Over the years, with more and more violent video games become

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.