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Video Games Thesis Statement

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thesis statements on violent video games

Violent video games: content, attitudes, and norms

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  • Published: 16 October 2023
  • Volume 25 , article number  52 , ( 2023 )

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thesis statements on violent video games

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

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

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thesis statements on violent video games

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Introduction

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

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

Moral Question: Why are VVGs morally bad or wrong?

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

Regulation Question: What should be done about them?

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

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

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

Background and preliminaries

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

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

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

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

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

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

The causation argument

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

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

The violent content of VVGs must cause the bad effects.

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

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

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

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

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

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

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

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

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

The violence argument

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

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

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

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

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

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

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

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

Interaction

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

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

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

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

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

An objection

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

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

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

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

The internal logic of violent video games

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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60 Violence in Video Games Essay Topic Ideas & Examples

🏆 best violent games essay topics and examples, 📌 most interesting video game argument topics, 🎮 video games cause violence – essay topics, ❓ research questions about video games and violence.

  • The Negative Effects of Video Games on Children Essay Development of knuckle pads in children is associated with addiction to playing video games. Most of the young children tend to think that what they see in video games is a reality.
  • Examining the Perception of Violence in Video Games To examine the perception of violence in video games and their effects a survey was conducted addressing the current view on video games in general and the visualized violence in particular.
  • Violence in Video Games To conclude, it is assumed that the dispute among researchers, the public, and authorities on the question of the relationship between violent video games and aggressive behavior may not have a universal answer.
  • Does Violence in Video Games Affect Youth? Our concern in this paper is to concentrate on the violent video games, the effects to the youths through participation in the violent video games, the counter arguments and finally the remarks or conclusion.
  • Research of Violence in the Media The left frontal lobe of the participants was analyzed and found to be more active in the control group than in the exposed group. Exposure of children to violence in the mass media leads to […]
  • Video Games and Violent Behavior As opposed to watching the violence on TV, in these video games the player is the one who commits the acts of violence. In the survey, a group of 10 young men were allowed to […]
  • Violent Video Games and How They Affect Youth Violence However, despite the overwhelming outcry against the youth playing violent video games, there are a number of researchers and advocates who oppose the idea of directly linking the exposure of young adults to violent scenes […]
  • Violence exposure in real-life, video games, television, movies, and the internet: Is there desensitization? The article under consideration entitled “Violence exposure in real-life, video games, television, movies, and the internet: Is there desensitization?” investigates the links between the violent content of TV programs, video games and the increase of […]
  • Do Violent Video Games Lead to Aggressive Behavior? Everyone is however in agreement that the violent video games are in compromise of morals and expose the young kids to in appropriate content.
  • 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.
  • A Look at the Violence in Video Games, Movies and Music: A Bad Influence on Our Children
  • An Analysis of the Negative Effects of Violence in Video Games
  • An Analysis of Violence in Video Games and Violence in Teens
  • An Argument Against the Claim That Violence in Video Games Promote Violence in Real Life
  • An Argument Against the Opinion on Effects of Violence in Video Games
  • Blame Games: Does Violence In Video Games Influence Players To Commit Mass Shootings
  • Children And Violence in Video Games
  • Critical Argumentations on Violence in Video Games
  • Dangers in Media: How Violence in Video Games Affects the Youth
  • Does Violence In Video Games Affect Children’s Behavior
  • Does Violence in Video Games Contribute to Misconduct
  • How Does the Portrayal of Violence in Video Games Influence Children
  • Increase In Violence In Video Games Targeted At Children
  • Legal and Ethical Issues Concerning Violence in Video Games
  • Positive Influence of Violence in Video Games
  • Presence Of Sex And Violence In Video Games
  • The Consequences Of Video Game Violence In Video Games
  • The Debate over Whether the Government Should Restrict Violence in Video Games
  • The Depiction of Violence in Video Games
  • The Impact of Violence in Video Games on the Intellectual Development of Young People: Grand Theft Auto
  • The Problem of Violence in Video Games
  • The Use Of Violence In Video Games And Its Impact On Young
  • The Vehement Vilification Of Violence In Video Games
  • Violence In Video Games and Aggression
  • Violence in Video Games and the Role of the Government
  • Violence in Video Games Can Be Transferred to the Children’s Real-Life Attitudes and Behaviors
  • Violence in Video Games Does Not Create Violence
  • Violence in Video Games Do Not Affect Agression
  • Violence in Video Games Increases Violence in Children
  • What Is Your Take on Violence in Video Games, Movies, and Music?
  • Can Violence in Video Games Have a Bad Influence on Our Children?
  • What Could Be the Analysis of the Negative Consequences of Violence in Video Games?
  • What Argument Can Be Made Against the Claim?
  • Violence in Video Games Contributes to Violence in Real Life?
  • What Are the Arguments Against the Opinion About the Consequences of Violence in Video Games?
  • Does Violence in Video Games Affect Children?
  • How Does Violence in Video Games Relate to Violence in Reality?
  • Can Video Game Violence Affect Players in Mass Shootings?
  • Can Violence in Video Games Encourage Misconduct?
  • How Do Video Game Depictions of Violence Can Affect Children?
  • What Are the Legal and Ethical Aspects of Violence in Video Games?
  • What Is the Connection Between Video Game Violence and Future Technology?
  • How Is Youth Aggression Related to Video Game Violence?
  • How Negatively Does Aggression in Video Games Affect Today’s Youth?
  • How Does Violence in Video Games Cause Ethical Issues?
  • What Can Be Done To Prevent the Development of Violence in Children?
  • How Can Parents Influence the Development of Violence in Children?
  • How Does Violence in Video Games Affect the Maladaptive?
  • How Does Violence in Video Games Generally Affect Society?
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  • Published: 13 March 2018

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

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

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

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

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

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

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

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

Materials and methods

Participants.

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

Training procedure

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

Grand Theft Auto V (GTA)

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

The Sims 3 (Sims)

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

Assessment battery

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

Data analysis

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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Violent Video Game Exposure and Problem Behaviors among Children and Adolescents: The Mediating Role of Deviant Peer Affiliation for Gender and Grade Differences

Associated data.

Data are available from the corresponding author upon reasonable request.

Based on problem behavior theory, a mediation model for gender and grade differences is explored in this study. The study examined gender and grade differences in the effects of violent video games and deviant peer affiliation on problem behaviors among children and adolescents. A total of 2118 children and adolescents from four primary and middle schools in China (M age = 13.08, SD = 2.17) were surveyed using an anonymous questionnaire on basic information, exposure to violent video games, deviant peer affiliation, and problem behaviors. The results showed that exposure to violent video games significantly positively predicted problem behaviors, and deviant peer affiliation played a mediating role. Significant gender and grade differences were found in the mediating effect. This finding helps understand the individual differences in the influencing factors of problem behaviors. Further, it has important implications for interventions to reduce problem behaviors among children and adolescents.

1. Introduction

Problem behavior (PB) is one of the most prevalent and persistent forms of maladjustment among children and adolescents [ 1 ]. It refers to abnormal behaviors that occur in individuals that hinder their social adjustment, involving both their own emotional abnormalities and behaviors that negatively affect others and society [ 2 ]. Further, it can be divided into internalizing and externalizing problems. Research has shown that PBs among children and adolescents are often strongly associated with lower academic performance [ 3 ], substance addiction [ 4 ], adjustment difficulties [ 5 ], and even lead to delinquent behavior [ 6 ]. Moreover, this adverse effect often persists into adulthood [ 7 ]. Therefore, it is necessary to study the factors influencing children and adolescents’ PBs to reduce the occurrence of their PBs and promote the healthy development of primary and middle school students.

Problem behavior theory (PBT) suggests that PBs do not occur randomly among children and adolescents but result from a combination of risk and protective factors. Protective factors reduce the likelihood of PBs by providing prosocial behavior patterns and individual or social regulation of PBs. Contrastingly, risk factors increase the likelihood of PBs by providing PB patterns, greater exposure or involvement in PBs, and increased individual susceptibility to PBs [ 8 , 9 , 10 ].

Since the beginning of the 21st century, with the rapid development of the Internet, video games have been an important leisure and entertainment tool for children and adolescents. Violent video games, as a popular game genre, are vital for the development of children and adolescents. Based on PBT, violent video games serve as a virtual external environment that can influence the production and dissolution of PBs among children and adolescents. Scholars have investigated the effects of violent video games on children and adolescents. Through multiple meta-analyses, they established that violent video games significantly adversely affected aggressive behavior, aggressive affect, violent desensitization, and mental health [ 11 ]. Moreover, few studies have found that deviant peer affiliation (DPA) may mediate the relationship between risk factors and PBs. For example, Bao et al. (2015) found that school climate indirectly predicts juvenile criminal behavior through adverse peer interactions [ 12 ]. Sun and Sun (2021) suggested that peer influence may mediate the relationship between violent video games and PBs [ 13 ]. Violent video games and peers are critical environmental factors that affect children’s and adolescents’ PBs.

Notably, in addition to risk and protective factors, PBT emphasizes the possible differences in PB by gender and age [ 14 ]. Previous studies have found that boys have more PBs than girls [ 15 ], and adolescent PBs increase with age. Further, Moffitt (2003) argues that adolescent antisocial behavior peaks at approximately 17 years of age [ 16 ].

Through literature review, we found that research on how violent video games affect PBs is limited, with inadequate discussion of social context and participants who are middle school or college students. Simultaneously, fewer studies involve middle and elementary school students. Therefore, based on a literature review and PBT, this study investigated the effects of violent video game exposure (VVGE) on children and adolescents’ PBs, including the mediating effect of DPA, with Chinese middle and elementary school students as participants. Moreover, we focused on the differences in the relationship between VVGE, DPA, and PB among children and adolescents of different genders and grades.

1.1. Violent Video Game Exposure and Problem Behavior

Most studies show that violent video games significantly increase PB in players. Regarding violent content, some meta-analyses have found that violent video games increase players’ aggressive cognition, emotion, and behavior and decrease players’ empathy, which negatively impacts players’ social behavior [ 17 , 18 ]. Concerning game frequency, studies have found that long-term video game exposure has adverse effects on adolescents’ emotions and social relations and increases the risk of anxiety, mood disorders, and social adjustment difficulties [ 19 , 20 ]. Further, attention difficulties and hyperactivity disorder are significantly related to game exposure [ 21 ]. Some empirical studies have also shown that VVGE is associated substantially with PBs such as aggressive behavior [ 22 ] and emotional problems, including anxiety and depression [ 23 , 24 ], and even criminal behavior [ 25 ]. Based on the literature reviewed above, we propose the following hypothesis:

VVGE positively correlates with PBs among children and adolescents .

1.2. Deviant Peer Affiliation as a Mediator

DPA refers to associating with peers who violate school rules and regulations, social ethics, and legal behaviors [ 26 ]. Evidence shows that DPA is significantly associated with individual PBs [ 27 , 28 ]. The General Aggression Model is often used to explain and predict the paths and ways in which violent video games lead to increased aggression. Recent revisions to the General Aggression Model theory have highlighted the role of peer groups in the association between violent video games and their adverse effects [ 29 ]. This suggests that DPA may be an important mediating variable between VVGE and PBs among children and adolescents. As children and adolescents join the school and adopt it as their main life scene, they rely more on their peers (classmates). At this stage, children and adolescents have a strong need for a sense of belonging to the group, and peers are vital in the adolescent development stage, especially in the transition to middle school. According to the “interpersonal similarity principle”, children and adolescents seek peers with the same or similar behaviors to establish friendships based on their own characteristics. Children and adolescents who play violent games are more likely to choose peers with similar behavioral characteristics to develop friendships with them [ 30 ]. Studies have found that VVGE affects the social behavior of players and those associated with them, such as increased aggression by players and their peers [ 31 , 32 ]. Some studies on actual violence have also found that exposure to community violence may increase the likelihood of adolescents becoming friends with immoral peers [ 33 ]. To avoid deviating from the social context of peer norms or peer group roles, adolescents may conform to their peers’ interests, hobbies, and behaviors based on adverse peer pressure [ 34 ] and then develop more problematic behaviors.

Similarly, DPA also affects individual behavior; it is one of the common risk factors for externalization problems (EP) [ 35 ]. Studies have found that children or adolescents with aggressive friends are more likely to have social adjustment problems [ 30 ] and that DPA is also commonly associated with skipping class, smoking, violence, or aggression [ 36 , 37 ]. Regarding internalization problems (IP), some researchers believe that the quality of friendships adolescents establish in DPA is low, and the relationship between groups is chaotic. The effort and return between them is inadequate; therefore, it is difficult to obtain necessary emotional support, which is more likely to lead to IPs, such as emotional disorders [ 38 , 39 ]. Based on the literature reviewed above, we propose the following hypothesis:

Deviant peer affiliation significantly mediates the relationship between exposure to violent games and PBs among children and adolescents .

1.3. Gender and Grade Differences

Although gender and grade differences in PBs have been widely acknowledged and discussed, few studies explore the factors influencing PBs among children and adolescents of different genders and grades. Based on PBT, as external environmental factors, VVGE and DPA may have significant gender and grade differences in their relationship with PB.

First, concerning gender, previous studies have shown that boys indulge in violent video games more than girls do. They have a lower level of guilt when exposed to violent video games [ 40 ]. Most researchers also believe that boys are more likely to be influenced by immoral peers and that they have various internal and external problems [ 41 , 42 ]. However, some research results show that girls are more likely to be influenced by immoral peers in drinking behavior [ 43 ] and depression or anxiety [ 44 ]. Second, at grade level, studies have found that playing time decreases with age [ 45 ], and that game preferences change. The susceptibility or resistance of individuals to peer influence also presents different characteristics at various ages. For example, studies have found that the tendency of individual behavior to be susceptible to peer influence seems to appear in early adolescence and reaches its peak at approximately 14 years of age [ 46 ]. This study focuses on the mediating effect of adverse peer interactions between VVGE and problem behavior. Based on this, we propose the following hypothesis:

Significant gender and grade differences exist in the relationships between VVGE, DPA, and PBs among children and adolescents .

1.4. Research Purpose

In summary, this study intends to use Chinese middle and elementary schools as the research object and propose a mediating model ( Figure 1 ) to explore the mediating effect on the relationship between VVGE and PBs among children and adolescents. Based on PBT, the differences in gender and grade were investigated.

An external file that holds a picture, illustration, etc.
Object name is ijerph-19-15400-g001.jpg

Hypothesized model of violent video games affecting problem behavior.

2. Materials and Methods

2.1. participants.

This study used the cluster sampling method to randomly select 2191 students from the fourth grade of elementary school to the first grade of senior high school from four elementary and secondary schools in a city in southwest China. The questionnaire was screened according to the principles, whether the answer was complete, whether there was a regular answer, and whether there was a contradiction. After screening questionnaires, 2118 valid questionnaires were obtained, with an effective rate of 96.67%. The participants were aged between 9 and 17 years, with an average age of 13.08 ± 2.17 years.

Monte Carlo power analysis for indirect effects was adopted. Based on the effect sizes of previous research [ 47 , 48 ], the effects size was set for a (r = 0.10), b (r externalization problem = 0.20, r internalization problem = 0.10), and c (r externalization problem = 0.20, r internalization problem = 0.10) path. Consequently, recruiting a total of 1100 (externalization problem) and 1300 (internalization problem) participants would lead to the power of 90 percent for the indirect effects (i.e., a · b) at the p < 0.05 level with 20,000 Monte Carlo replications. Thus, the sample recruited for this study (n = 2118) was more than sufficient to provide adequate statistical power (>95 percent) to detect small indirect effects.

2.2. Measures

2.2.1. violent video game exposure questionnaire.

This questionnaire was compiled by [ 49 ] and revised by Chinese scholars, and is widely used [ 50 , 51 ]. It asked the participants to list three violent video games they had most recently encountered and to rate the frequency and violence of each game. Using a 5-point score, the degree of exposure to violent video games = amount of exposure = ∑ [violent content × frequency of using games]/3; the higher the score, the more exposure to violent video games. The violent video game exposure questionnaire has been shown to be both reliable and valid [ 52 ]. In this study, Cronbach’s α was 0.87.

2.2.2. Deviant Peer Affiliation Questionnaire

The deviant peer affiliation questionnaire [ 53 , 54 ] contained eight questions that involved destructive behaviors, such as smoking, drinking, theft, Internet addiction, truancy, or misbehavior. A 5-point score from 1 “none” to 5 “all” indicated the number of friends who showed one of the eight destructive behaviors in the recent year. Considering the average score, the higher the score, the more undesirable the peer behavior. The questionnaire has been shown to be reliable and valid [ 55 , 56 ]. In this study, Cronbach’s α was 0.78.

2.2.3. Strengths and Difficulties Questionnaire (Student Version)

This scale was developed by Goodman R. [ 57 , 58 ] and revised by Du [ 59 ]. The scale comprises five factors; because this study focused on PBs, the difficult part of the questionnaire was used. This comprised four factors: emotional symptoms, conduct problems, hyperactivity and attention disorders, and peer relationships, and was divided into internalization (emotional symptoms, peer relationships) and externalization problems (conduct problems, hyperactivity, and attention disorders) using Goodman’s suggestion. A “0–2” scale was used, ranging from “does not meet” to “fully meets”. In previous studies, this questionnaire showed good reliability [ 60 , 61 ]. In this study, Cronbach’s α coefficient for the difficult part of the questionnaire was 0.76.

2.3. Procedure and Data Analysis

Participants voluntarily completed the questionnaire survey while at school during a specified class period lasting 20 min. SPSS 26.0 was applied to obtain descriptive statistics, Pearson correlations, and difference test. Data may be missing on some variables because participants left an answer blank for 0.28% to 0.94% of the items across the total sample. We used participants’ average scores to replace such information. Then, Amos 24 was applied to test the mediating effect of deviant peer affiliation using the structural equation model, and the differences in gender and grade in the mediating effect of deviant peer affiliation utilizing the method of group analysis.

2.4. Common Method Deviation

In this study, variable data collection adopted a self-report method. Based on Zhou and Long’s (2004) suggestion, the Harman single-factor test was adopted to test the common method deviation [ 62 ]. The results showed nine factors with eigenvalues > 1, and the variance explained by the first principal factor was 17.35%, which was less than the critical standard of 40%. It can be concluded that there were no common methodological deviations in this study.

3.1. Descriptive Statistics

Table 1 contains the basic information on all subjects. Table 2 contains the correlation, mean, and standard deviation for study variables. Table 3 contains the differences in the research variables in gender and grade.

Basic information.

NumberPercentage (%)
GenderMale105249.7
Female106650.3
GradeElementary school62129.3
Middle school70633.3
High school79137.3

Correlation.

M ± SD1234
1. VVGE4.44 ± 3.981
2. DPA1.25 ± 0.370.19 ***1
3. IP0.55 ± 0.310.07 **0.20 ***1
4. EP0.52 ± 0.300.19 ***0.32 ***0.50 ***1

Note: ** p < 0.01, *** p < 0.001.

Difference test.

Variable VVGEDPAIPEP
GenderMale5.71 ± 4.251.27 ± 0.400.52 ± 0.300.52 ± 0.30
Female3.18 ± 3.251.22 ± 0.330.58 ± 0.320.51 ± 0.30
15.40 ***2.56 *−4.02 ***1.14
GradeElementary school3.89 ± 3.811.15 ± 0.270.57 ± 0.320.47 ± 0.31
Middle school4.23 ± 3.931.21 ± 0.340.54 ± 0.320.52 ± 0.30
High school5.06 ± 4.081.35 ± 0.430.55 ± 0.300.55 ± 0.28
16.60 ***62.91 ***1.8315.72 ***

Note: * p < 0.05, *** p < 0.001.

The results in Table 2 show that there is a significant positive correlation between VVGE and IP and EP, indicating that the more VVGE, the higher the IPs and EPs levels among children and adolescents. Further, there is a significant positive correlation between VVGE and DPA, indicating that the more VVGE, the more DPA among children and adolescents. DPA positively correlates with the IP and EP of children and adolescents, indicating that the more DPA children and adolescents have, the higher their IPs and EPs levels are.

Difference test showed significant differences in VVGE and DPA by gender and grade level—boys had higher levels of VVGE and DPA than girls did. There were substantial differences in IP by gender and non-significant differences by grade level, and girls had higher levels of IPs than boys did. Significant differences existed in EP by grade level and non-significant differences by gender. Children and adolescents in higher grades had more EPs ( Table 3 ).

3.2. Mediating Effect of Deviant Peer Affiliation between Violent Video Game Exposure and Problem Behaviors

A structural equation model was constructed using Amos24 to examine the mediating effect of DPA between VVGE and PB. According to the different test results, gender and grade were included in the mediation effect test as control variables.

Based on the mediation effect test process suggested by [ 63 ], an unmediated model with VVGE as the independent variable and IP and EP as the dependent variables is constructed. The results showed that the unmediated model fit well (χ 2 / df = 11.15, RMSEA = 0.07, CFI = 0.96, TLI = 0.93, GFI = 0.98, IFI = 0.96, SRMR = 0.04), and VVGE positively predicted IPs ( β = 0.15, p < 0.001) and EPs ( β = 0.24, p < 0.001).

A mediating model was constructed using DPA as the mediating variable. The results showed that the mediation model fit well (χ 2 / df = 10.33, RMSEA = 0.07, CFI = 0.95, TLI = 0.92, GFI = 0.97, IFI = 0.95, and SRMR = 0.05). The test results for each coefficient showed that VVGE significantly positively predicted DPA ( β = 0.24, p < 0.001), and DPA significantly positively predicted IP. After adding DPA as a mediating variable, the predictive effect of VVGE on IP weakened ( β = 0.10, p < 0.001). DPA positively predicted EP ( β = 0.38, p < 0.001), while the predictive effect of VVGE on EP was weakened ( β = 0.17, p < 0.001), indicating that DPA partially mediated the relationship between VVGE and IP and EP. Bootstrap (sampling times: 5000) was used further to test DPA’s mediating effect ( Table 4 ). The results showed that the mediating effect of DPA between VVGE and IP was 0.06, and 0.09 between VVGE and EP.

Breakdown table of the total effect, direct effect, and mediating effect.

EffectPath Bootstrap 95%CIEffect
Proportion
Upper LimitLower Limit
Total effectVVGE→IP0.170.030.110.23
VVGE→EP0.260.030.190.33
Direct effectVVGE→IP0.100.030.050.1662.50%
VVGE→EP0.170.030.100.2465.38%
Indirect effectVVGE→DPA→IP0.060.010.050.0937.50%
VVGE→DPA→EP0.090.010.070.1234.62%

3.3. Cross-Group Comparison of Mediating Effects of Deviant Peer Affiliation between Violent Game Exposure and Problem Behavior

3.3.1. gender difference analysis.

A structural equation model was used to investigate gender differences in the mediating effect of DPA between VVGE and PB, and the model included grade as a control variable. First, a model test was conducted on male and female students, and the results showed that the model fit was good in the two samples, which could be compared across groups ( Table 5 ). Next, the unconstrained Model M 0 was constructed on this basis (the male and female students had the same shape, and the path coefficient was freely estimated). The measurement weights Model M 1 was constructed based on model M 0 (the factor loading of latent variables in the two groups of models was restricted to remain unchanged across the groups). The two models fit well. The model comparison showed a significant difference between M 0 and M 1 [Δχ 2 = 20.55, p < 0.001], indicating that the model measurement coefficients of the male and female groups had cross-group inequalities. Further tests found cross-group differences in the loading coefficients of factors 1 and 2 on VVGE and the loading coefficients of peer barriers on IP. Therefore, the above coefficients were freely estimated to establish Model M 2 with equal measurement weights across groups. Finally, the structural weights Model M 3 is constructed based on M 2 (the path coefficients in the two groups of models are restricted to remain unchanged across groups). The results showed that both M 2 and M 3 models fit well, and the model comparison revealed a significant difference between M 2 and M 3 [Δχ 2 = 57.14, p < 0.001]. Further tests revealed that the path coefficients of DPA on IP and EP differed across the groups ( Table 5 , Figure 2 ). The predictive effect of DPA on IP in boys ( β = 0.31, p < 0.001) was significantly higher than that in girls ( β = 0.28, p < 0.001). However, the predictive effect of DPA on EP was significantly lower in boys ( β = 0.37, p < 0.001) than in girls ( β = 0.41, p < 0.001).

An external file that holds a picture, illustration, etc.
Object name is ijerph-19-15400-g002.jpg

Gender differences in mediating role of deviant peer affiliation. Note: The path coefficient is male outside the brackets and female inside the brackets; the load coefficient between each latent variable and its index, the residual error and error of all variables, and the control variable coefficient are omitted to simplify the model. * p < 0.05, *** p < 0.001.

Fitting index of multi-cohort model for multi-cohort analysis of gender difference.

Modelχ /dfCFIGFIIFITLIRMSEASRMR
M 4.520.970.980.970.940.060.05
M 7.150.950.960.950.920.080.06
M 5.970.960.970.960.930.050.05
M 5.810.950.970.950.930.050.05
M 5.790.960.970.960.930.050.05
M 5.770.950.960.950.930.050.05

Note: M male and M female were male and female models.

3.3.2. Grade Difference Test

This study investigated the grade difference of the mediating role of DPA in VVGE and PB used for the cross-group comparison of the structural equation model and considered gender as a control variable in the model. The participants were divided into elementary school, junior high school, and senior high school according to their grades, and the grade differences in the intermediary model were investigated. First, the samples were divided into school sections for the model test. The results showed that the models of the three samples fit well and could be compared across groups ( Table 6 ). Next, the unconstrained model M 4 (three groups of models have the same shape, and the path coefficient can be estimated freely) was built. Further, the measurement coefficient Model M 5 (limiting the factor load of latent variables in three groups of models to be constant across groups) was built. Both models fit well, and the comparison of the models showed a significant difference between Models M 4 and M 5 [Δχ 2 = 45.66, p < 0.001], indicating that the measurement coefficients of the three groups of models were unequal across groups. Further tests showed cross-group differences in the load coefficient of factor 1 and factor 2 on VVGE, the load coefficient of factor 2 on DPA, and the load coefficient of peer obstacles on IP. Therefore, the above coefficients were estimated freely, and Model M 6 with equal measurement weights s across groups was established. Finally, a structural weights Model M 7 was built based on M 6 (the path coefficient among the three models is limited to be unchanged across groups). The results showed that the M 6 and M 7 models fit well, and the comparison indicated that M 6 and M 7 had significant differences [Δχ 2 = 110.07, p < 0.001]. Further examination showed that cross-group differences existed between the path coefficients of DPA on IP and EP and VVGE on EP ( Table 6 , Figure 3 ). For instance, the predictive effect of DPA on IP was significantly higher at the elementary school level ( β = 0.39, p < 0.001) than at the senior high school level ( β = 0.31, p < 0.001), and significantly higher at the senior high school level than at the junior high school level ( β = 0.22, p < 0.001). Further, the predictive effect of DPA on EP was significantly higher at the elementary level ( β = 0.41, p < 0.001) than at the junior high school level ( β = 0.33, p < 0.001), but considerably lower than that at the senior high school level ( β = 0.47, p < 0.001). The direct effect of VVGE on EP was significantly lower at the senior high school level ( β = 0.06, p = 0.217) than at the elementary school level ( β = 0.21, p < 0.001) and junior high school ( β = 0.24, p < 0.001).

An external file that holds a picture, illustration, etc.
Object name is ijerph-19-15400-g003.jpg

Grade differences in mediating role of deviant peer affiliation. Note: Path coefficients outside parentheses are for elementary school, inside parentheses are for junior high school, and inside square brackets are for senior high school. The load coefficient between each latent variable and its index, the residual error and error of all variables, and the control variable coefficient are omitted to simplify the model. * p < 0.05, ** p < 0.01, *** p < 0.001.

Fitting index of multi-cohort model for multi-cohort analysis of grade difference.

Modelχ /dfCFIGFIIFITLIRMSEASRMR
M 1.101.000.991.001.000.010.02
M 2.040.990.980.990.980.040.03
M 2.890.980.980.980.960.050.03
M 2.010.990.990.990.980.020.02
M 2.290.980.980.980.970.030.04
M 1.990.990.980.990.980.020.03
M 2.660.970.970.970.960.030.08

Note: M elementary school , M junior high school , and M senior high school are models with different school sections.

4. Discussion

Childhood and adolescence are crucial periods of rapid individual development and tremendous change. This study was conducted with elementary, junior high, and senior high school students, focusing on the mechanisms of VVGE and DPA on PBs of children and adolescents and examining the differences by gender and grade.

First, the findings showed that VVGE positively and significantly predicted PB in children and adolescents, validating Research Hypothesis 1, which is consistent with previous research [ 19 , 20 , 21 ]. Regarding IPs, Kuss and Griffiths (2012) argue that the emergence of IPs may result from escapism and that players are attracted to games to escape from real-world problems [ 64 ]. Nonetheless, too much exposure is unhelpful and may exacerbate players’ emotional problems, such as anxiety and depression. Concerning EPs, violent video games are often fast-paced and offer frequent rewards or novel and enjoyable stimuli, which may contribute to the attention problems of child/adolescent players. According to the social learning theory, individuals can acquire undesirable behaviors in two ways: first, through observational learning, in which individuals receive unwanted behaviors by observing or imitating others’ undesirable behaviors. The other way is direct learning, in which individuals acquire undesirable behaviors through personal participation. During the game, child and adolescent players can develop unwanted behaviors by observing and imitating game non-player characters or directly manipulating game characters, which may lead to more EPs being exhibited by children and adolescents in real life.

Second, DPA mediated the relationship between VVGE and IP and EP, validating research Hypothesis 2 that VVGE affects PB by increasing children’s adolescents’ DPA. Games have a significant impact on children’s and adolescents’ peer interaction as a way of maintaining friendship. According to social network theory [ 65 ], individuals who are chronically exposed to violent games may be increasingly exposed to undesirable peers through a process of “selection”. The “selection” process refers to children and adolescents actively choosing peers with similar behaviors as their peers. Children and adolescents chronically exposed to violent video games tend to have more IPs or EPs. They may voluntarily join peers identical to them through a selection process based on similarity. The influence of undesirable peers on children and adolescents’ PB results from the interaction between children and adolescents and undesirable peers. This interaction is two-way, including the “socialization” process and the “selection” process. The process of “socialization” refers to children and adolescents making friends with peers who exhibit PB; they may develop similar behaviors under the influence of peer pressure and other factors. These two processes interact; children and adolescents who play games select peers with behavioral problems, and interactions with undesirable peers increase their own problem behaviors [ 66 ]. Simultaneously, friendships with undesirable peers tend to be unstable, and interactions with them tend to increase traditional peer rejection, which also increases the risk of IPs and EPs in children and adolescents.

Finally, the study’s results found that the effects of DPA on IP and EP showed significant gender and grade differences, partially validating research Hypothesis 3. Regarding gender, boys’ IPs were more likely to be influenced by DPA. Generally, boys are less flexible and lack cognitive and emotional coping skills and regulation when dealing with interpersonal relationships than girls [ 34 ], which may lead to more psychological distress in boys when dealing with DPA. Girls’ EPs are more likely to be influenced by DPA. On the one hand, girls are typically more precocious than boys. They are more likely to be exposed to older mixed-sex groups. Further, adolescent girls are more sensitive to social appraisal concerns and more dependent on intimate relationships as a source of self-evaluation and self-worth [ 67 ]. A qualitative study found that college girls’ drinking behavior is more often driven by pressure to impress their male peers [ 68 ], suggesting that girls are more likely to engage in more EPs out of the need for approval and influence from undesirable peers. On the other hand, boys have a greater tendency toward EPs than girls, and their EPs are more likely to be influenced by a combination of other factors, such as hormones and personality [ 69 ]. Concerning grade differences, elementary school students’ IPs were affected more by DPA. Early adolescence is a critical transition period for individual development, during which essential changes in the individual are often accompanied by changes in the social environment. Simultaneously, individuals become more independent in the face of their parents, where dependence on parents is replaced by reliance on peers, and they are more susceptible to peer influence [ 70 , 71 ]. Additionally, children in elementary school tend to show a one-off imbalance in their psychological development due to their young age. Simultaneously, they have low self-centeredness and self-control; they are more susceptible to peer pressure and more likely to develop IPs. The EPs of senior high school students are affected more by DPA. It has been found that undesirable peer influences play an important role in developing PB in middle and late adolescence [ 27 ]. In senior high school, peer interaction has become an important way for senior high school students to meet their social needs and plays an important role in learning and life. Simultaneously, the character and hobbies of peers are gradually becoming essential criteria for choosing friends, and individuals who interact with undesirable peers often tend to misbehave. Aggression and popularity are often intertwined during interactions with undesirable peers [ 72 ]. Therefore, senior high school students in unwanted peer groups may adopt destructive behaviors to maintain friendships.

This study is an effort to explore the role of DPA between VVGE and PB, as well as gender and grade differences in a large sample (more than 2000 people), covering children and adolescents from different grades in elementary school, junior high school, and senior high school. In the term of theoretical aspect, this study explores the role of social factors in the relationship between VVGE and children and adolescents’ PBs and made clear the differences in both gender and grade, which deepens our understanding of the impact of VVGE on children and adolescents’ PBs and helps to explain its potential impact mechanism. In practice, this can also bring some thinking for the education of children and adolescents. As one of the common entertainment tools for children and adolescents, violent video games have a certain negative impact on children and adolescents’ social interaction and PBs. At the same time, the DPA of children and adolescents significantly affects their IPs and EPs. Therefore, in terms of family, parents should supervise children’s network use, cultivate children’s healthy network use habits, and avoid excessive addiction to video games. At the same time, they should also pay attention to children’s social interaction, guide children to establish healthy and positive peer groups, and reduce communication with bad peers. In school, first of all, teachers and mental health experts should pay attention to network security, to educate and guide children and adolescents to correctly understand the violent factors in video games. Secondly, we should pay attention to the harm of students’ bad companions and help students to establish a healthy and positive circle of friends. In addition, parents and schools should pay attention to the differences among primary, middle, and high school students in educating and guiding children and adolescents. In the social aspect, we can create a healthy network environment for children and adolescents by improving the game classification system and combating the illegal dissemination of harmful information.

Although the current study yielded important and practical findings on the targeted intervention and guidance, several limitations should be noted. First, this study is a cross-sectional study, which is not plausible to make a causal inference. In the future, longitudinal studies can be applied to clarify the causal relationship between variables. Second, all variables in the study are self-reported and may be affected by common method bias. Therefore, a more comprehensive data collection method should be adopted. Thirdly, video games are one of the common entertainment tools for children and adolescents and are regarded as an important factor affecting the psychosocial development of children and adolescents. This study only focuses on the impact of VVGE on children and adolescents’ PBs. Future research can further discuss the differences between different video game content. Finally, future researchers should consider more potential impact factors. In this study, we found that there are significant gender and age differences in the mediating role of DPA between violent video game exposure and problem behaviors, and the development of peer relationships in children and adolescents is affected by the individual growth environment (such as parent–child relationship, school atmosphere) [ 12 , 73 ]. Therefore, examining environmental factors such as family and school helps us understand the role of deviant peer affiliation.

5. Conclusions

In sum, this study found that VVGE can affect the social interaction of children and adolescents, thereby increasing their PBs, and this effect has gender and age differences. In terms of gender, although boys generally show more EPs in their daily lives, their IPs are more susceptible to peer influence, while girls are the opposite. In terms of age, the influence of peers presents different characteristics in different age groups. The IP of primary school students is more susceptible to DPA, while the EP of high school students is more susceptible to DPA.

Acknowledgments

The authors would like to thank all the students who participated in this study. The authors would like to thank all the researchers who helped with data collection.

Funding Statement

This work was supported by the Chongqing Federation of Social Science [grant numbers 2020SZ29].

Author Contributions

Conceptualization M.W., Y.L. and S.C.; data curation, M.W., Y.L. and S.C.; formal analysis, M.W. and S.C.; funding acquisition, Y.L.; investigation, M.W., Y.L. and S.C.; methodology, M.W., Y.L. and S.C.; project administration, Y.L.; resources, Y.L.; supervision, Y.L.; writing—original draft preparation, M.W.; writing—review and editing, M.W. and Y.L. All authors have read and agreed to the published version of the manuscript.

Institutional Review Board Statement

The study was conducted according to the guidelines of the Declaration of Helsinki and approved Research Project Ethical Review Application Form, Faculty of Psychology, Southwest University of China (H22074, 4 July 2022).

Informed Consent Statement

Informed consent was obtained from all subjects and their parents involved in the study.

Data Availability Statement

Conflicts of interest.

The authors declare no conflict of interest.

Publisher’s Note: MDPI stays neutral with regard to jurisdictional claims in published maps and institutional affiliations.

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Home > GRADUATE > THESES > 2570

Masters Theses & Specialist Projects

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

Grant Jones , Western Kentucky University Follow

Publication Date

Spring 2018

Advisor(s) - Committee Chair

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

Degree Program

Department of Sociology

Degree Type

Master of Arts

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

  • Disciplines

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

Recommended Citation

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

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