Over the years, with more and more violent video games become the most popular type of game on the market, it is clear that there have been misconceptions about the effects of violence on the younger audience. With the idea of an age rating being almost completely irrelevant it seems that through the media the passive audience has become convinced that video games like Call of Duty and Grand Thief Auto have led to a raise in violence as well as crime rates. this crime was committed by James Holmes, when arrested and sentenced to 12 life sentences with an additional 3,318 years he was recorded saying “I am the Joker” this crime shows the negative effects of copying traits from characters, in this case, the 2012 film The Dark Knight Rises. This is just one of the many cases where violence in video games/ films can be seen to have a negative effect on a person. However violence in video games does have some effects on the players, with theories, such as uses and gratifications theory, explaining that the idea of children or younger players picking up traits from the characters in the games can be expected and there for highlights the danger with underage players using these 18+ games. This theory can be seen by the 2012 Aurora shootings, There is also an idea that the constant violence on an emotionally undeveloped mind produced by young audiences playing games like Call of Duty can create a negative reaction and therefore violent behaviour, this is one of the reasons why age restrictions are used on games and films, to protect the player from harmful content. The APA task force reported that: "The research demonstrates a consistent relation between violent video game use and increases in aggressive behaviour, aggressive cognitions and aggressive affect, and decreases in pro-social behaviour, empathy and sensitivity to aggression.” The report said no single influence led a person to act aggressively or violently. Rather, it was an "accumulation of risk factors" that resulted in such behaviour. It added: "The research reviewed here demonstrates that violent video game use is one such risk factor." Leading on from this, younger players becoming desensitised to violent content, this is from the detailed graphics being shown on violent games, for example in Mortal Kombat one of the many final kill options is to use a throwing axe to firstly kill the opponent by splitting his or hers head in half and then using another throwing axe to behead the opponent. Desensitization is normal when playing these games or viewing violence in films; this can lead to the players changing their idea or the ‘norm’ but seeing confrontation as the only and most effective solution to situations. In summary, violence in video games can have negative effects on players, however through research collected it is clear that people do not play these games for the violence, but instead are more interested in the story line and or the enjoyment of playing, which is caused but an increase in adrenaline being produced due to the stressful conditions produced by the intensity of the violent games.
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