The Truth Behind Video Games and Violence: Debunking Myths and Dispelling Misconceptions

The Truth Behind Video Games and Violence: Debunking Myths and Dispelling Misconceptions

In recent discussions, it has been suggested that video games cause violence. However, after some reflection, it becomes clear that media stories like these often miss the mark. Let's delve into the nuances of this debate and explore whether some of my favorite video games really lead to criminal behavior.

Grand Theft Auto: A Tale of Imagination and Fiction

One game that has been portrayed as causing violent behavior is Grand Theft Auto. Yet, the act of sailing 600 warships into a virtual area of operations across multiple countries doesn't qualify it for real-world criminal charges. In fact, this scenario is more a testament to the game's creative and expansive universe rather than a precursor to violent behavior. It's worth noting that virtual piracy in this context is no more illegal than the actions of fictional characters in any other form of entertainment.

Mount and Blade II: Bannerlord: The Real Deal

On this note, my chosen game, Mount and Blade II: Bannerlord, presents a clearer picture. Unlike the glorification of piracy in Grand Theft Auto, Mount and Blade II offers a game filled with ethical dilemmas and violent outcomes. Here, the characters can engage in illegal activities, leading to charges such as assault, battery, and murder. But it's important to note that these are the choices my character makes in the game, and they do not reflect my personal conduct or legal standing in the real world.

Video Games: Past and Current Research

The reality, however, is that numerous studies exist that challenge the notion that video games cause violence. For instance, in a 2020 report published in Journal of the Royal Society Open Science, researchers from New Zealand's Massey University analyzed 28 global studies dating back to 2008. These studies examined the link between aggressive behavior and video gaming. The analysis found a statistically significant but minuscule positive correlation, below the threshold required to count as even a "small effect."

Minimal Impact, Strong Empirical Evidence

The report notes that when all the studies are combined, the effect is nearly zero. This means that the long-term impact of violent video games on youth aggression is statistically insignificant. In fact, it presents evidence that refutes the notion of small harms accumulating over time. In some cases, researchers even observed a negative correlation, suggesting that video games might have a calming effect rather than an aggressive one.

Additional Findings in Other Research

There is a body of research indicating that video games can have interesting effects on wider emotional behavior. For example, a 2018 study from the University of New South Wales found that people who frequently played violent video games had less difficulty processing violent images. This phenomenon, known as "emotion-induced blindness," suggests that prolonged exposure to violent content might desensitize players to violent imagery, rather than making them more violent.

Conclusion: The Media's Role and the Need for Critical Thinking

While the media sometimes magnifies the potential impact of video games, the scientific community provides compelling evidence to the contrary. It is crucial to approach such claims with a critical, empirical lens. The reality is that video games are a form of entertainment, and their influence, while not negligible, is far from deterministic in causing violent behavior.

As consumers, it is important to recognize the context in which games operate. Just because a game presents violent scenarios or illegal activities does not mean that the player or participant will act out in the same fashion in real life. The key is to understand that video games, like any form of media, should be enjoyed responsibly and with a nuanced view of their impact.