The psychological development of our children is one of the most important aspects of
their lives. It is during these early childhood and adolescent years in which their behavioral,
mental, and emotional states really evolve and help them grow. The activities in which our
children pursue play a major role in this developmental stage, and it is important to recognize how
the activities they choose to partake in affect their overall health. Video games, in particular, is one
pastime that has been extremely common in our youth for nearly half a century. Video games that
portray violence are the most common type, and this leads us to a bigger question: Do these violent
video games influence violence in our children? Specifically, if games that involve themes of gore
and aggression negatively affect children in their teenage years in all three aspects of the
behavioral, mental, and emotional states. Although video games encourage children to think
cognitively, there is a clear correlation between aggressive and negative acts and playing video
games that exhibit forms of violence.
To begin understanding the effects of violent video games, we must first look at the
population of those who partake in these video games. According to the Entertainment Software
Association, “video gaming is disproportionately a youth activity” (Ward 3). Playing video games
is more often seen in our children, with “80% of them [being] between 13 and 15 years old” (Horn
173). It is clear that video games, even though they are made for anyone, regardless of age, are
mostly being played during the very crucial stages of adolescence. In regard to gender, surveys
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“also revealed that playing games was a male past time” (Horn 173). The majority of adolescents
playing video games are male, with young boys being the basis of most studies in relation to
violence and video games. This is the group that is most affected by gaming, and we will analyze
the effects that are placed on them as a result of their hobby.
In addition to video games being a common pastime that adolescents partake in within the
United States, it is important to note that the majority of these video games involve acts of violence
and aggression. According to recent content analyses, it is revealed that “as many as 89% of video
games contain some violent content” (Cerankosky and Weis 882). Not only do most video games
have an aggressive nature but they exhibit “state-of-the art graphics, gore, and blood filling the
screen” (Klemm 53), which can scar an adolescent child in all three states of the mental,
emotional, and behavioral aspects. For instance, seeing a person shot and killed by a gun in a video
game accurately depicts how it would happen in reality. The vulgarity of scenes in video games
have even tempted parents to step in and make a change in the gaming community. One concerned
parent stated “we have tamper-proof bottles, warning labels, car seats, and bicycle helmets for
young children… in this same spirit, we must now address another and equally dangerous
environmental factor” (Klemm 54), which aims to censor the graphic and unpleasant violence that
is exposed to these underdeveloped minds, especially since most of these games are not rated R
and are intended to be played by anyone. It is so bad that it has even “caused governments to
question whether the sale or rental of these games to minors should be restricted” (Liddell and
Collier 107). It is clear that there is a negative perspective on these video games, and for good
reason. It is said that “violent video games are teaching children to use weapons and hardening
them emotionally to the idea of murder” (Liddell and Collier 109). It is so worrisome that even
“psychologists seem to have extensively studied the possible connection between violent media
portrayals and violent behaviors, or indicators of violent behaviors” (Ward 614).
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This early exposure to these themes of gore and aggression plays a big role in the outcome
of the children’s emotional, behavioral, and mental states. First, we will identify the problems
created by this exposure in relation to a child’s mental and academic state. Studies have shown that
findings “provide initial support for the notion that video game ownership among boys is
associated with decreased academic achievement in areas of reading and writing” (Cerankosky and
Weis 467). Playing video games negatively impacts these children as students; it takes up their
time, feeds them biased perspectives of the world, and negatively impacts the skills that are more
necessary for their development. Studies have shown that “approximately twice as many boys as
girls report skipping homework or performing poorly on tests because of their video game play”
(Cerankosky and Weis 465). Children who invest more time in gaming tend to spend less time in
gaining knowledge in the field of learning, which then leads to “boys in the experimental condition
show[ing] greater learning problems at the follow-up” (Anderson and Carnagey 465). It is clear
that these games take a negative toll on the academic minds of these youths.
Likewise, the emotional state of an adolescent is also negatively impacted as a result of
having played these vulgar games. For instance, “laboratory evidence from the psychology
literature indicates that these games heighten physical and emotional reactions to violent, criminal,
and antisocial attitudes’ ‘ (Ward 612). As a result of taking part in these violent games, these
children become desensitized to the acts that take place, which damages their emotional state. It
also changes their views on the world, and research shows “that as children spend more time
playing video games, their perception of the number of policemen and the prevalence of violent
crime begins to alter” (Liddell and Collier 109). Not only does it alter their ideas of life, but it is
stated that “media exposure over time can incrementally change a person’s perception of reality”
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(Liddell and Collier 108). The early exposure enables them to often think these acts are okay while
also taming their minds to the thoughts of these unpleasant themes and ideas that these games
portray.
Most importantly and most commonly, the effects that these games have on a child’s
behavior as a result of playing these violent video games is analyzed through studies and
professionals, and it is clear that there is definitely a correlation between the two. According to
studies, “violence in video games can increase aggressive affect, aggressive cognition, and
aggressive behavior” (Anderson and Carnagey 886). By being exposed to these themes and acts of
aggression, the aggression is often rubbed off onto the individual as well, becoming a part of their
lifestyle and “increas[ing] aggression through the cognitive route” (Anderson and Carnagey
883). There has been a proven correlation between the two, and professionals have stated that
“Modest levels of video game play are significantly associated with an increase in fighting” (Ward
626). Playing these games encourages an incline in aggressive behavior, fighting, and other hostile
acts. In comparison to those who do not play a violent game, studies have shown that “participants
who played a video game in which violence was rewarded exhibited increased aggressive
cognition, whereas those who played a nonviolent game had lower levels of aggression”
(Anderson and Carnagey 886). Many games reward these acts of aggression. For example, “Grand
Theft Auto rewards players for stealing cars, killing innocent bystanders, and murdering
prostitutes (after having sex with them) is a prime example of the type of game that has provoked
concern” (Liddell and Collier 107). It is clear that there is an association between violent video
games and violent behavior. Not only does these video games negatively impact the behavioral
state, but it also directly affects the other two important states of the developmental stage of our
children, including the emotional and mental states. However, despite all of the studies that have
been conducted to show a correlation between violence and video games, there is still a common
notion that these video games are beneficial because they simply encourage freedom of
expression. It is believed by some that there is not enough evidence to claim that these games
promote these negative effects and that there is more to the story than solely just gaming.
Professionals have stated that “most children are probably not harmed at all by their casual
recreational use of video games… however, it does seem that there are subgroups within the
population of children who may indeed be ‘at risk’ when it comes to playing video games” (Horn
174), which includes the subgroups involving those who are neglected by parents or those with
preexisting behavioral problems. A major complication with these studies is that they do not
mention the many other variables that come into play when talking about behavior. Subjects like
mental illnesses, bullies, abusive parents, societal pressure, and economic status are neglected
when discussing whether or not video games play a role in negative behavior. Researchers have
been revealing that there is actually little to no fighting that happens as a result of playing violent
video games. Some studies surprisingly mention that “There is simply not enough evidence to
devise recommendations for public health” (Ward 18) which can tell you that there is a lack of
research done on this topic to come to a full conclusion that violent video games equal violent or
bad behaved children. However, it is clear that a neglect of other variables is not the case. From
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professionals to studies done by universities, the data and results show it all. There is definitely a
correlation between negative impacts on the emotional, behavioral, and mental states and the
results from playing video games that express acts of violence and aggression. Not only does the
evidence lie on the backs of studies and professionals, but it also relates to real life events. For
example, the infamous school shooting at Columbine High School in Jefferson County, Colo,
follows the cultivation theory that playing these games alter one’s perception of reality. It was
“widely reported that the two students who perpetrated the Columbine High School killings were
avid players of the violent video game Doom” (Liddell and Collier 108). Likewise, these video
games are even used to train military soldiers to kill more efficiently. According to professionals,
“humans possess a reluctance that can be systematically broken down through conditioning
techniques” (Liddell and Collier 109). As humans, having access to a virtual world in which we
can openly express these acts of anger, hatred, violence, and aggression will desensitize our
feelings toward those acts as well as furthermore encourage and influence our acts in real life as a
result.
It is only natural for children to imitate what they are constantly exposed to. They are living
in a fake world in which they are involved with these criminal and sinister acts, so it only makes
sense for the actions and perspectives they are exposed to become influential and reflected in their
real, everyday lives. From their emotional, behavioral, and mental states to their daily decisions
and perceptions of reality, it is clear that the video games they engage with have a direct
correlation to how they live.


