • Effects of Drinking and Driving
  • Mass Shooting
  • School Shooting
  • Serial Killer
  • Criminal Behavior

Need writing help?

You can always rely on us no matter what type of paper you need

*No hidden charges

100% Unique Essays

Absolutely Confidential

Money Back Guarantee

By clicking “Send Essay”, you agree to our Terms of service and Privacy statement. We will occasionally send you account related emails

You can also get a UNIQUE essay on this or any other topic

Thank you! We’ll contact you as soon as possible.

We use cookies to enhance our website for you. Proceed if you agree to this policy or learn more about it.

  • Essay Database >
  • Essay Examples >
  • Essays Topics >
  • Essay on Law

Free Argumentative Essay About Violence in Video Games

Type of paper: Argumentative Essay

Topic: Law , Violence , Criminal Justice , Children , Games , Video Games , Virtual Reality , Family

Words: 2000

Published: 05/12/2021

ORDER PAPER LIKE THIS

Introduction

Neither constitution nor any parents can stop children from playing video games, as children will find some or other way to play video games. Law Excessive amount of violence in Video games is one of many debated topics in our society. A number of people say that it affects behaviour of children in a substantial manner. These people advocate to ban the games that cater violence on the other hands, a huge number of people do not agree with such logic. They oppose any such step and argue in favour of games even if they portray violence. Court said that “ The negation of the ban itself will likely have minimal impact, as kids would have found their way to violent games in any case” (Tassi). Children should be given freedom to play video games as first ammendment protects the right of individuals, and particpaion of parents can protect them from playing violent vide games, terefore government should not put a ban on video games.

Thesis Statement: This paper intends to discuss the violence in video games and analyses whether violent video games affect children in a negative manner. The paper also discusses the legality of these games in perspective of the first amendment of the US constitution.

Gentile et al. mentioned that the majority of US teenagers play video games on a regular basis. Some of these games are extremely violent and may affect the behaviour of the children in a negative manner. It is difficult to believe that the children who are in constant touch of these video games are unaffected by their negative impacts. “most evidence suggests that amount of play affects school performance, whereas violent content affects aggressive outcomes” (Gentile et al., 6). Children have a tendency to learn, and they learn from these games too. If the characters of any game are involved in extremely violent activities, there are chances for a player to act accordingly.

Experts suggest that violent games adversely affect the children, and it is not very surprising if their behaviour is affected by these games. According to Tassi the voices to ban violent games are not new, and people have been raising their voices to ban violent games since a long time. Author mentioned “The ban was in place that would make it a crime to sell violent games to minors” (Tassi). Violent games like ‘Death Race’ and ‘Mortal Kombat’, Doom, Grand theft auto and ‘Night Trap’ have attracted huge public cries after they were released, and people witnessed their effects on their children. “Playing violent games increases aggressive behaviors, increases aggressive cognitions, increases aggressive emotions, increases physiological arousal, and decreases prosocial behaviors” (Gentile et al., 7).

Playing violent video game require a high amount of attention and intense participation. Liptak mentioned that modern games and controls also involve very active participation on mental as well physical level. Author mentioned that “The court has affirmed the constitutional rights of game developers, adults keep the right to decide what’s appropriate in their houses” (Liptak). In the light of these facts, it is difficult to say that violent games do not affect children in negative ways. Children participate in these games with very enthusiasm and act as their favourite actors who are usually very violent. When children see their favourite characters killing and hurting others, they feel amused. It may inspire children to act in a similar manner (Dill& Dill).

There are people who argue in favour of video games and suggest that video games are just a mean of entertainment, and they cannot affect the behaviour of children in negative ways. Tassi, in his article, advocates these video games by presenting a number of arguments in favour of video games and suggest that video games enhance the sharpness of the human brain. There are a number of people who argue that video games, including violent ones, enhance the fertility of the human brain. Bartholow & Anderson mentioned that “The results confirmed our hypothesis that playing the violent game would result in more aggression than would playing the nonviolent game” (Bartholow & Anderson, 283).

Saunders, in his study, analyses the subject and its relation with the first amendment. US Supreme Court ruled that these video games are protected by the provisions of the first amendment and it is not logical to put any kind of ban of them. The Supreme Court held that even if these games depict extreme violence, these games cannot be banned as they are protected by the first amendment of the US constitution. Author mentioned that “In Ashcroft v. ACLU" the Court addressed the community standards portion of the test for sexual obscenity and its extension to "harmful-to-minors" statutes" (Saunders, 260). It was held that these games are not different from the old books, cartoons or movies, and it will not be wise to ban only video games.

While deciding a popular case, US Supreme Court struck down a law of California state law that banned video games that were found catering violence and sex. The law advocated to prevent the sale of video games to children that portrayed violent attacks, killings and sexual attacks, “Because speech about violence is not obscene,” (Liptak). Lawmakers said that it was a necessary step to stop children from accessing the games that depict violence and sex. Author gave example by saying that “The details of the murderous spree of Dylan Klebold and Eric Harris at Columbine High can be found at a variety of sources. The tie to video games is found in the fact that Harris and Klebold were said to play violent video games for hours and were fanatics with regard to the video game Doom” (Saunders, 52). It was said that such depictions affect the behaviour of children in an adverse manner.

Justice Antonin Scalia of the US Supreme Court held while striking down the above said law that “Like the protected books, plays, and movies that preceded them, video games communicate ideas -- and even social messages -- through many familiar literary devices (such as characters, dialogue, plot, and music) and through features distinctive to the medium (such as the player's interaction with the virtual world). That suffices to confer First Amendment protection” (Tassi).

The Supreme Court respected the reasonable concern of California authorities but at the same time suggested the law making authority to act reasonably and in accordance with the law. The Supreme Court said that the entertainment rights of people cannot be oppressed merely on the context of protecting children. Justice Antonin Scalia said that protecting children “does not include a free-floating power to restrict the ideas to which children may be exposed” (Liptak).

Finally, I believe that video games do not impact children in negative manner. A number of people believe that children who play games are also better performers in their study and they do exceedingly well in sports as well as in extracurricular activities. I also observed that children who play video games have a better understanding of circumstances including odd ones. Video game player children are proved to be good drivers than non-players of the video games. Apart from this aspect, the issue involves the first amendment of the US constitution that ensures the right of entertainment and putting any ban on the violent video games amounts to violating this provision. The US Supreme Court has reiterated the constitution makers.

Annotated Bibliography

Bartholow, Bruce D., & Anderson, Craig A. "Effects of Violent Video Games on Aggressive Behavior: Potential Sex Differences." Journal of Experimental Social Psychology, Volume 38 (3) (2002): 283–290. The article describes the impact of violence shown in the video games on different genders. The article is based on a research study conducted to analyze the impact of video games on behaviour of people. The study revealed that people who play violent video games show the aggressive behaviour. However, people who play non-violent video games do not shows aggressive behaviour. Dill, Karen E. & Dill, Jody C. "Video game violence: A review of the empirical literature." Aggression and Violent Behavior, Volume 3 (4) (1998): 407–428. Gentile, Douglas A., Lynchb, P. J., Linder, J. R., & Walsh, David A.z. "The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance." Journal of Adolescence, Volume 27 (1) (2004): 5–22. The article is focused on the research study conducted to analyse the impact of violence presented in video games. The article covers various aspects associated with the subject such as video games habits, video game usage and impact of video game on children behaviour at home, in school and on education. Liptak, A. "Justices Reject Ban on Violent Video Games for Children." 27 June 2011. The New York Times. 11 May 2014, <http://www.nytimes.com/2011/06/28/us/28scotus.html?pagewanted=all&_r=0>. The article focuses on the removal of the ban from sales of video games in California. The article described the judgement given by the Supreme Court in favour of children who want to play with video games. The article focuses on various positive aspects associated with the video games, and how video games help children in improving their learning and overall personality. Saunders, Kevin W. "Regulating Youth Access to Violent Video Games: Three Responses to First Amendment Concerns." Law Review Michigan State University-Detroit College of Law, 51 (2003): 52-113. This report critically analyses first amendment with respect to restricting children access to the violent video games. The report provides detailed analysis on all major aspects of the subject. The report analyses violence presented in other media, and factors that cause violence in video games. The report also presents an analysis of evolution of video games. Saunders, Kevin W. "The Need for a Two (or More) Tiered First Amendment to Provide for the Protection of Children." Chicago-Kent Law Review, Vol. 79 (2004): 257-277. This article describes the possible legal and general ways to protect children from violence presented in different forms of media including video games. The author mentioned about limiting the access of children to the internet and other entertainment contents, especially when law can not limit the children. The focus is placed on parents, their willingness and steps they can take to protect their children. Tassi, P. "Supreme Court Strikes Down California's Violent Video Game Ban." 27 June 2011. Forbes. 11 May 2014 <http://www.forbes.com/sites/insertcoin/2011/06/27/supreme-court-strikes-down-californias-violent-games-ban/>. The article emphasizes on how amendment one support videogames. The article also makes a comparison between video game and other learning materials. The article discusses how the new decision taken by the Supreme Court will change the general perception of people and reduce the lawsuits.

Works Cited

Bartholow, Bruce D., & Anderson, Craig A. "Effects of Violent Video Games on Aggressive Behavior: Potential Sex Differences." Journal of Experimental Social Psychology, Volume 38 (3) (2002): 283–290. Dill, Karen E. & Dill, Jody C. "Video game violence: A review of the empirical literature." Aggression and Violent Behavior, Volume 3 (4) (1998): 407–428. Gentile, Douglas A., Lynchb, P. J., Linder, J. R., & Walsh, David A.z. "The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance." Journal of Adolescence, Volume 27 (1) (2004): 5–22. Liptak, A. "Justices Reject Ban on Violent Video Games for Children." 27 June 2011. The New York Times. 11 May 2014 <http://www.nytimes.com/2011/06/28/us/28scotus.html?pagewanted=all&_r=0>. Saunders, Kevin W. "Regulating Youth Access to Violent Video Games: Three Responses to First Amendment Concerns." Law Review Michigan State University-Detroit College of Law, 51 (2003): 52-113. Saunders, Kevin W. "The Need for a Two (or More) Tiered First Amendment to Provide for the Protection of Children." Chicago-Kent Law Review, Vol. 79 (2004): 257-277. Tassi, P. "Supreme Court Strikes Down California's Violent Video Game Ban." 27 June 2011. Forbes. 11 May 2014 <http://www.forbes.com/sites/insertcoin/2011/06/27/supreme-court-strikes-down-californias-violent-games-ban/>.

double-banner

Cite this page

Share with friends using:

Removal Request

Removal Request

Finished papers: 215

This paper is created by writer with

ID 283832471

If you want your paper to be:

Well-researched, fact-checked, and accurate

Original, fresh, based on current data

Eloquently written and immaculately formatted

275 words = 1 page double-spaced

submit your paper

Get your papers done by pros!

Other Pages

Pilgrimage literature reviews, comics book reviews, avatar book reviews, divergent book reviews, ebola virus book reviews, restaurants book reviews, pedagogy book reviews, watergate scandal book reviews, peer pressure book reviews, world economy book reviews, freakonomics book reviews, example of essay on religious studies 3, do polymorphisms of adrenergic receptor signaling pathways affect outcomes of patients report example, example of book review on supply chain management, bipolar disorder and schizophrenia research paper example, example of knowledge breadth and depth course work, free technology essay example 2, no mans land movie review, conceptual framework research papers examples, just war military ethics essay examples, good taking responsibility case study example, free meat industry essay sample, beliefs and practices of zen buddhism essay examples, gdp is not an appropriate measure of well essay, concussion in football annotated bibliographies example, free argumentative essay on synthesis analysis essay, good example of the problem of religious films essay, free essay on chm reflection, berry essays, colgate essays, colman essays, darrach essays, externalize essays, aerating essays, stephen v essays, pg e essays, detoxifying essays, dnase essays, chemoautotroph essays, fibrillin essays, constellation brands essays.

Password recovery email has been sent to [email protected]

Use your new password to log in

You are not register!

By clicking Register, you agree to our Terms of Service and that you have read our Privacy Policy .

Now you can download documents directly to your device!

Check your email! An email with your password has already been sent to you! Now you can download documents directly to your device.

or Use the QR code to Save this Paper to Your Phone

The sample is NOT original!

Short on a deadline?

Don't waste time. Get help with 11% off using code - GETWOWED

No, thanks! I'm fine with missing my deadline

IMAGES

  1. Analyze The Video Games Do Not Cause Violence Persuasive And

    essay on video game violence

  2. 💣 Violence in video games essay outline. Violence In Video Games Essay

    essay on video game violence

  3. ≫ Does Video Game Violence Affect Kids Free Essay Sample on Samploon.com

    essay on video game violence

  4. 🐈 Do video games cause violent behavior essay. Violent Video Games

    essay on video game violence

  5. Violence in Video Games Essay

    essay on video game violence

  6. 002 Violent Video Game Essay Violence Games Arguments Persuasive Titles

    essay on video game violence

VIDEO

  1. Video games cause violence

  2. Gaming Has Gone Too Far

  3. Your Punishment For Dying

  4. Do VIDEO GAMES actually cause violence #shorts

  5. New Violent Video Game Study Released

COMMENTS

  1. Violence in Video Games Essay

    May 9, 2023 by Prasanna Violence in Video Games Essay: Video games are online interactive, sometimes multiplayer games where people play for survival in the digital fantasy world. Many research articles state the positive and negative effects of playing video games. These online games can cause potential psychological damage to a growing child.

  2. Do Violent Video Games Trigger Aggression?

    After statistically controlling for several other factors, the meta-analysis reported an effect size of 0.08, which suggests that violent video games account for less than one percent of the...

  3. Pro and Con: Violent Video Games

    Exposure to violent video games is linked to lower empathy and decreased kindness. Video games that portray violence against women lead to more harmful attitudes and sexually violent actions towards women.

  4. Do Video Games Cause Violence? 9 Pros and Cons

    Playing violent video games causes more aggression, bullying, and fighting. 60% of middle school boys and 40% of middle school girls who played at least one Mature-rated (M-rated) game hit or beat up someone, compared with 39% of boys and 14% of girls who did not play M-rated games. [ 2]

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

    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.

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

    violence is attributed to excessive video game play or exposure to violent scenes in such games. For example, Seung-Hui Cho, a mass murderer who killed 32 people at Virginia Polytechnic Institute and State University was said to be addicted to the "Counter-Strike" video game (Rocque 2011:307).

  7. Violent video games and young people

    These organizations express concern that exposure to aggressive behavior or violence in video games and other media may, over time, desensitize youths by numbing them emotionally, cause nightmares and sleep problems, impair school performance, and lead to aggressive behavior and bullying.

  8. Does playing violent video games cause aggression? A longitudinal

    It is a widespread concern that violent video games promote aggression, reduce pro-social behaviour, increase impulsivity and interfere with cognition as well as mood in its players. Previous ...

  9. Analysis: Why it's 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 ...

  10. 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 ...

  11. The evidence that video game violence leads to real-world aggression

    The Dartmouth analysis drew on 24 studies involving more than 17,000 participants and found that "playing violent video games is associated with increases in physical aggression over time in children and teens," according to a Dartmouth press release describing the study, which was published Oct. 1, 2018, in the Proceedings of the National ...

  12. Videogames, Violence, and Vulgarity

    Many people believe that video games contain obscene content, cause mental and physical health problems, and lead to violence. The first reason video games are an issue is that many video games made today possess content that many people would consider to be obscene. The term obscene covers violence, profanity, and sexual images (obviously).

  13. Do Video Games Promote Violence? Answered by Research

    Many experts believe that video games that encourage violence bring out violent tendencies in gamers. However, research has a clear answer. Several studies have shown that video games increase aggression. Over the past five decades, studies have shown that engaging with violent media, including playing violent video games, increases the ...

  14. Argumentative Essay on Violence in Video Games: Whether Video Games

    Argumentative Essay on Violence in Video Games: Whether Video Games Harmful or not Cite This Essay Download Abstract This paper will investigate the evidence on whether or not video games are as harmful as they have been portrayed in the media over the years.

  15. 60 Violent Video Games Essay Topics and Ideas

    4 min Table of Contents 🏆 Best Violent Games Essay Topics and Examples Video Games and Violence in Children There have been arguments that such behavior is as a result of a pre-disposition to violence in the media as well as in video games.

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

    The video game Goldeneye 007 is one of the current video games depicting violence. In the game, the bad characters who are killed do not disappear but rather conduct some maneuvers after their death. It is a shooting video game and involves performing different maneuvers depending on where the character has been shot.

  17. 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.

  18. Impact Of Violence In Video Games: [Essay Example], 1909 words

    Many people believe that the portrayal of violence in video games and other mainstream media is causing children to grow up to be violent and commit crimes. Several groups have publicly campaigned against violent video games; groups like Parents Against Violence, Parents Against Media Violence, and One Million Moms all oppose violent video games.

  19. Video Games And Violence Relation

    Download Please note! This essay has been submitted by a student. In most news media outlets, video games are used as a scapegoat for the cause of recent mass shootings instead of looking into the shooter's past traumatic experiences.

  20. Video Game Violence Essay Samples for Students on WritingBros

    Studies that Prove Violent Video Games Cause Real Life Violence. Violent video games are causing more bullying, fighting and aggression in kids and teens. 60% of middle school boy and 40% of middle school girls who have played at least one Mature-rated game hit or beat up someone. That's compared with 39% of boys and...

  21. Essay On Violent Video Games

    Essay On Violent Video Games 917 Words4 Pages Many children in our living community prefer electronic video games. Violent video games which contain violence, destruction and bad conversations affect them in their Mettle, personality and their dealing with people.

  22. Violence in Video Games Essay examples

    Violence in Video Games My friend Aaron rocked me with an unsuspecting blow to the stomach. "Oww, what was that for?!?" I asked him in shock. "You stole my kill," he responded. We were playing the very violent, very bloody, very popular shoot 'em up video game, Halo for the XBOX.

  23. Argumentative Essays On Violence in Video Games

    "Playing violent games increases aggressive behaviors, increases aggressive cognitions, increases aggressive emotions, increases physiological arousal, and decreases prosocial behaviors" (Gentile et al., 7). Playing violent video game require a high amount of attention and intense participation.