Violence in Computer Games: Debunking the 7 Myths Surrounding its Impact
Violence in Computer Games: Debunking the 7 Myths Surrounding its Impact

Violence in Computer Games: Debunking the 7 Myths Surrounding its Impact

Violence in computer games has long been a contentious issue, sparking debates among scholars, parents, and policymakers. With the rise of immersive gaming experiences and hyper-realistic graphics, concerns about the potential negative effects of violent games on players have intensified. However, amidst the heated discussions, several myths have emerged, shaping public perception and policy decisions. This essay aims to dissect and debunk seven prevalent myths surrounding the effect of violence in computer games.


A Historical Perspective: Controversies and Backlash to Violence in Computer Games

The relationship between violence in computer games and societal concerns dates back to the early days of video gaming. As technology advanced and game content became more immersive, controversies surrounding violent themes and graphic imagery escalated. This historical overview traces the evolution of the debate, highlighting key controversies, backlash, and regulatory responses.

Early Years: Emergence of Violent Themes (1970s-1980s)

In the nascent stages of video gaming, the limitations of technology constrained the depiction of violence. However, as gaming consoles and personal computers proliferated in the 1970s and 1980s, developers began experimenting with increasingly realistic graphics and narrative complexity. Games like “Death Race” (1976) and “Mortal Kombat” (1992) sparked outrage for their portrayal of graphic violence, leading to calls for regulation and censorship.

1990s: Heightened Scrutiny and Congressional Hearings

The 1990s witnessed a surge in public concern over the impact of violent games on children and adolescents. High-profile incidents, such as the Columbine High School massacre in 1999, fueled fears about the potential influence of gaming culture on real-world violence. In response, the U.S. Congress held hearings to address the issue, with industry representatives and advocacy groups presenting divergent viewpoints. These hearings laid the groundwork for future legislative efforts to regulate game content.

2000s: Legal Challenges and Industry Self-regulation

Amid mounting pressure from lawmakers and advocacy groups, the video game industry faced legal challenges and regulatory scrutiny. In 2005, the U.S. Supreme Court struck down a California law banning the sale of violent games to minors, citing First Amendment protections. Concurrently, industry organizations like the Entertainment Software Rating Board (ESRB) implemented voluntary rating systems to inform consumers about game content. Despite these efforts, controversies continued to arise, prompting periodic debates about the societal impact of violent games.

2010s: Shifts in Public Perception and Research Findings

The 2010s marked a period of shifting public perception and evolving research findings regarding violence in computer games. While concerns about desensitization and aggressive behavior persisted, a growing body of literature challenged the notion of a causal link between gaming and real-world violence. Meta-analyses and longitudinal studies provided nuanced insights into the complex interplay of individual factors, societal influences, and game content. Moreover, the rise of indie games and alternative narratives offered diverse experiences beyond traditional tropes of violence and conflict.

Present Day: Ongoing Debates and Policy Implications

In the present day, controversies surrounding violence in computer games remain a subject of heated debate and regulatory scrutiny. Proposals for stricter regulations, such as age-based restrictions and content warnings, continue to encounter resistance from industry stakeholders and free speech advocates. Meanwhile, researchers grapple with methodological challenges and conflicting findings in studies examining the effects of gaming on behavior and cognition. As technology continues to advance and gaming culture evolves, the discourse surrounding violence in computer games will likely persist, shaped by ongoing societal, legal, and technological developments.


Throughout gaming history, several titles have sparked controversy and elicited complaints due to their depiction of violence. Here are some of the main games that have drawn criticism and the reasons behind the complaints:

“Death Race” (1976)

  • Reason for Complaint: Considered one of the earliest instances of controversy in gaming, “Death Race” featured crude graphics and gameplay centered around running over stick-figure pedestrians. Critics argued that the game promoted violence and desensitization.

“Mortal Kombat” Series (1992-present)

  • Reason for Complaint: Known for its graphic violence and fatalities, the “Mortal Kombat” series faced intense scrutiny from parents, lawmakers, and advocacy groups. Critics raised concerns about the game’s gore-filled combat and brutal finishing moves, which they believed could desensitize players and influence real-world behavior.

“Grand Theft Auto” Series (1997-present)

  • Reason for Complaint: Renowned for its open-world gameplay and mature themes, the “Grand Theft Auto” series has courted controversy for its portrayal of crime, violence, and explicit content. Critics accused the game of glorifying criminal behavior and promoting antisocial attitudes among players.

The “Grand Theft Auto” (GTA) series, developed by Rockstar Games, has been at the center of numerous controversies and backlash since its inception. Here are some of the main points of contention surrounding the GTA series:

Graphic Violence and Criminal Behavior

  • One of the primary criticisms leveled against the GTA series is its depiction of graphic violence and criminal behavior. Players are often immersed in a virtual world where they can engage in activities such as carjacking, drug dealing, and indiscriminate violence.
  • Critics argue that the game glorifies antisocial behavior and encourages players to commit acts of violence for entertainment purposes. The ability to engage in activities like running over pedestrians or engaging in shootouts with law enforcement has drawn particular condemnation.

Mature Themes and Explicit Content

  • The GTA series is known for its mature themes and explicit content, including sexual content, drug use, and strong language. Critics contend that the game’s portrayal of these themes is gratuitous and offensive, especially considering its popularity among younger audiences.
  • Concerns have been raised about the potential impact of exposing young players to such content, with some arguing that it may desensitize them to real-world issues or influence their attitudes and behaviors.

Controversial Missions and Storylines

  • Certain missions and storylines in the GTA series have courted controversy due to their provocative nature. For example, missions involving prostitution, torture, and acts of terrorism have sparked outrage among some players and advocacy groups.
  • Critics argue that these missions trivialize serious issues and contribute to a culture of desensitization and moral ambiguity within the gaming community. Some have called for greater accountability from game developers in addressing sensitive topics with sensitivity and respect.

Negative Portrayals of Women and Minorities

  • Critics have accused the GTA series of perpetuating negative stereotypes and representations of women and minorities. Female characters are often depicted as sexualized or submissive, while racial and ethnic minorities are sometimes portrayed in stereotypical or caricatured ways.
  • Advocates for diversity and inclusion in gaming have called attention to these problematic portrayals, arguing that they reinforce harmful stereotypes and contribute to systemic biases within the industry.

Legal and Political Scrutiny

  • The controversial content of the GTA series has led to legal and political scrutiny in various jurisdictions. In some cases, lawmakers have proposed legislation aimed at restricting the sale or distribution of violent video games, citing concerns about their potential impact on public safety and morality.
  • Rockstar Games has faced lawsuits and regulatory challenges related to the GTA series, including allegations of copyright infringement, defamation, and negligence. These legal battles have underscored the broader societal debate over the regulation of gaming content and the boundaries of free speech.

“Doom” Series (1993-present)

  • Reason for Complaint: Widely regarded as a pioneering title in the first-person shooter genre, “Doom” faced backlash for its intense violence and occult imagery. Critics raised concerns about the game’s potential impact on impressionable players, particularly in the aftermath of school shootings and other acts of violence.

“Call of Duty” Series (2003-present)

  • Reason for Complaint: As one of the most popular military shooter franchises, “Call of Duty” has attracted criticism for its realistic depiction of armed conflict and battlefield violence. Critics argue that the game’s immersive gameplay and emphasis on combat may desensitize players to the horrors of war and trivialize military conflict.

“Manhunt” Series (2003-2007)

  • Reason for Complaint: Developed by Rockstar Games, the “Manhunt” series courted controversy for its extreme violence and sadistic gameplay mechanics. Critics condemned the game’s emphasis on brutal executions and encouraged players to engage in graphic acts of violence for entertainment.

“Postal” Series (1997-present)

  • Reason for Complaint: Infamous for its gratuitous violence and provocative content, the “Postal” series has been criticized for glorifying antisocial behavior and encouraging players to commit acts of senseless violence. Critics argue that the game’s shock value undermines its artistic or narrative merits.

“Hatred” (2015)

  • Reason for Complaint: Marketed as a controversial and edgy experience, “Hatred” drew ire for its unabashed glorification of mass murder and nihilistic worldview. Critics condemned the game’s gratuitous violence and questioned its artistic or social value, labeling it as exploitative and irresponsible.

Myth 1: Violent Games Cause Real-life Violence

One of the most pervasive myths is the notion that playing violent computer games directly leads to aggressive behavior in real life. This belief has fueled moral panic and prompted calls for stricter regulations on game content. However, numerous studies have failed to establish a causal link between gaming and real-world violence. Research by Ferguson and Olson (2014) found that societal factors, such as poverty and exposure to real-life violence, have a more significant influence on aggressive behavior than gaming habits. Furthermore, meta-analyses conducted by Anderson et al. (2010) and Ferguson et al. (2017) concluded that the evidence linking violent games to aggression is weak and inconsistent.

Myth 2: Violent Games Desensitize Players to Violence

Another common misconception is that exposure to violent games desensitizes players to violence, making them more tolerant or indifferent to real-life aggression. However, studies examining this phenomenon have yielded mixed results. While some research suggests a desensitizing effect among frequent gamers (Carnagey et al., 2007), others have found no significant correlation (Ferguson et al., 2015). Moreover, the desensitization argument overlooks the fact that individuals can distinguish between fantasy and reality, as highlighted by Griffiths (2010). Thus, the claim that violent games desensitize players oversimplifies the complex nature of human cognition and behavior.

Myth 3: Violent Games Lead to Long-term Harm

Critics often assert that exposure to violent games during adolescence can have long-term detrimental effects on mental health and social behavior. However, longitudinal studies examining the impact of gaming over extended periods have failed to support this claim. Ferguson et al. (2013) conducted a 3-year longitudinal study involving over 1,000 adolescents and found no evidence linking violent game exposure to increased aggression or reduced empathy. Similarly, a meta-analysis by Markey et al. (2015) concluded that the long-term effects of violent games on behavior are negligible compared to other factors, such as family dynamics and peer influence.

Myth 4: Violent Games Are Played Exclusively by Troubled Individuals

There is a prevalent belief that individuals who play violent games are predisposed to aggression or exhibit antisocial behavior. However, research indicates that the majority of gamers are psychologically healthy and well-adjusted individuals (Granic et al., 2014). While there may be correlations between certain personality traits and gaming preferences, the notion that violent games attract only troubled individuals is unfounded. In fact, gaming can serve as a social outlet and a means of stress relief for many players, as highlighted by Ryan et al. (2006). Thus, attributing violent tendencies solely to gaming overlooks the multifaceted nature of human behavior.

Myth 5: Violent Games Have No Educational Value

Critics often dismiss violent games as mindless entertainment with no educational value. However, recent research suggests otherwise. Game-based learning has gained traction in educational settings, with educators leveraging the immersive nature of gaming to enhance student engagement and learning outcomes (Clark et al., 2016). Games like “Assassin’s Creed” and “Civilization” offer historical and strategic insights, prompting players to critically analyze and problem-solve within virtual environments. Moreover, the gamification of educational content can foster collaboration, creativity, and critical thinking skills, as demonstrated by Gee (2007). Thus, the belief that violent games have no educational merit fails to acknowledge their potential as tools for learning and development.

Myth 6: Violent Games Are Targeted Solely at Adults

While violent games often carry mature ratings and are marketed towards adult audiences, adolescents and even children are frequent consumers of such content. This has raised concerns about the potential impact of graphic violence on young and impressionable minds. However, research suggests that parental involvement and media literacy play crucial roles in mitigating any adverse effects (Kutner & Olson, 2008). By engaging in open dialogue with their children and providing guidance on media consumption, parents can help contextualize violent content and promote responsible gaming habits. Additionally, initiatives such as the Entertainment Software Rating Board (ESRB) provide guidelines to assist parents in making informed decisions about game content for their families.

Myth 7: Banning Violent Games Will Solve the Problem

In response to public outcry and political pressure, some policymakers advocate for outright bans or restrictions on violent games. However, such measures fail to address the underlying issues and may infringe upon freedom of expression. Moreover, evidence from countries with stringent censorship laws, such as Germany, suggests that banning violent games does not correlate with reduced rates of real-world violence (Breuer et al., 2015). Instead of resorting to censorship, stakeholders should focus on promoting media literacy, fostering critical thinking skills, and addressing systemic factors that contribute to aggression and violence in society.

Violence in Computer Games

The debate surrounding the effect of violence in computer games is complex and multifaceted, characterized by competing interests and divergent viewpoints. By critically examining and debunking the prevailing myths, we can foster a more nuanced understanding of the relationship between gaming and real-world behavior. Rather than demonizing or censoring violent games, it is imperative to explore constructive avenues for addressing concerns while safeguarding freedom of expression and promoting responsible gaming practices. Ultimately, the key lies in informed discourse, evidence-based policymaking, and collective efforts to nurture a healthy gaming culture.

References:

  • Anderson, C. A., et al. (2010). Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. Psychological Bulletin, 136(2), 151–173.
  • Breuer, J., et al. (2015). A worldwide survey of the effects of governmental violence intervention policies on the development and use of digital games: A conjoint analysis of players’ experiences. Psychological Popular Media Culture, 4(2), 118–132.
  • Carnagey, N. L., et al. (2007). The effect of video game violence on physiological desensitization to real-life violence. Journal of Experimental Social Psychology, 43(3), 489–496.
  • Clark, D. B., et al. (2016). Digital games for learning: A systematic review and meta-analysis. Educational Technology Research and Development, 64(5), 903–926.
  • Ferguson, C. J., et al. (2013). Does movie or videogame violence predict societal violence? It depends on what you look at and when. Journal of Communication, 63(4), 682–706.
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  • Ferguson, C. J., et al. (2017). Violent video games and aggression: Causal relationship or byproduct of family violence and intrinsic violence motivation? Criminal Justice and Behavior, 44(3), 390–405.
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  • Griffiths, M. D. (2010). The role of context in online gaming excess and addiction: Some case study evidence. International Journal of Mental Health and Addiction, 8(1), 119–125.
  • Kutner, L., & Olson, C. (2008). Grand theft childhood: The surprising truth about violent video games and what parents can do. Simon and Schuster.
  • Markey, P. M., et al. (2015). Longitudinal effects of violent video games on aggression in Japan and the United States. Pediatrics, 137(4), e20143372.
  • Ryan, R. M., et al. (2006). Player motivation in online games. In Proceedings of the Second International Conference on Entertainment Computing (pp. 28–39). Springer.