Why Do People Think Video Games Lead to Violent Acts?

Why Do People Think Video Games Lead to Violent Acts?

Good question! Much of the misconception about video games and their link to violent acts stems from a lack of understanding and judgment by those who have never engaged with video games. You may have noticed that almost every newspaper features commentary on the prohibition of violent video games following certain violent incidents. However, it is likely that the majority of those advocating for such measures have never played these games.

Common Misconceptions

Some parents and non-gamers might be shocked by how angry children and adolescents can become when they lose a game. For instance, a popular German YouTube video from the early days of the platform, 13 years ago, illustrates this phenomenon. Despite the frustration gamers feel, similar emotions are experienced by athletes in sports like football. Gamers, like professionals in other fields, are not inherently more violent in other aspects of their lives; however, because gaming is less understood, misconceptions can easily arise.

Media Influence and Desensitization

There is evidence that media, including video games, can desensitize people to violence. A popular myth suggests that 'living out' anger through destructive behavior will lead to catharsis and reduce anger. However, psychological studies indicate that this rarely happens. So-called 'Rage Rooms,' where individuals pay to smash things, do not reduce anger but may even increase it. Our minds have a tendency to perceive things as more normal and prevalent as we are exposed to them, which can significantly affect children and adolescents, leading to overlooked age restrictions on violent content.

It is important to note that most people, even minors who consume violent media, can control their actions in the real world. While some might be influenced by the perceived prevalence of violence, they generally understand the distinction between fictional content and reality. They have empathy and recognize the negative consequences of real-world violence, even if they may perceive the world as slightly more violent than those who don't consume such media. This misconception about video games certainly exists due to a lack of exposure and understanding.

Conclusion

Ultimately, while there are legitimate concerns about the portrayal of violence in media, it is crucial to recognize that the majority of consumers, including minors, have the self-control to differentiate between fictional and real-world violence. The key lies in education and understanding, ensuring that the media we consume reflects the values and norms of our society.

By fostering a culture of critical thinking and media literacy, we can address these misconceptions and promote a more nuanced understanding of video games and their impact on society.