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Do Violent Video Games Negatively Influence People?

Introduction

There is a lot of debate on whether violent video games such as Call of Duty and GTA V influence people to do violent things, and I have had the same question for quite some time. I have been told by people that first-person shooter games have influenced people to become school shooters, but personally I do not think that the games themselves were the only thing that influenced them. I searched the internet and found two credible articles that have opposing views, in hopes of finding the answer to this question I have had for so long.

According to an article published by the Youth Violence Prevention Center, video games are a risk factor when it comes to violent behavior, and they can influence people to do violent actions such as bullying (Cooper et al.). On the other hand, some feel that the fighting in video games is just play, and quite the opposite of fighting (Sutton-Smith).

After analyzing both sides of the debate, I now understand that there is a middle ground to all of this. There are many factors as to why people act violently, and video games themselves just cannot be the sole reason. It also depends on the person too, since everyone is different and is influenced differently.

Perspective #1: Violent Video Games Pose a Risk

In the article “Do Video Games Influence Violent Behavior”, it is mentioned how California passed a law that prevents people under 18 years of age from buying or renting violent video games (Cooper and Zimmerman). Dr. Cheryl Olsen opposes this law, stating that youth violence has decreased while violent video game interactions have increased, but her claims are too simple and broad (Cooper and Zimmerman). Even though this law was struck down, the answer to this debate was never clearly explained, since multiple studies found that violent video games do indeed have a correlation to violent behavior.

One of the studies, conducted with children and college students, shows that the individuals interacting with violent media often in their own lives had more recent violent behavior. Anderson et al. was able to find consistent correlations regarding violent video games and aggression by analyzing 136 different studies, in which included 130,000 participants in total (Cooper and Zimmerman). More studies were presented showing that violent video games are associated with aggressive or violent behavior, and even Dr. Olsen who earlier opposed this, states, “[V]iolent video games may be related to bullying, which researchers have found to be a risk factor for more serious violent behavior” (qtd. in Cooper and Zimmerman). Using this information, violent video games can be an indirect source of violent behavior (Cooper and Zimmerman).

L. Rowell Huesmann contributes to this claim by stating that “[V]iolent video game playing may be similar to other public health threats such as exposure to cigarette smoke and lead based paint” (qtd. in Cooper and Zimmerman). This means that violent video games are a risk factor when it comes to violence, but not the sole factor, meaning it can be regulated (Cooper and Zimmerman). So, even though violent video games are not the sole factor when it comes to violent behavior, it is an indirect factor that poses risks that can lead to violent behavior.

Perspective #2: Violent Video Games Do Not Pose a Risk

Back in 2013, a teenage boy started a school shooting, and an investigator named Michael Mudry decided to find out what influenced the boy to do such violent acts (Toppo 42). He found that the boy had information about weapons and violent individuals on his computer hard drive, including first shooter video games, which brings up the question of whether violent video games influence people to commit violent acts (Toppo 42). One thing that confused the Mudry was that the school shooter’s most visited place is a movie theater, where he constantly played a dancing game called Dance Dance Revolution (Toppo 42).

To figure out whether video games and violent behavior have a correlation, a few studies were analyzed. These studies included showing children somewhat violent behavior towards a balloon doll to see what their reaction to the doll afterwards would be (Toppo 42). After reviewing the results, they confirmed that the children that watched the violent behavior being conducted towards the doll also acted violently towards the doll (Toppo 42). After Critic Gerard Jones reviewed this study, he stated that the researchers have mistaken the child’s normal play style with aggressive behavior (Toppo 42).

Another experiment, in which involved children watching a tv show called Mister Roger’s Neighborhood, claimed that the children were up to three times more aggressive after watching the show (Toppo 42). Jones responded to this study and stated that the experiment itself made the children uncomfortable, leading to more violent behavior (Toppo 42).

So, according to Toppo, using dolls and special environments to figure out if violent media causes children to be violent in the real world is inaccurate (Toppo 42). Children can distinguish simulations such as video games from the real world, meaning it is simply the way they play (Toppo 42). So, research regarding the correlation of video games and violence is ultimately inaccurate, and pointing straight to video games for the cause of violent acts is just too simple and impulsive of an answer. Other factors have a big role in influencing individuals to do bad things, but video games are an easily distinguishable simulation which pose almost no risk.

Agreements and Disagreements

Both articles agree that video games may not be a sole cause for violent behavior. In the article “Do Video Games Influence Violent Behavior”, Huesmann states that video games are similar to smoking in a way,  since they may be a factor in which caused a negative outcome but also not the sole factor (Cooper and Zimmerman). Then, in the article “How Violent Video Games Really Affect Kids”, we see that Mudry found the school shooter’s hard drive containing information about not just violent video games, but also violent individuals, which suggests that other factors came in to influence the teenage boy (Toppo 42).

The main disagreement setting these two articles apart was whether the experiments were accurate enough to judge the correlation of video games and violent behavior. Cooper and Zimmerman show that all the research mentioned in their article proved that video games influence individuals to behave violently. Anderson et al. states that violent behavior was found to be caused by violent media consistently (Cooper and Zimmerman). On the other hand, Toppo claims in his article that the research done was not accurate and interfered with the individuals’ behavior (Toppo 42).

Strengths and Weaknesses

One major strength that Cooper and Zimmerman had was that a lot of their claims were backed by research that had a lot of supporting data to show. Research such as the one analyzing 136 different studies, which was conducted by Anderson et al., gave a lot of evidence and credibility to the claims presented. Toppo had a noticeable strength in his article, which was using a real-life example of a violent act that at first seemed to be the result of video game violence, which was the school shooting committed by a teenage boy. After Mudry found that video games did not have a direct correlation to the shooting, it gave the article a good story to make the claim that video games may not at all be the reason, or at least the sole reason as to why the school shooting happened.

Cooper and Zimmerman did not have any major weaknesses in their article, but I did notice that in the article by Toppo there was a weakness related to making assumptions. In Toppo’s article, Jones states that the individuals participating in one of the experiments may have been uncomfortable, causing aggression. This claim seems to just be an assumption, without any evidence to back it up, which is a noticeable weak point in the article.

 After looking at both of the articles’ strengths and weaknesses, I would say that Cooper and Zimmerman’s is a more believable article. This is due to the fact that the article had good claims backed by evidence from credible studies, leaving little to no space for weaknesses. On the other hand, Toppo made the mistake of including an assumption made with no real evidence to back it up, which may lead to the article being marked as untrustworthy.

My Opinion

When it comes to violent video games and violent behavior, I think it all comes down to an individual’s tolerance level to such media. Many people are sensitive to violent behavior in video games, television, or anywhere, which can lead to them being overwhelmed which can then lead to aggression. Another factor that I would say comes in play here is how easily someone can be influenced. Individuals who can be influenced easily can very likely show aggression, which may lead to more violent behavior the more they consume such media.     

I would not say the same for more tolerant individuals when it comes to being influenced or overwhelmed by violent video games. Those who have a strong mindset are less likely to be affected by such media, and in some cases, I would say they become more tolerant to the media.

Conclusion

Both articles proposed well thought out arguments, with strong claims. Although Toppo’s article was not as strong as Cooper and Zimmerman’s, they both proposed debatable arguments that even agreed and respected certain points. In the end, I think that a middle ground for this would be that violent video games are not the direct cause for violent behavior, but rather the indirect cause. As both articles agree, violent behavior can be caused by many things, but violent video games are not the sole cause. Sometimes they can be more closely related to violent behavior, but sometimes they may not even be related at all.

So, when someone becomes violent without clear reason, it would be wrong to right away point fingers at video games, as they may only be a piece to the puzzle and not the full picture.


Works Cited

Cooper, Roanna, and Marc Zimmerman. “Do Video Games Influence Violent Behavior?” Michigan Youth Violence Prevention Center, 24 Aug. 2011, https://yvpc.sph.umich.edu/video-games-influence-violent-behavior/. Accessed 13 July 2025.

Toppo, Greg. “How Violent Video Games Really Affect Kids.” Scientific American Mind, vol. 26, no. 4, 2015, pp. 40–45. JSTOR, https://www.jstor.org/stable/24946323. Accessed 13 July 2025.


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