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Since their inception in the 1970s,
video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This fee ...
s have often been criticized by some for violent content. Politicians, parents, and other activists have claimed that violence in video games can be tied to violent behavior, particularly in children, and have sought ways to regulate the sale of video games. Studies have shown no connection between video games and violent behavior. The
American Psychological Association The American Psychological Association (APA) is the largest scientific and professional organization of psychologists in the United States, with over 133,000 members, including scientists, educators, clinicians, consultants, and students. It ha ...
states that while there is a well-established link between violent video games and
aggressive Aggression is overt or covert, often harmful, social interaction with the intention of inflicting damage or other harm upon another individual; although it can be channeled into creative and practical outlets for some. It may occur either reacti ...
behaviors, empirical research finds there is little to no evidence connecting
violence Violence is the use of physical force so as to injure, abuse, damage, or destroy. Other definitions are also used, such as the World Health Organization's definition of violence as "the intentional use of physical force or Power (social and p ...
to video games.


Background

The Entertainment Software Association reports that 17% of
gamer A gamer is a proactive hobbyist who plays interactive games, especially video games, tabletop role-playing games, and skill-based card games, and who plays for usually long periods of time. Some gamers are competitive, meaning they routinely ...
s are boys under the age of eighteen and that 36% are women over the age of eighteen, with 48% of all video game players being women of all ages. They also report that the average age of gamers is 31. A survey of 1,102 children between 12 and 17 years of age found that 97% are video game players who have played in the last day and that 75% of parents checked the censor's rating on a video game before allowing their child to purchase it. Of these children, 14% of girls and 50% of boys favored games with an "M" (mature) or "AO" (adult-only) rating. 64% of American adults and 70% of those under 18 play video games regularly as of 2020. Since the late 1990s, some real acts of violence have been highly publicized in relation to beliefs that the suspect in the crime may have had a history of playing violent video games. The 1999
Columbine High School massacre On April 20, 1999, a school shooting and attempted bombing occurred at Columbine High School in Columbine, Colorado, United States. The perpetrators, 12th grade students Eric Harris and Dylan Klebold, murdered 12 students and one teacher. ...
created a
moral panic A moral panic is a widespread feeling of fear, often an irrational one, that some evil person or thing threatens the values, interests, or well-being of a community or society. It is "the process of arousing social concern over an issue", usua ...
around video games, spurring research to see if violent video games lead to aggressive behaviors in real life. Some research finds that violent video game use is correlated with, and may cause, increases in aggression and decreases in prosocial behavior. Other research argues that there are no such effects of violent video games. This link between violent video games and antisocial behavior was denied by the president of the Interactive Digital Software Association in 2005 in a PBS interview. In the interview, he stated that the problem is "vastly overblown and overstated" by people who "don't understand, frankly, this industry". Others have theorized that there are positive effects of playing video games, including prosocial behavior in some contexts, and argue that the video game industry has been used as a
scapegoat In the Bible, a scapegoat is one of a pair of kid goats that is released into the wilderness, taking with it all sins and impurities, while the other is sacrificed. The concept first appears in the Book of Leviticus, in which a goat is designate ...
for more generalized problems affecting some communities.


History


Before video games

Elements of the type of
moral panic A moral panic is a widespread feeling of fear, often an irrational one, that some evil person or thing threatens the values, interests, or well-being of a community or society. It is "the process of arousing social concern over an issue", usua ...
that came with video games after they gained popularity had previously been seen with
comic book A comic book, also called comicbook, comic magazine or (in the United Kingdom and Ireland) simply comic, is a publication that consists of comics art in the form of sequential juxtaposed panels that represent individual scenes. Panels are of ...
s. Through the 1950s, comics were in their
Golden Age The term Golden Age comes from Greek mythology, particularly the ''Works and Days'' of Hesiod, and is part of the description of temporal decline of the state of peoples through five Ages of Man, Ages, Gold being the first and the one during ...
, having become a widely popular form of media. As the media expanded, some artists and publishers took more risks with violent and otherwise questionable content.
Fredric Wertham Fredric Wertham (; born Friedrich Ignatz Wertheimer, March 20, 1895 – November 18, 1981) was a German-American psychiatrist and author. Wertham had an early reputation as a progressive psychiatrist who treated poor black patients at his Lafargue ...
, a psychiatrist, wrote '' Seduction of the Innocent'' in 1954, which outlined his studies asserting that violent comics were a negative form of literature and led to
juvenile delinquency Juvenile delinquency, also known as juvenile offending, is the act of participating in unlawful behavior as a minor or individual younger than the statutory age of majority. In the United States of America, a juvenile delinquent is a person ...
. Even though some of Wertham's claims were later found to be based on bad studies, the book created a
moral panic A moral panic is a widespread feeling of fear, often an irrational one, that some evil person or thing threatens the values, interests, or well-being of a community or society. It is "the process of arousing social concern over an issue", usua ...
that put pressure on the comic book industry to regulate their works. Later in 1954, the comic industry issued the Comics Code Authority (CCA) which put strict regulations on content that could appear in comic books sold at most stores, eliminating most violence and other mature content via self-censoring. The mainstream comic industries waned as comics had lost their edge, while an underground market for the more adult comics formed. The comic industry did not recover from Comics Code Authority regulations until the 1970s, when adherence to the Authority was weakened. By the 2000s, the Authority was generally no longer considered. Modern trends of targeting violence in video games have been compared to these events in the comic industry, and video game industry leaders have specifically avoided the use of self-censorship that could impact the performance of the industry.
Pinball machine Pinball games are a family of games in which a ball is propelled into a specially designed table where it bounces off various obstacles, scoring points either en route or when it comes to rest. Historically the board was studded with nails call ...
s had also created a moral panic in post-World War II America, as the teenage rebels of the 1950s and 1960s would frequently hang around establishments with pinball machines, which created fear across the generation gap of older Americans unsure of the intents of this younger crowd. To some, it appeared to be a form of gambling (which led to machines being labeled "For Amusement Only"), while more religious people feared pinball was a "tool of the devil". Because of this, many cities and towns banned pinball machines or implemented strict licensing requirements which were slowly lifted in the late 1960s and early 1970s. Notably,
New York City New York, often called New York City or NYC, is the List of United States cities by population, most populous city in the United States. With a 2020 population of 8,804,190 distributed over , New York City is also the L ...
's ban on pinball machines lasted until 1976, while Chicago's was lifted in 1977. The appearance of video games in the early 1970s overlapped with the lifting of bans on pinball machines, and when youth were drawn to arcade games, the same concerns that were initially leveled at pinball machines as gambling machines and immoral playthings were also made about video games.


1970s–1980s

After ''Pong'' exploded onto the arcade game market, arcade game manufacturers were aware of the attention that video games were getting and tried to position games as entertainment aimed at adults, selling units preferably to bars and lounges. This gave them more leeway with content, but still which drew criticism from some. Two arcade games had already drawn attention for amoral content prior to 1976. Atari's ''
Gotcha Gotcha, a colloquial contraction for "got you" (got ya), may refer to: Film and TV * ''Gotcha!'' (film), a 1985 film starring Anthony Edwards and Linda Fiorentino * "Gotcha!" (''Adventure Time''), an episode of ''Adventure Time'' * "Gotcha" ...
'' in 1973, a maze game, initially shipped with two joystick units that were covered in pink domes as to represent women's breasts, but which were removed in later makes. The 1975 ''
Shark Jaws ''Shark Jaws'' is a single-player arcade video game by Atari, Inc. under the name of Horror Games, originally released in 1975. An unlicensed tie-in to the movie ''Jaws'', and believed to be the first commercially released movie tie-in, it was cr ...
'', also by Atari, was an unlicensed adaption of the film ''
Jaws Jaws or Jaw may refer to: Anatomy * Jaw, an opposable articulated structure at the entrance of the mouth ** Mandible, the lower jaw Arts, entertainment, and media * Jaws (James Bond), a character in ''The Spy Who Loved Me'' and ''Moonraker'' * ...
'' and attempted to play on the film's violent context, though here, the player was hunted by the shark. As arcade games spread into more locations, the ease for children to access the games also elevated concerns about their potential impacts. The 1976 arcade game '' Death Race'' is considered the first game to be targeted for its violent content. The game, like ''Shark Jaws'', was an unlicensed adaption of the 1975 film ''
Death Race 2000 ''Death Race 2000'' is a 1975 American science fiction action film produced by Roger Corman, directed by Paul Bartel, and starring David Carradine. The film takes place in a dystopian American society in the year 2000, where the murderous Transco ...
'', a violent film centered on driving. Within the game, the player was challenged to drive a car and run over simulated
gremlin A gremlin is a mischievous folkloric creature invented at the beginning of the 20th century to originally explain malfunctions in aircraft and later in other machinery and processes and their operators. Depictions of these creatures vary widely ...
s scoring points for doing so. Besides the game's simulated content, the game cabinet was also adorned with imagery of death. The game caught the attention of an
Associated Press The Associated Press (AP) is an American non-profit news agency headquartered in New York City. Founded in 1846, it operates as a cooperative, unincorporated association. It produces news reports that are distributed to its members, U.S. newspa ...
writer, Wendy Walker, who had contacted the game's manufacturer, Exidy, with her concerns that the game was excessively violent. Walker's concerns spread through other media organizations, including the
National Safety Council The National Safety Council (NSC) is a 501(c)(3) nonprofit, public service organization promoting health and safety in the United States. Headquartered in Itasca, Illinois, NSC is a member organization, founded in 1913 and granted a congressi ...
, who accused the game of glorifying the act of running people over when at the time they were trying to educate drivers about safe driving practices. While some arcades subsequently returned the ''Death Race'' machines due to this panic, sales of the game continued to grow due to the media coverage. It was recognized that many other competing arcade games at the time, like ''
Cops 'n' Robbers ''Cops 'n' Robbers'' is a video game published by Atlantis Software in 1985 for the VIC-20 and in virtually identical form on the Commodore 64. It was ported to the Commodore 16 and Commodore Plus/4 (1986), Acorn Electron and BBC Micro (1987), an ...
'', ''
Tank 8 ''Tank'' is an arcade game developed by Kee Games, a subsidiary of Atari, and released in November 1974. It was the only original title not based on an existing Atari property developed by Kee Games, which was founded to sell clones of Atari ga ...
'', and '' Jet Fighter'', all games equally about violent actions, saw little complaint. Nolan Bushnell of Atari said that "We
Atari Atari () is a brand name that has been owned by several entities since its inception in 1972. It is currently owned by French publisher Atari SA through a subsidiary named Atari Interactive. The original Atari, Inc. (1972–1992), Atari, Inc., ...
had an internal rule that we wouldn't allow violence against people. You could blow up a tank or you could blow up a flying saucer, but you couldn't blow up people. We felt that that was not good form, and we adhered to that all during my tenure." United States Surgeon General
C. Everett Koop Charles Everett Koop (October 14, 1916 – February 25, 2013) was an American pediatric surgeon and public health administrator. He was a vice admiral in the U.S. Public Health Service Commissioned Corps, and served as the 13th Surgeon Gen ...
was one of the first to raise concerns about the potential connection of video games to youth behavior. In 1982, Koop stated as a personal observation that "more and more people are beginning to understand" the connection between video games and mental and physical health effects on youth, though that at that time, there was not sufficient evidence to make any conclusion.


1990s


''Mortal Kombat'' and congressional hearings (1993–1994)

The fighting game ''
Mortal Kombat ''Mortal Kombat'' is an American media franchise centered on a series of video games originally developed by Midway Games in 1992. The development of the first game was originally based on an idea that Ed Boon and John Tobias had of making a v ...
'' was released into arcades in 1992. It was one of the first games to depict a large amount of blood and gore, particularly during special moves known as " Fatalities" used to finish off the losing character. Numerous arcade games that used high amounts of violent content followed in ''Mortal Kombat'' wake. However, as these games were originally exclusive to arcade machines, it was generally possible to segregate them away from games aimed for younger players. Eventually, there was significant interest from home console manufacturers in licensing ''Mortal Kombat'' from
Midway Games Midway Games Inc., known previously as Midway Manufacturing and Bally Midway, and commonly known as simply Midway, was an American video game developer and publisher. Midway's franchises included ''Mortal Kombat'', ''Rampage (series), Rampage'' ...
, particularly from
Sega is a Japanese multinational corporation, multinational video game and entertainment company headquartered in Shinagawa, Tokyo. Its international branches, Sega of America and Sega Europe, are headquartered in Irvine, California and London, r ...
for its
Sega Genesis The Sega Genesis, known as the outside North America, is a 16-bit Fourth generation of video game consoles, fourth generation home video game console developed and sold by Sega. It was Sega's third console and the successor to the Master Syst ...
platform and
Nintendo is a Japanese Multinational corporation, multinational video game company headquartered in Kyoto, Japan. It develops video games and video game consoles. Nintendo was founded in 1889 as by craftsman Fusajiro Yamauchi and originally produce ...
for the
Super Nintendo Entertainment System The Super Nintendo Entertainment System (SNES), commonly shortened to Super NES or Super Nintendo, is a 16-bit home video game console developed by Nintendo that was released in 1990 in Japan and South Korea, 1991 in North America, 1992 in Eur ...
. At the time, Sega and Nintendo were in the midst of a
console war In the video game industry, a console war describes the competition between two or more video game console manufacturers in trying to achieve better consumer sales through more advanced console technology, an improved selection of video games, and ...
to try to gain dominance in the United States market. Sega's licensed version of ''Mortal Kombat'' retained all the gore from the arcade version (though required a use of a cheat code to activate it), while Nintendo had a version developed that removed most of the gore, recoloring the blood as grey "sweat" and otherwise toning down the game. Sega's version drastically outsold Nintendo's version and intensified the competition between the two companies. The popularity of ''Mortal Kombat'', along with the full-motion video game '' Night Trap'' and the light gun shooting game
Lethal Enforcers is a 1992 light gun shooter released as an arcade video game by Konami. The graphics consist entirely of digitized photographs and digitized sprites. Home versions were released for the Super NES, Genesis and Sega CD during the following year an ...
, gained attention from U.S. Senators Joe Lieberman and
Herb Kohl Herbert H. Kohl (born February 7, 1935) is an American businessman and politician. Alongside his brother and father, the Kohl family created the Kohl's department stores chain, of which Kohl went on to be president and CEO. Kohl also served as a ...
. This resulted in two congressional hearings in 1993 and 1994 to discuss the issues of violence and video games with concerned advocacy groups, academics, and the video game industry. Sega, Nintendo, and others were criticized for lacking a standardized content rating system, and Lieberman threatened to have Congress pass legislation requiring a system that would have government oversight if the industry did not take its own steps. By the time of the second hearing, Sega, Nintendo, and other console manufacturers had outlined their agreed-upon approach for a voluntary rating system through the Entertainment Software Ratings Board (ESRB), which was in place by the end of 1994. This also led to the establishment of the Interactive Digital Software Association, later known as the Entertainment Software Association (ESA), a trade group for the video game industry that managed the ESRB and further supported trade-wide aspects such as government affairs.


Jack Thompson lawsuits (1997)

American attorney
Jack Thompson Jack Thompson may refer to: Sports *Jack Thompson (footballer, born 1892) (1892–1969), English footballer who played for Sheffield United and Bristol City *Jack Thompson (1920s footballer), English footballer who played for Aston Villa and Bright ...
has criticized a number of video games for perceived obscenity and campaigned against their producers and distributors. He argues that violent video games have repeatedly been used by teenagers as "murder simulators" to rehearse violent plans. He has pointed to alleged connections between such games and a number of school massacres.


Columbine High School massacre (1999)

The
Columbine High School massacre On April 20, 1999, a school shooting and attempted bombing occurred at Columbine High School in Columbine, Colorado, United States. The perpetrators, 12th grade students Eric Harris and Dylan Klebold, murdered 12 students and one teacher. ...
on April 20, 1999, reignited the debate about violence in video games. Among other factors, the perpetrators,
Eric Harris and Dylan Klebold Eric David Harris (April 9, 1981 – April 20, 1999) and Dylan Bennet Klebold (; September 11, 1981 – April 20, 1999) were an American mass murder duo who perpetrated the Columbine High School massacre on April 20, 1999. Harris and Klebold ...
, were found to be avid players of violent games like ''
Doom Doom is another name for damnation. Doom may also refer to: People * Doom (professional wrestling), the tag team of Ron Simmons and Butch Reed * Daniel Doom (born 1934), Belgian cyclist * Debbie Doom (born 1963), American softball pitcher * L ...
''. The public perceived a connection between video games and the shooting, leading to a Congressional hearing and President
Bill Clinton William Jefferson Clinton ( né Blythe III; born August 19, 1946) is an American politician who served as the 42nd president of the United States from 1993 to 2001. He previously served as governor of Arkansas from 1979 to 1981 and agai ...
ordering an investigation into school shootings and how video games were being marketed to youth. The report, released in 2004 by the
United States Secret Service The United States Secret Service (USSS or Secret Service) is a federal law enforcement agency under the Department of Homeland Security charged with conducting criminal investigations and protecting U.S. political leaders, their families, and ...
and the
United States Department of Education The United States Department of Education is a Cabinet-level department of the United States government. It began operating on May 4, 1980, having been created after the Department of Health, Education, and Welfare was split into the Department ...
, found only 12% of perpetrators in school shootings had shown interest in video games. In the aftermath of the Columbine shooting, previous school shootings were re-evaluated by media and connections were drawn between Columbine and the
Westside Middle School massacre West Side or Westside may refer to: Places Canada * West Side, a neighbourhood of Windsor, Ontario * West Side, a neighbourhood of Vancouver, British Columbia United Kingdom * West Side, Lewis, Outer Hebrides, Scotland * Westside, Birmingham E ...
of 1998. Although video games had not been identified as a factor at the time of the Westside shooting, media discussions of Columbine pointed to Westside as a similar case in that the two student perpetrators had often played '' GoldenEye 007'' together and had enjoyed playing
first-person shooter First-person shooter (FPS) is a sub-genre of shooter video games centered on gun and other weapon-based combat in a first-person perspective, with the player experiencing the action through the eyes of the protagonist and controlling the pl ...
games prior to the shooting.


2000s


''Grand Theft Auto III'' and further lawsuits

In 2001, Rockstar Games released the
PlayStation 2 The PlayStation 2 (PS2) is a home video game console developed and marketed by Sony Computer Entertainment. It was first released in Japan on 4 March 2000, in North America on 26 October 2000, in Europe on 24 November 2000, and in Australia on 3 ...
game ''
Grand Theft Auto III ''Grand Theft Auto III'' is a 2001 action-adventure game developed by DMA Design and published by Rockstar Games. It is the third main entry in the ''Grand Theft Auto'' series, following 1999's ''Grand Theft Auto 2'', and the fifth instalment o ...
''. The game gave the player control of an unnamed protagonist in a contemporary urban setting taking on missions within the city's criminal underworld. The game was one of the first open world games and allowed the player to have nearly free control of how they completed missions, which included gunplay, melee combat, and reckless driving. The game was widely successful, selling over two million units within six months. Its popularity led several groups to criticize the violence in the game, among other factors. Rockstar subsequently released two follow-up games, '' Grand Theft Auto: Vice City'' in 2003 and '' Grand Theft Auto: San Andreas'' in 2004, the latter becoming controversial for the sexually explicit ''Hot Coffee'' mod. After this incident the government decided to take action. In 2005, California banned the sale of violent video games to minors. In the years that followed, a number of fatal murders and other crimes committed by young adults and youth were found to have ties to ''Grand Theft Auto III'' and later games that followed in its footsteps. Jack Thompson became involved to try to sue Rockstar, its publisher Take-Two Interactive, and
Sony , commonly stylized as SONY, is a Japanese multinational conglomerate corporation headquartered in Minato, Tokyo, Japan. As a major technology company, it operates as one of the world's largest manufacturers of consumer and professional ...
on behalf of the victims for large amounts of damages, asserting that the violence in these games led directly to the crimes and thus these companies were responsible for said crimes. These cases ultimately did not lead to any action against Rockstar, as they were either voluntarily withdrawn or dismissed before judgment. Thompson agreed to no longer seek legal action against Take-Two's games, and ultimately became an activist to highlight the issues of violence in video games. The events of this period were made into a
BBC #REDIRECT BBC #REDIRECT BBC #REDIRECT BBC Here i going to introduce about the best teacher of my life b BALAJI sir. He is the precious gift that I got befor 2yrs . How has helped and thought all the concept and made my success in the 10th board ex ...
docudrama, ''
The Gamechangers ''The Gamechangers'' is a British docudrama produced by the BBC. The programme depicts the story of the controversies caused by ''Grand Theft Auto'', a successful video game series, as various attempts were made to halt the production of the g ...
'', which was first broadcast in September 2015.


Winnenden school shooting (2009)

The shooter in the
Winnenden school shooting The Winnenden school shooting occurred on the morning of 11 March 2009 at the Albertville-Realschule, a secondary school in Winnenden, southwestern Germany, followed by a shootout at a car dealership in nearby Wendlingen. The shooting spree resu ...
on March 11, 2009, in
Winnenden Winnenden ( Swabian: ''Wẽnnede'') is a small town in the Rems-Murr district of the Stuttgart Region in Baden-Württemberg in southwest Germany. It lies in a wine-growing area approx. northeast of Stuttgart and has a population of fewer than 28, ...
, Germany, was found to have had interest in video games like '' Counter-Strike'' and '' Far Cry 2''. In the weeks that followed, politicians and concerned citizens tried to pressure the government into passing legislation to ban the sale of violent video games in the country, though this never came to pass.


''Call of Duty: Modern Warfare 2'' "No Russian" (2009)

The 2009 first-person shooter '' Call of Duty: Modern Warfare 2'' included a controversial mission in its story mode called "
No Russian "No Russian" is a controversial mission in the 2009 video game '' Call of Duty: Modern Warfare 2'' and its remastered version, '' Call of Duty: Modern Warfare 2 Campaign Remastered''. In the level, the player participates in a mass shooting at ...
". In the mission, the player takes on the role of a
CIA The Central Intelligence Agency (CIA ), known informally as the Agency and historically as the Company, is a civilian intelligence agency, foreign intelligence service of the federal government of the United States, officially tasked with gat ...
agent who has embedded himself among a Russian ultranationalist terrorist group; the leader of the group warns them to speak "no Russian" to give away their origins. The mission allows the player to participate in a terrorist attack at a Moscow airport, during which they may fire indiscriminately on civilians and security alike. Participation in the mission is not mandatory: a disclaimer before the mission begins warns the player about the violent content and gives the option to skip the level. If the player chooses to play the level, they are not required to participate in the shooting in order to complete the level. The level ends when the terrorist group's leader kills the player-character in order to frame the attack as the work of the United States, leading to a world war. The existence of the level leaked before the game's release, forcing publisher Activision and developer
Infinity Ward Infinity Ward, Inc. is an American video game developer. They developed the video game ''Call of Duty'', along with seven other installments in the ''Call of Duty'' series. Vince Zampella, Grant Collier, and Jason West established Infinity Ward ...
to respond to journalists and activists that were critical of the concept of the mission. Activision defended the level's inclusion in the finished game, emphasizing that the mission was not representative of the rest of the game and that initial assessments had taken the level out of context. Even with the full game's release, "No Russian" was still criticized, with some stating that video games had yet to mature. The mission is considered a watershed moment for the video game industry, in how certain depictions of violence can be seen as acceptable while others, like "No Russian", are considered unacceptable.


2010s


''Brown v. Entertainment Merchants Association'' (2011)

To address violent video games, several U.S. states passed laws that restricted the sale of mature video games, particularly those with violent or sexual content, to children. Video game industry groups fought these laws in courts and won. The most significant case came out of a challenge to a California law passed in 2005 that banned the sale of mature games to minors as well as requiring an enhanced content rating system beyond the ESRB's. Industry groups fought this and won, but the case ultimately made it to the
Supreme Court of the United States The Supreme Court of the United States (SCOTUS) is the highest court in the federal judiciary of the United States. It has ultimate appellate jurisdiction over all U.S. federal court cases, and over state court cases that involve a point o ...
. In ''Brown v. Entertainment Merchants Association'', the Supreme Court ruled that video games were a protected form of speech, qualifying for
First Amendment First or 1st is the ordinal form of the number one (#1). First or 1st may also refer to: *World record, specifically the first instance of a particular achievement Arts and media Music * 1$T, American rapper, singer-songwriter, DJ, and rec ...
protections, and laws like California's that block sales on a basis outside of the Miller test were unconstitutional. Justice
Antonin Scalia Antonin Gregory Scalia (; March 11, 1936 – February 13, 2016) was an American jurist who served as an associate justice of the Supreme Court of the United States from 1986 until his death in 2016. He was described as the intellectu ...
, who wrote the majority opinion, considered that violence in many video games was no different from that presented in other children's media, such as '' Grimm's Fairy Tales''.


Sandy Hook Elementary School shooting (2012)

The
Sandy Hook Elementary School shooting The Sandy Hook Elementary School shooting occurred on December 14, 2012, in Newtown, Connecticut, United States, when 20-year-old Adam Lanza shot and killed 26 people. Twenty of the victims were children between six and seven years old, and t ...
occurred on December 14, 2012. The perpetrator, Adam Lanza, was found to have a "trove" of video games, as described by investigating officials, including several games considered to be violent. This discovery started a fresh round of calls against violent video games in political and media circles, including a meeting on the topic between U.S. Vice President Joe Biden and representatives from the video game industry. The
National Rifle Association The National Rifle Association of America (NRA) is a gun rights advocacy group based in the United States. Founded in 1871 to advance rifle marksmanship, the modern NRA has become a prominent Gun politics in the United States, gun rights ...
accused the video game industry for the shooting, identifying games that focused on shooting people in schools.


Munich Olympia Mall shooting (2016)

The
2016 Munich shooting On 22 July 2016, there was a mass shooting in the vicinity of the Olympia shopping mall in the Moosach district of Munich, Germany. An 18-year-old Iranian-German, David Sonboly, opened fire on fellow teenagers at a McDonald's restaurant before ...
occurred on July 22, 2016, in the vicinity of the Olympia Shopping Mall in the Moosach District of
Munich Munich ( ; german: München ; bar, Minga ) is the capital and most populous city of the States of Germany, German state of Bavaria. With a population of 1,558,395 inhabitants as of 31 July 2020, it is the List of cities in Germany by popu ...
, Bavaria, Germany. The perpetrator, David Sonboly, killed 10 people before killing himself when surrounded by police. As a result, the German Minister of the Interior,
Thomas de Maizière Karl Ernst Thomas de Maizière (; born 21 January 1954) is a German politician of the Christian Democratic Union (CDU) who served as Federal Minister of the Interior from 2009 to 2011 and 2013 to 2018, as well as Federal Minister of Defence f ...
, claimed that the "intolerable extent of video games on the internet" has a harmful effect on the development of young people. His statements were criticized by media specialist Maic Mausch, who said with regards to Maiziere's statement that "No sensible scientist can say that with such certainty. And if no scientist can do it, no minister can do that."


Parkland school shooting (2018)

The
Stoneman Douglas High School shooting On February 14, 2018, 19-year-old Nikolas Cruz opened fire on students and staff at Marjory Stoneman Douglas High School in the Miami suburban town of Parkland, Florida, murdering 17 people and injuring 17 others. Cruz, a former student at t ...
occurred on February 14, 2018, in
Parkland, Florida Parkland is a suburban city, 42 miles northwest of Miami, in northern Broward County, Florida, United States. As of the 2020 census, the population of Parkland was 34,670. Parkland is part of the Miami metropolitan area, which was home to 6,166 ...
. In the aftermath, Kentucky Governor Matt Bevin declared that the country should re-evaluate "the things being put in the hands of our young people", specifically "quote-unquote
video games Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device to gener ...
" that "have desensitized people to the value of human life". A month later, President
Donald Trump Donald John Trump (born June 14, 1946) is an American politician, media personality, and businessman who served as the 45th president of the United States from 2017 to 2021. Trump graduated from the Wharton School of the University of Pe ...
called for several industry representatives and advocates to meet in Washington, D.C. to discuss the impact of violent video games with him and his advisors. Industry leaders included Michael Gallagher, ESA president; Patricia Vance, ESRB president; Robert Altman, CEO of ZeniMax Media; and Strauss Zelnick, CEO of Take-Two, while advocates included Brent Bozell, of the Media Research Center and Melissa Henson of the Parents Television Council. While the video game industry asserted the lack of connection between violent video games and violent acts, their critics asserted that the industry should take steps to limit youth access and marketing to violent video games in ways similar to the approaches taken for alcohol and tobacco use.


Suzano school shooting (2019)

The Suzano school shooting occurred on March 13, 2019, at the Professor Raul Brasil State School in the Brazilian municipality of
Suzano Suzano is a municipality in São Paulo state, Brazil. It is part of the Metropolitan Region of São Paulo. The population is 300,559 (2020 est.) in an area of 206.24 km². The elevation is 749 m. Suzano has a large Japanese Brazilian popula ...
,
São Paulo São Paulo (, ; Portuguese for 'Saint Paul') is the most populous city in Brazil, and is the capital of the state of São Paulo, the most populous and wealthiest Brazilian state, located in the country's Southeast Region. Listed by the GaWC a ...
. The perpetrators, Guilherme Taucci Monteiro and Luiz Henrique de Castro, managed to kill five school students and two school employees before Monteiro killed Castro and then committed suicide. As a result, Brazilian Vice President Hamilton Mourão claimed that young people are addicted to violent video games, while also claiming that the work routine of Brazilian parents made it harder for young people to be raised properly. As a result, the hashtag #SomosGamersNãoAssassinos (“#WeAreGamersNotMurderers”) gained popularity in Brazil.


August 2019 shootings

Two mass shootings occurring within a day of each other, one in El Paso, Texas and another in Dayton, Ohio, in August 2019 provoked political claims that video games were partially to blame for the incidents. U.S. President Donald Trump stated days after the shootings, "We must stop the glorification of violence in our society. This includes the gruesome and grisly video games that are now commonplace". House Minority Leader Kevin McCarthy also blamed video games for these events, stating, "I've always felt that it's a problem for future generations and others. We've watched from studies, shown before, what it does to individuals, and you look at these photos of how it took place, you can see the actions within video games and others." News organizations and the video game industry reiterated the findings of the past, that there was no link between video games and violent behavior, and criticized politicians for putting video games to task when the issues lied within proper
gun control Gun control, or firearms regulation, is the set of laws or policies that regulate the manufacture, sale, transfer, possession, modification, or use of firearms by civilians. Most countries have a restrictive firearm guiding policy, with on ...
.


Halle synagogue shooting (2019)

The
Halle synagogue shooting The Halle synagogue shooting occurred on 9 October 2019 in Halle, Saxony-Anhalt, Germany, and continued in nearby Landsberg. After unsuccessfully trying to enter the synagogue in Halle during the Jewish holiday of Yom Kippur, the attacker, late ...
occurred on October 9, 2019, in
Halle Halle may refer to: Places Germany * Halle (Saale), also called Halle an der Saale, a city in Saxony-Anhalt ** Halle (region), a former administrative region in Saxony-Anhalt ** Bezirk Halle, a former administrative division of East Germany ** Hall ...
,
Saxony-Anhalt Saxony-Anhalt (german: Sachsen-Anhalt ; nds, Sassen-Anholt) is a state of Germany, bordering the states of Brandenburg, Saxony, Thuringia and Lower Saxony. It covers an area of and has a population of 2.18 million inhabitants, making it the ...
, Germany, continuing in nearby Landsberg. The suspect, identified by the media as Stephan Baillet, was influenced by far-right ideology and managed to live-stream his attack on
Facebook Facebook is an online social media and social networking service owned by American company Meta Platforms. Founded in 2004 by Mark Zuckerberg with fellow Harvard College students and roommates Eduardo Saverin, Andrew McCollum, Dustin M ...
and Twitch. In the process of the attack, he managed to kill two people before being subdued by police. Given the live-streamed nature of the attack, German Minister of the Interior Horst Seehofer claimed that "many of the perpetrators or the potential perpetrators come from the gaming scene" with regards to incidents like the shooting in Halle. His comments received widespread criticism from German gamers and politicians, such as
SPD The Social Democratic Party of Germany (german: Sozialdemokratische Partei Deutschlands, ; SPD, ) is a centre-left social democratic political party in Germany. It is one of the major parties of contemporary Germany. Saskia Esken has been the ...
general secretary Lars Klingbeil, who stated that "The problem is right-wing extremism, not gamers or anything else."


2020s


School shooting in Torreon, Mexico (2020)

Hours after a school shooting in
Torreón Torreón () is a city and seat of Torreón Municipality in the Mexican state of Coahuila. As of 2021, the city's population was 735,340. The metropolitan population as of 2015 was 1,497,734, making it the ninth-biggest metropolitan area in the ...
, Coahuila, Mexico, in January 2020, the governor of that state,
Miguel Ángel Riquelme Solís Miguel Ángel Riquelme Solís (born 18 September 1970) is a Mexicans, Mexican politician from the Institutional Revolutionary Party (PRI) and the current Governor of Coahuila. Early life and career Riquelme Solís was born in Torreón, Coahuila, ...
, stated that the 11-year-old shooter was wearing a T-shirt with the legend ''
Natural Selection Natural selection is the differential survival and reproduction of individuals due to differences in phenotype. It is a key mechanism of evolution, the change in the heritable traits characteristic of a population over generations. Charle ...
'' and could have been influenced by the game. The governor's comment sparked a debate about the link between violence and video games. Erik Salazar Flores of the College of Psychology of the
National Autonomous University of Mexico The National Autonomous University of Mexico ( es, Universidad Nacional Autónoma de México, UNAM) is a public research university in Mexico. It is consistently ranked as one of the best universities in Latin America, where it's also the bigges ...
(UNAM) stated that blaming video games for violence is an "easy way out" for authorities who wish to ignore the complexity of the problem. Dalila Valenzuela, a sociologist from Autonomous University of Baja California said that video games influence children's behavior but that the parents are most directly responsible.


Studies

Broadly, researchers have not found any connection between violent video games and violent behavior. The policy statement of the
American Psychological Association The American Psychological Association (APA) is the largest scientific and professional organization of psychologists in the United States, with over 133,000 members, including scientists, educators, clinicians, consultants, and students. It ha ...
(APA) related to video games states "Scant evidence has emerged that makes any causal or correlational connection between playing violent video games and actually committing violent activities." The APA has acknowledged that violent video games strongly correlates with aggressive behavior, as well as anti-social behavior, but distinguishes between aggression and violence. A 2015 APA review of current studies in this area described the link between violent video games and aggressive behavior as "both as an increase in negative outcomes such as aggressive behavior, cognition, and affect and as a decrease in positive outcomes such as prosocial behavior, empathy, and sensitivity to aggression." However, the APA recognized the studies tended to be disproportionate to normal demographics. Further, the APA issued a policy statement in 2017 aimed at politicians and media to urge them to avoid linking violent video games with violent crimes, reiterating the subject of their findings over the years. In a follow-up statement in 2020, the APA reaffirmed that there remains insufficient evidence to link video games to violent behavior. They had found that there was "small, reliable association between violent video game use and aggressive outcomes, such as yelling and pushing", but could not extend that to more violent activities.
Christopher Ferguson Christopher J. "Fergy" Ferguson (born September 1, 1961) is a Boeing commercial astronaut and a retired United States Navy Captain and NASA astronaut. He was the pilot of Space Shuttle ''Atlantis'' on his first mission to space, STS-115, which ...
, a professor at Stetson University, and a researcher on the connection between violent video games and violent behavior, he has stated that " ere's not evidence of a correlation, let alone a causation" between video games and violence. Ferguson's more recent studies have shown that there is no predictive behavior that can be inferred from the playing of violent video games.


Negative effects of video games

Theories of negative effects of video games tend to focus on players' modeling of behaviors observed in the game. These effects may be exacerbated due to the interactive nature of these games. The most well-known theory of such effects is the General Aggression Model (GAM), which proposes that playing violent video games may create cognitive scripts of aggression which will be activated in incidents in which individuals think others are acting with hostility. Playing violent video games, thus, becomes an opportunity to rehearse acts of aggression, which then become more common in real life. The ''general aggression model'' suggests the simulated violence of video games may influence a player's thoughts, feelings and physical arousal, affecting individuals' interpretation of others' behavior and increasing their own aggressive behavior. Some scholars have criticized the general aggression model, arguing that the model wrongly assumes that aggression is primarily learned and that the brain does not distinguish reality from fiction. Some recent studies have explicitly claimed to find evidence against the GAM. Parents can protect their children from violence used in video games by limiting game usage and privileges. Some biological theories of aggression have specifically excluded video game and other media effects because the evidence for such effects is considered weak and the impact too distant. For example, the ''catalyst model'' of aggression comes from a diathesis-stress perspective, implying that aggression is due to a combination of genetic risk and environmental strain. The ''catalyst model'' suggests that stress, coupled with antisocial personality are salient factors leading to aggression. It does allow that proximal influences such as family or peers may alter aggressiveness but not media and games.


Research methods

Research has focused on two elements of the effects of video games on players: the player's health measures and educational achievements as a function of game play amounts; the players' behavior or perceptions as a function of the game's violence levels; the context of the game play in terms of group dynamics; the game's structure which affects players' visual attention or three dimensional constructional skills; and the mechanics of the game which affects hand–eye coordination. Two other research methods that have been used are experimental (in a laboratory), where the different environmental factors can be controlled, and non-experimental, where those who participate in studies simply log their video gaming hours.


Scientific debate

A common theory is that playing violent video games increases aggression in young people. Various studies claim to support this hypothesis. Other studies find no link. Debate among scholars on both sides remains contentious, and there is argument about whether consensus exists regarding the effects of violent video games on aggression.


Primary studies

In 1998, Steven Kirsh reported in the journal '' Childhood'' that the use of video games may lead to acquisition of a ''
hostile attribution bias Hostile attribution bias, or hostile attribution of intent, is the tendency to interpret others' behaviors as having hostile intent, even when the behavior is ambiguous or benign.Nasby, W., Hayden, B., & DePaulo, B. M. (1980). Attributional bias am ...
''. Fifty-five subjects were randomized to play either violent or non-violent video games. Subjects were later asked to read stories in which the characters' behaviour was ambiguous. Participants randomized to play violent video games were more likely to provide negative interpretations of the stories. Another study done by Anderson and Dill in 2000 found a correlation in undergraduate students between playing violent video games and violent crime, with the correlation stronger in aggressive male players, although other scholars have suggested that results from this study were not consistent, and that the methodology was flawed. In 2001,
David Satcher David Satcher, (born March 2, 1941) is an American physician, and public health administrator. He was a four-star admiral in the United States Public Health Service Commissioned Corps and served as the 10th Assistant Secretary for Health, and th ...
, the
Surgeon General of the United States The surgeon general of the United States is the operational head of the United States Public Health Service Commissioned Corps (PHSCC) and thus the leading spokesperson on matters of public health in the federal government of the United States. Th ...
, said "We clearly associate media violence to aggressive behavior. But the impact was very small compared to other things. Some may not be happy with that, but that's where the science is." A 2002 US
Secret Service A secret service is a government agency, intelligence agency, or the activities of a government agency, concerned with the gathering of intelligence data. The tasks and powers of a secret service can vary greatly from one country to another. For ...
study of 41 individuals who had been involved in school shootings found that twelve percent were attracted to violent video games, twenty-four percent read violent books and twenty-seven percent were attracted to violent films. Some scholars have indicated that these numbers are unusually low compared to violent media consumption among non-criminal youth. In 2003, a study was conducted at Iowa State University assessing pre-existing attitudes and violence in children. The study concerned children between ages 5 and 12 that were assessed for the typical amount of time they played video games per week and pre-existing empathy and attitudes towards violence. The children played a violent or non-violent video game for approximately 15 minutes. Afterwards, their pulse rates were recorded, and the children were asked how frustrating the games were on a 1-10 scale. Last, the children are given drawings (
vignettes Vignette may refer to: * Vignette (entertainment), a sketch in a sketch comedy * Vignette (graphic design), decorative designs in books (originally in the form of leaves and vines) to separate sections or chapters * Vignette (literature), short, i ...
) of everyday situations, some more likely to have aggressive actions following the depiction, while others an empathetic action. Results show that there were no significant effects of video game playing in the short term, with violent video games and non-violent video games having no significant differences, indicating that children do not have decreased empathy from playing violent video games. Conversely, children who play more violent video games over a long period of time were associated with lower pre-existing empathy, and also lower scores on the empathy inducing vignettes, indicating long-term effects. It is possible that video games had not primed children for the particular aggression scenarios. This data could indicate desensitization in children can occur after long-term exposure, but not all children were affected in the same way, so the researchers deduced that some children may be at a higher risk of these negative effects. It is possible that fifteen minutes is not quite long enough to produce short-term cognitive effects. In 2003, Jeanne B. Funk and her colleagues at the Department of Psychology at the
University of Toledo The University of Toledo (UToledo or UT) is a public research university in Toledo, Ohio. It is the northernmost campus of the University System of Ohio. The university also operates a Health Science campus, which includes the University of T ...
examined the relationship between exposure to violence through media and real-life, and desensitization (reflected by loss of empathy and changes in attitudes toward violence) in fourth and fifth grade pupils. Funk found that exposure to video game violence was associated with lowered empathy and stronger proviolence attitudes. Another study from 2003, by John Colwell at the University of Westminster, found that violent video game playing was associated with reduced aggression among Japanese youth. The
American Psychological Association The American Psychological Association (APA) is the largest scientific and professional organization of psychologists in the United States, with over 133,000 members, including scientists, educators, clinicians, consultants, and students. It ha ...
(APA) released an official statement in 2005, which said that exposure to violent media increases feelings of hostility, thoughts about aggression, suspicions about the motives of others, and demonstrates violence as a method to deal with potential conflict situations, that comprehensive analysis of violent interactive video game research suggests such exposure increases aggressive behavior, thoughts, angry feelings, physiological arousal, and decreases helpful behavior, and that studies suggest that sexualized violence in the media has been linked to increases in violence towards women, rape myth acceptance and anti-women attitudes. It also states that the APA advocates reduction of all violence in videogames and interactive media marketed to children and youth, that research should be made regarding the role of social learning, sexism, negative depiction of minorities, and gender on the effects of violence in video games and interactive media on children, adolescents, and young adults, and that it engages those responsible for developing violent video games and interactive media in addressing the issue that playing violent video games may increase aggressive thoughts and aggressive behaviors in children, youth, and young adults, and that these effects may be greater than the well documented effects of exposure to violent television and movies. They also recommend to the entertainment industry that the depiction of the consequences of violent behavior be associated with negative social consequences and that they support a rating system which accurately reflects the content of video games and interactive media. The statement was updated in 2015 (see below.) Some scholars suggested that the APA's policy statement ignored discrepant research and misrepresented the scientific literature. In 2013 a group of over 230 media scholars wrote an open letter to the APA asking them to revisit and greatly amend their policy statement on video game violence, due to considering the evidence to be mixed. Signatories to the 2013 letter included psychologists
Jeffrey Arnett Jeffrey Jensen Arnett is a professor in the Department of Psychology at Clark University in Massachusetts. His main research interest is in "emerging adulthood", a term he coined, which refers to the distinct phase between adolescence and young adu ...
,
Randy Borum Randy Borum is a Professor and Coordinator of Strategy and Intelligence Studies in the School of Information at the University of South Florida and has taught at USF since 1999.Borum, R. (n.d.). Curriculum vitae. Retrieved December 2, 2014, from ...
, David Buss,
David Canter David Victor Canter (born 5 January 1944) is a psychologist. He began his career as an architectural psychologist studying the interactions between people and buildings, publishing and providing consultancy on the designs of offices, schools, ...
, Lorenza Colzato, M. Brent Donnellan,
Dorothy Espelage Dorothy Espelage is an American psychologist. She is the William C. Friday Distinguished Professor of Education at the University of North Carolina (Chapel Hill), and an international expert in bullying, youth aggression, and teen dating violence ...
, Frank Farley,
Christopher Ferguson Christopher J. "Fergy" Ferguson (born September 1, 1961) is a Boeing commercial astronaut and a retired United States Navy Captain and NASA astronaut. He was the pilot of Space Shuttle ''Atlantis'' on his first mission to space, STS-115, which ...
, Peter Gray,
Mark D. Griffiths Mark D. Griffiths is an English Chartered (professional), chartered psychologist focusing in the field of Behavioral addiction, behavioural addictions, namely gambling disorder, Video game addiction, gaming addiction, Internet addiction, sex addi ...
,
Jessica Hammer Jessica Hammer is an assistant professor in the Human-Computer Interaction Institute at Carnegie Mellon University. Early life and education Hammer, who was a finalist in the Regeneron Science Talent Search, attended the Maimonides School, in Br ...
,
Mizuko Ito is a Japanese cultural anthropology, cultural anthropologist who is a Professor in Residence at the Humanities Research Institute at the University of California, Irvine. Her main professional interest is young people's use of media technology. ...
,
James C. Kaufman James C. Kaufman is an American psychologist known for his research on creativity. He is a Professor of Educational Psychology at the University of Connecticut in Storrs, Connecticut. Previously, he taught at the California State University, Sa ...
, Dana Klisanin,
Catherine McBride-Chang Catherine Alexandra McBride, (formerly McBride-Chang), was formerly the Choh-Ming Li Professor of Developmental Psychology at the Chinese University of Hong Kong (CUHK) specializing in the acquisition of early literacy skills. She is currently th ...
,
Jean Mercer Jean Mercer is an American developmental psychologist and professor Emeritus, emerita of psychology at Stockton University. Founder of the advocacy group Advocates for Children in Therapy, she is known as an advocate for adopted children and thos ...
,
Hal Pashler Hal Pashler is Distinguished Professor of Psychology at University of California, San Diego. An experimental psychologist and cognitive scientist, Pashler is best known for his studies of human attentional limitations (his analysis of the Psycholog ...
, Steven Pinker,
Richard M. Ryan Richard M. Ryan is a professor at the Institute for Positive Psychology and Education at the Australian Catholic University and a research professor at the University of Rochester. He earned his Ph.D. in clinical psychology from the University fo ...
,
Todd K. Shackelford Todd Kennedy Shackelford (born 1971) is an American psychologist and professor at Oakland University. He is best known for his work in evolutionary psychology. He is the editor in chief of the academic journals ''Evolutionary Psychology'' and ''E ...
,
Daniel Simons Daniel James Simons (born 1969) is an experimental psychologist, cognitive scientist, and Professor in the Department of Psychology and the Beckman Institute for Advanced Science and Technology at the University of Illinois. Simons is best know ...
, Ian Spence, and
Dean Simonton Dean Keith Simonton is a Distinguished Professor of Psychology at the University of California, Davis. He is particularly interested in the study of human intelligence, creativity, greatness, and the psychology of science. Simonton was born on Jan ...
, criminologists
Kevin Beaver Kevin Michael Beaver (born September 17, 1977) is an American criminologist and the Judith Rich Harris Professor of Criminology at Florida State University's Florida State University College of Criminology and Criminal Justice, College of Criminolo ...
, James Alan Fox, Roger J.R. Levesque, and
Mike A. Males Mike A. Males (born 1950) is an American sociologist who is senior researcher for the Center on Juvenile and Criminal Justice, San Francisco, and content director for YouthFacts.org, the online information service on youth issues. He worked f ...
, game design researchers
Bob De Schutter Bob De Schutter is a Belgian video game designer and researcher, who is the C. Michael Armstrong professor of Applied Game Design at Miami University (Oxford, Ohio). He is best known for his work on the design of video games for players in middle ...
and
Kurt Squire Kurt D. Squire (born July 10, 1972, in Valparaiso, Indiana) is a professor at The University of California, Irvine, member of the Connected Learning Laboratory, and former director of the Games, Learning & Society Initiative at the University ...
, communications scholar
Thorsten Quandt Thorsten Quandt is the professor of online communication at the University of Münster, Germany. He has a particular interest in online communication, digital games and (online) journalism. He (co)authored more than 150 scientific articles and se ...
, and science writer Richard Rhodes. In 2005, a study by Bruce D. Bartholow and colleagues at the
University of Missouri The University of Missouri (Mizzou, MU, or Missouri) is a public university, public Land-grant university, land-grant research university in Columbia, Missouri. It is Missouri's largest university and the flagship of the four-campus Universit ...
,
University of Michigan , mottoeng = "Arts, Knowledge, Truth" , former_names = Catholepistemiad, or University of Michigania (1817–1821) , budget = $10.3 billion (2021) , endowment = $17 billion (2021)As o ...
, Vrije Universiteit, and
University of North Carolina The University of North Carolina is the multi-campus public university system for the state of North Carolina. Overseeing the state's 16 public universities and the NC School of Science and Mathematics, it is commonly referred to as the UNC Sy ...
using
event related potential An event-related potential (ERP) is the measured brain response that is the direct result of a specific sensory, cognitive, or motor event. More formally, it is any stereotyped electrophysiological response to a stimulus. The study of the brai ...
linked video game violence exposure to brain processes hypothetically reflecting desensitization. The authors suggested that chronic exposure to violent video games have lasting harmful effects on brain function and behavior. In 2005, a study at
Iowa State University Iowa State University of Science and Technology (Iowa State University, Iowa State, or ISU) is a public land-grant research university in Ames, Iowa. Founded in 1858 as the Iowa Agricultural College and Model Farm, Iowa State became one of the n ...
, the
University of Michigan , mottoeng = "Arts, Knowledge, Truth" , former_names = Catholepistemiad, or University of Michigania (1817–1821) , budget = $10.3 billion (2021) , endowment = $17 billion (2021)As o ...
, and Vrije Universiteit by Nicholas L. Carnagey and colleagues found that participants who had previously played a violent video game had lower heart rate and galvanic skin response while viewing filmed real violence, demonstrating a physiological desensitization to violence. In 2007, a study at the
Swinburne University of Technology Swinburne University of Technology (often simply called Swinburne) is a public research university based in Melbourne, Australia. It was founded in 1908 as the Eastern Suburbs Technical College by George Swinburne to serve those without access ...
found that children had variable reactions to violent games, with some kids becoming more aggressive, some becoming less aggressive, but the majority showing no changes in behavior. In 2008, a longitudinal study conducted in Japan assessed possible long-term effects of video game playing in children. The final analysis consisted of 591 fifth graders aged 10–11 across eight public elementary schools, and was conducted over the course of a year. Initially, children were asked to complete a survey which assessed presence or absence of violence in the children's favorite video games, as well as video game context variables that may affect the results and the aggression levels of the children. Children were assessed again for these variables a year later. Results reveal that there is a significant difference in gender, with boys showing significantly more aggressive behavior and anger than girls, which was attributed by the authors to boys elevated interest in violent video games. However the interaction between time spent gaming and preference for violent games was associated with reduced aggression in boys but not girls. The researchers also found that eight context variables they assessed increased aggression, including unjustified violence, availability of weapons, and rewards. Three context variables, role-playing, extent of violence, and humor, were associated with decreased aggression. It is unknown if the observed changes from the two surveys are actually contextual effects. The researchers found that the context and quality of the violence in video games affects children more than simply presence and amount of violence, and these effects are different from child to child. In 2008 the
Pew Internet and American Life Project The Pew Research Center is a nonpartisan American think tank (referring to itself as a "fact tank") based in Washington, D.C. It provides information on social issues, public opinion, and demographic trends shaping the United States and the wor ...
statistically examined the impact of video gaming on youths' social and communal behaviors. Teens who had communal gaming experiences reported much higher levels of civic and political engagement than teens who had not had these kinds of experiences. Youth who took part in social interaction related to the game, such as commenting on websites or contributing to discussion boards, were more engaged communally and politically. Among teens who play games, 63% reported seeing or hearing "people being mean and overly aggressive while playing," 49% reported seeing or hearing "people being hateful, racist or sexist while playing", and 78% reported witnessing "people being generous or helpful while playing". In 2009, a report of three studies conducted among students of different age groups in Singapore, Japan, and the United States, found that prosocial mostly nonviolent games increased helpful prosocial behaviour among the participants. In 2010, Patrick and Charlotte Markey suggested that violent video games only caused aggressive feelings in individuals who had a preexisting disposition, such as high neuroticism, low agreeableness, or low conscientiousness. In 2010, after a review of the effects of violent video games, the Attorney General's Office of Australia reported that even though the Anderson meta-analysis of 2010 was the pinnacle of the scientific debate at that time, significant harm from violent video games had not been persuasively proven or disproven, except that there was some consensus that they might be harmful to people with aggressive or psychotic personality traits."Literature review on the impact of playing violent video games on aggression"
Australian government 2010.
The attorney general considered a number of issues including: * Social and political controversy about the topic. * Lack of consensus about definitions and measures of aggression and violent video games (for example, whether a cartoon game has the same impact as a realistic one). * Levels of aggression may or may not be an accurate marker for the likelihood of violent behaviour. * The playing of violent video games may not be an
independent variable Dependent and independent variables are variables in mathematical modeling, statistical modeling and experimental sciences. Dependent variables receive this name because, in an experiment, their values are studied under the supposition or demand ...
in determining violent acts (for example, violent behaviour after playing violent video games may be age dependant, or players of violent video games may watch other violent media). * Studies may not have been long or large enough to provide clear conclusions. In 2010, researchers Paul Adachi and
Teena Willoughby Teena Willoughby is a Canadian developmental psychologist. Early life and education Willoughby earned her Bachelor of Arts degree in psychology from the University of Western Ontario before enrolling at the University of Waterloo for her Master's ...
at Brock University critiqued experimental video game studies on both sides of the debate, noting that experimental studies often confounded violent content with other variables such as competitiveness. In a follow up study, the authors found that competitiveness but not violent content was associated with aggression. In 2011, a thirty-year study of 14,000 college students, published by the
University of Michigan , mottoeng = "Arts, Knowledge, Truth" , former_names = Catholepistemiad, or University of Michigania (1817–1821) , budget = $10.3 billion (2021) , endowment = $17 billion (2021)As o ...
which measured overall empathy levels in students, found that these had dropped by 40% since the 1980s. The biggest drop came after the year 2000, which the authors speculated was due to multiple factors, including increased societal emphasis on selfishness, changes in parenting practices, increased isolation due to time spent with information technology, and greater immersion in all forms of violent and/or narcissistic media including, but not limited to, news, television and video games. The authors did not provide data on media effects, but referenced various research of the topics. In 2011, in a longitudinal study of youth in Germany, von Salisch found that aggressive children tend to select more violent video games. This study found no evidence that violent games caused aggression in minors. The author speculated that other studies may have been affected by "single responder bias" due to self-reporting of aggression rather than reporting by parents or teachers. In 2012 a Swedish study examined the cooperative behavior of players in ''
The Lord of the Rings Online ''The Lord of the Rings Online'' is a massively multiplayer online role-playing game (MMORPG) for Microsoft Windows and OS X set in J. R. R. Tolkien's Middle-earth, taking place during the time period of ''The Lord of the Rings''. Originally d ...
''. The authors argued that attempts to link collaborative or aggressive behavior within the game to real life behavior would rely on unwarranted assumptions regarding equivalencies of forms of cooperation and the material conditions of the environment in-game and out-of-game. One study from Morgan Tear and Mark Nielsen in 2013 concluded that violent video games did not reduce or increase prosocial behavior, failing to replicated previous studies in this area. In 2013, Isabela Granic and colleagues at Radboud University Nijmegen, the Netherlands, argued that even violent video games may promote learning, health, and social skills, but that not enough games had been developed to treat mental health problems. Granic et al. noted that both camps have valid points, and a more balanced perspective and complex picture is necessary. In 2014, Ferguson and Olson found no correlation between video game violence and bullying or delinquency in children with preexisting
attention deficit disorder Attention deficit hyperactivity disorder (ADHD) is a neurodevelopmental disorder characterised by excessive amounts of inattention, hyperactivity, and impulsivity that are pervasive, impairing in multiple contexts, and otherwise Development ...
or depressive symptoms. In 2014, Villanova professor Patrick M. Markey conducted a study with 118 teenagers suggesting that video games have no influence on increased aggression of users; however, he did find that when used for the right amount of time (roughly 1 hour) video games can make children nicer and more socially interactive. This information was provided by the teens teachers at their local schools. A 2014 study by Andrew Przybylski at Oxford University examined the impact of violent content and frustration on hostility among video game players. In a series of experiments, Przybylski and colleagues demonstrated that frustration, but not violent content, increased player hostility. The authors also demonstrated that some previous "classic" violent video game experiments were difficult to replicate. One longitudinal study from 2014 suggested that violent video games were associated with very small increases in risk taking behavior over time. In 2015, the
American Psychological Association The American Psychological Association (APA) is the largest scientific and professional organization of psychologists in the United States, with over 133,000 members, including scientists, educators, clinicians, consultants, and students. It ha ...
released a review that found that violent video games caused aggressive behavior, with Mark Appelbaum, the chair of the task force that conducted the review, saying that "the link between violence in video games and increased aggression in players is one of the most studied and best established in the field." However, Appelbaum also characterized the size of the correlation as "not very big". The same review found insufficient evidence of a link between such video games and crime or delinquency. Critics, including Peter Gray and Christopher Ferguson, expressed concerns about methodological limitations of the review. Ferguson stated that "I think (the task force members) were selected because their opinions were pretty clear going in." At least four of the seven task force members had previously expressed opinions on the topic; critics argued this alone constitutes a conflict of interest, while a task force member defended that "If it were common practice to exclude all scientists after they render one conclusion, the field would be void of qualified experts". A 2015 study examined the impact of violent video games on young adults players with autism spectrum disorders (ASD). The study found no evidence for an impact of playing such games on aggression among ASD players. These results appeared to contradict concerns following the 2012 Sandy Hook shooting, that individuals with ASD or other mental conditions might be particularly susceptible to violent video game effects. One study from 2016 suggested that "sexist" games (using games from the ''Grand Theft Auto'' series as exemplars) may reduce empathy toward women. Although no direct game effect was found, the authors argued that an interaction between game condition, masculine role norms, gender and avatar identification produced enough evidence to claim causal effects. Comments by other scholars on this study reflect some concerns over the methodology including a possible failure of the randomization to game conditions (see comments tab). In 2016, a preregistered study of violent video game effects concluded that violent video games did not influence aggression in players. The preregistered nature of the study removed the potential for the scholars to "nudge" the results of the study in favor of the hypothesis and suggests that preregistration of future studies may help clarify results in the field.


Meta-analyses

Because the results of individual studies have often reached different conclusions, debate has often shifted to the use of
meta-analysis A meta-analysis is a statistical analysis that combines the results of multiple scientific studies. Meta-analyses can be performed when there are multiple scientific studies addressing the same question, with each individual study reporting me ...
. This method attempts to average across individual studies, determine whether there is some effect on average, and test possible explanations for differences between study results. A number of meta-analyses have been conducted, at times reaching different conclusions. A 2001 meta-analysis reviewing the relationship between video game violence and aggression in teenagers (n = 3,033) found a significant and positive correlation, indicating that high video game violence does lead to greater aggression among teenagers. Another meta-analysis conducted the same year by John Sherry was more skeptical of effects, specifically questioning whether the interactivity of video games made them have more effect than other media. Sherry later published another meta-analysis in 2007, again concluding that the influence of video game violence on aggression was minimal. Sherry also criticized the observed dose-response curve, reporting that smaller effects were found in experimental studies with longer exposure times, where one might expect greater exposure to cause greater effects. In 2010, Anderson's group published a
meta-analysis A meta-analysis is a statistical analysis that combines the results of multiple scientific studies. Meta-analyses can be performed when there are multiple scientific studies addressing the same question, with each individual study reporting me ...
of one hundred and thirty international studies with over 130,000 participants. He reported that exposure to violent video games caused both short-term and long-term aggression in players and decreased empathy and pro-social behavior. However, other scholars criticized this meta-analysis for excluding non-significant studies and for other methodological flaws. Anderson's group have defended their analysis, rejecting these critiques. Rowell Huesmann, a psychology and social studies academic at the University of Michigan wrote an editorial supporting the Anderson meta-analysis. A later re-analysis of the Anderson meta-analysis suggested that there was greater publication bias among experiments than Anderson and colleagues had accounted for. This indicated that the effects observed in laboratory experiments may have been smaller than estimated and perhaps not statistically significant. A reply by Anderson and colleagues acknowledged that there was publication bias among experiments, but disagreed that the degree of bias was large enough to bring the effect into question. A 2015 meta-analysis of video game effects suggested that video games, including violent games, had minimal impact on children's behavior including violence, prosocial behavior and mental health. The journal included a debate section on this meta-analysis including scholars who were both supportive and critical of this meta-analysis. The original author also responded to these comments, arguing that few coherent methodological critiques had been raised. In 2016, Kanamori and Doi replicated the original ''Angry Birds'' meta-analysis and concluded that critiques of the original meta were largely unwarranted. In 2018, a meta-analysis of the relationship between violent video game play and physical aggression over time found that "violent video game play is positively associated with aggressive behavior, aggressive cognition, and aggressive affect, as well as negatively associated with empathy for victims of violence and with prosocial behavior". A 2020 meta-analysis of long-term outcome studies concluded that evidence did not support links between earlier playing of violent games and later aggression. The authors found an overall correlation of , and stated that better quality studies were less likely to find evidence for effects than poorer quality studies.


fMRI studies

Some scholars worry there may be an effect of violent video games on brain activity, although such concerns are highly contentious. Some scientists have attempted to use
functional magnetic resonance imaging Functional magnetic resonance imaging or functional MRI (fMRI) measures brain activity by detecting changes associated with blood flow. This technique relies on the fact that cerebral blood flow and neuronal activation are coupled. When an area o ...
to study this hypothesis. Some studies suggested that participants who engaged with VVGs displayed increases in the functioning of their
amygdala The amygdala (; plural: amygdalae or amygdalas; also '; Latin from Greek, , ', 'almond', 'tonsil') is one of two almond-shaped clusters of nuclei located deep and medially within the temporal lobes of the brain's cerebrum in complex verteb ...
and decreases in the functioning of their frontal lobe. Some scholars argue that the effect on the frontal lobe may be similar to the deactivation seen in disruptive behavior disorders. However, potential funding conflicts of interest have been noted for some of these studies. During the Brown Vs. EMA legal case, it was noted that the studies conducted by Kronenberger were openly funded by "The Center for Successful Parenting", which may mean a conflict of interest."Arnold Schwarzenegger. Edmund G. Brown Jr. v. Entertainment Merchants Association, and Entertainment Software Association"
/ref> Further, other studies have failed to find a link between violent games and diminished brain function. For example, an fMRI study by Regenbogen and colleagues suggested VVGs do not diminish the ability to differentiate between real and virtual violence. Another study from 2016 using fMRI found no evidence that VVGs led to a desensitization effect in players. In a recent BBC interview, Dr. Simone Kuhn explained that the brain effects seen in prior fMRI studies likely indicated that players were simply able to distinguish between reality and fiction and modulate their emotional reaction accordingly, not becoming desensitized.


Studies on the effect on crime

In 2008, records held by the US Office of Juvenile Justice and Delinquency Prevention and Office of Justice Programs indicated that arrests for violent crime in the US had decreased since the early 1990s in both children and adults. This decrease occurred contemporaneously with increasing sales of violent video games and increases in graphically violent content in those games. Studies of violent video game playing and crime have generally not supported the existence of causal links. Evidence from studies of juveniles as well as criminal offenders has generally not uncovered evidence for links. Some studies have suggested that violent video game playing may be associated with reductions in some types of aggression, such as bullying. Studies of mass shootings have, likewise, provided no evidence for links with violent video games. A 2002 report from the US Secret Service found that school shooters appeared to consume relatively low levels of violent media. Some criminologists have specifically referred to claims linking violent video games to mass shootings as a "myth". Some studies have examined the consumption of violent video games in society and violent crime rates. Generally, it is acknowledged that societal violent video game consumption has been associated with over an 80% reduction in youth violence in the US during the corresponding period. However, scholars note that, while this data is problematic for arguments that violent video games increase crime, such data is correlational and can't be used to conclude video games have caused this decline in crime. Other studies have examined data on violent video games and crime trends more closely and have come to the conclusion that the release of very popular violent video games are causally associated with corresponding declines in violent crime in the short term. A 2011 study by the
Center for European Economic Research Center or centre may refer to: Mathematics * Center (geometry), the middle of an object * Center (algebra), used in various contexts ** Center (group theory) ** Center (ring theory) * Graph center, the set of all vertices of minimum eccentrici ...
found that violent video games may be reducing crime. This is possibly because the time spent playing games reduces time spent engaged in more antisocial activities. Other recent studies by Patrick Markey and Scott Cunningham have come to similar conclusions.


Public debate in US

In the early 1980s, Ronnie Lamm, the president of the
Long Island Long Island is a densely populated island in the southeastern region of the U.S. state of New York (state), New York, part of the New York metropolitan area. With over 8 million people, Long Island is the most populous island in the United Sta ...
PTA sought legislation to govern the proximity of
video game arcade An amusement arcade (often referred to as a video arcade, amusements or simply arcade) is a venue where people play arcade games, including arcade video games, pinball machines, electro-mechanical games, redemption games, merchandisers (such as ...
s to schools. In the 1990s, Joe Lieberman, a
US Senator The United States Senate is the upper chamber of the United States Congress, with the House of Representatives being the lower chamber. Together they compose the national bicameral legislature of the United States. The composition and powe ...
, chaired a hearing about violent video games such as ''
Mortal Kombat ''Mortal Kombat'' is an American media franchise centered on a series of video games originally developed by Midway Games in 1992. The development of the first game was originally based on an idea that Ed Boon and John Tobias had of making a v ...
''. Dave Grossman (author), David Grossman, a former United States Military Academy, West Point psychology lecturer and lieutenant colonel, wrote books about violence in the media including: ''On Killing: The Psychological Cost of Learning to Kill in War and Society, On Killing'' (1996) and ''Stop Teaching Our Kids to Kill'' (1999). He described
first-person shooter First-person shooter (FPS) is a sub-genre of shooter video games centered on gun and other weapon-based combat in a first-person perspective, with the player experiencing the action through the eyes of the protagonist and controlling the pl ...
games as ''murder simulators'', and argued that video game publishers unethically train children in the use of weapons and harden them emotionally towards commitments of murder by simulating the killing of hundreds or thousands of opponents in a single typical video game. In 2003, Craig A. Anderson, a researcher who testified on the topic before the U.S. Senate, said, :"[S]ome studies have yielded nonsignificant video game effects, just as some smoking studies failed to find a significant link to lung cancer. But when one combines all relevant empirical studies using meta-analytic techniques, it shows that violent video games are significantly associated with: increased aggressive behavior, thoughts, and affect; increased physiological arousal; and decreased pro-social (helping) behavior." In 2005, Anderson was criticized in court for failing to give balanced expert evidence. In 2008, in ''Grand Theft Childhood, Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do'', Lawrence Kutner (psychologist), Kutner and Cheryl K. Olson, Olsen refuted claims that violent video games cause an increase in violent behavior in children. They report there is a scientifically non-significant trend showing that adolescents who do not play video games at all are most at risk for violent behavior and video game play is part of an adolescent boy's normal social setting. However, the authors did not completely deny the negative influences of violent (M-rated) video games on pre-teens and teenagers: Kutner and Olson suggested the views of alarmists and those of representatives of the video game industry are often supported by flawed or misconstrued studies and that the factors leading to violence in children and adolescents were more subtle than whether or not they played violent video games. Henry Jenkins, an academic in media studies, said, :"According to federal crime statistics, the rate of juvenile violent crime in the United States is at a 30-year low. Researchers find that people serving time for violent crimes typically consume less media before committing their crimes than the average person in the general population. It's true that young offenders who have committed school shootings in America have also been game players. But young people in general are more likely to be gamers—90 percent of boys and 40 percent of girls play. The overwhelming majority of kids who play do ''not'' commit antisocial acts. According to a 2001 U.S. Surgeon General's report, the strongest risk factors for school shootings centered on mental stability and the quality of home life, not media exposure. The moral panic over violent video games is doubly harmful. It has led adult authorities to be more suspicious and hostile to many kids who already feel cut off from the system. It also misdirects energy away from eliminating the actual causes of youth violence and allows problems to continue to fester." In 2013, Corey Mead, a professor of English at Baruch College, wrote about how the U.S. military financed the original development of video games, and has long used them for both training, recruitment purposes, and treatment of post traumatic stress disorder. He also argues that the two industries are currently intertwined into each other in a "military-entertainment complex". Writing in 2013, scholars James Ivory and Malte Elson noted that, although research on video game effects remained inconclusive, the culture of the academic field itself had become very contentious and that politicians had put pressure on scientists to produce specific research findings. The authors concluded it is improper for scholars or legislators to, at present, portray video games as a public health crisis. Research by Oxford psychologist Andrew Przybylski has shown that Americans are split in opinion on how video game violence links to gun violence. Przybylski found that older people, women rather than men, people who knew less about games and who were very conservative in ideology were most likely to think video games could cause gun violence. Several groups address video game violence as a topic that they focus on. Groups such as Parents Against Violence, Parents Against Media Violence and One Million Moms take stances aimed at limiting the violence in video games and other media. Groups such as the Entertainment Software Association seek to refute their claims. Video games, particularly violent ones, are often mentioned as a cause for major gun crimes in the wake of school shooting by young adults. For example, Adam Lanza, the 20-year-old shooter at the
Sandy Hook Elementary School shooting The Sandy Hook Elementary School shooting occurred on December 14, 2012, in Newtown, Connecticut, United States, when 20-year-old Adam Lanza shot and killed 26 people. Twenty of the victims were children between six and seven years old, and t ...
, was found to have numerous video games in his possession, leading for some people to blame video games for the shooting; however, the State Attorney did not link video game to the event in their final report of the incident, though identified that video game addiction may have been connected. In February 2018, following the
Stoneman Douglas High School shooting On February 14, 2018, 19-year-old Nikolas Cruz opened fire on students and staff at Marjory Stoneman Douglas High School in the Miami suburban town of Parkland, Florida, murdering 17 people and injuring 17 others. Cruz, a former student at t ...
in Florida, President
Donald Trump Donald John Trump (born June 14, 1946) is an American politician, media personality, and businessman who served as the 45th president of the United States from 2017 to 2021. Trump graduated from the Wharton School of the University of Pe ...
, among others, said "the level of violence on video games is really shaping young people's thoughts". Rhode Island state representative Robert Nardolillo also proposed legislation to tax violent video games (those rated "Mature" or higher by the ESRB) to use funds for supporting mental health programs in the state. Following the Stoneman Douglas shooting event, President Trump arranged to meet with several video game industry professionals on March 8, 2018; in attendance beyond Trump and other Congressmen included Mike Gallagher, the president and CEO of the ESA; Pat Vance, the president of the ESRB; Strauss Zelnick, CEO of Take Two Interactive, Robert Altman, CEO of ZeniMax Media; L. Brent Bozell III, Brent Bozell, founder of the Media Research Center; and Melissa Hanson, program manager for the Parents Television Council. The meeting was not designed to come to a solution but only for the invited parties to present their stance on video games and their relationship to violent activity as to try to determine appropriate steps in the future. At the start of the meeting, the President showed the attendees a short 88-second video of numerous violent video game segments put together by his staff, including the infamous "
No Russian "No Russian" is a controversial mission in the 2009 video game '' Call of Duty: Modern Warfare 2'' and its remastered version, '' Call of Duty: Modern Warfare 2 Campaign Remastered''. In the level, the player participates in a mass shooting at ...
" level from '' Call of Duty: Modern Warfare 2'', which featured the player watching and potentially participating in a massacre of civilians in an airport. The White House later released the video to YouTube, where it quickly became popular due to the controversy over the relationship between video games and real-life violence; despite being unlisted shortly after being uploaded, it has reached a 2.7 thousand to 93 thousand like-to-dislike ratio as of April 5, 2018. The video is still accessible via URL, and media outlets like IGN included links to the original in their responses to the matter. Games for Change made an 88-second video of their own, composed of video game segments and cutscenes more cinematic and emotional in nature; their video has received upwards of 463,000 views as of April 5, 2018, as well as a 13 thousand to 203 like-to-dislike ratio. In the description of the video, they said,
"After seeing that the White House produced a video depicting video games as ultra-violent, we felt compelled to share a different view of games. Video games, their innovative creators and the vast community of players are so much more than what is depicted in the White House's video. We wanted to create our own version, at the same length, to challenge the White House's misdirected blame being placed upon video games. To all you game developers and players who create and enjoy games – this is for you! #GAMEON"


Nation-specific factors


Australia

Video games are rated in Australia by the Australian Classification Board (ACB), run out of the federal Attorney-General's Department (Australia), Attorney-General's Department. ACB also oversees ratings on films and applies the same ratings system as to video games. Broadly, the ratings system is based on a number of factors including violence. The ACB can refuse to classify a film or game if they felt the content was beyond allowable guidelines for the strictest ratings. Titles refused classification by ACB are thus illegal to sell within Australia and assess fines fort those that attempted to import such games, while allowing titles with more mature ratings to be sold under regulated practices. Prior to 2011, video games could only qualify up to a "MA15+" rating, and not the next highest tier of "R18+" which were allowed for film. Several high-profile games thus were List of banned video games in Australia, banned in Australia. The ACB agreed to allow video games to have R18+ ratings in 2011, and some of these games that were previously banned were subsequently allowed under R18+.


References


External links

* {{Digital media use and mental health Video gaming Violence in video games Video game controversies Moral panic