Argument: Violent video games desensitise users

Violent video games do not only affect individuals but also society as a whole. The sole purpose of a player in these games is to be an aggressor. The heartlessness in these games and joy of killing innocent people create a desensitization and disinhibition to violence that can ultimately lead to a more violent society. A Bruce Bartholow study in 2011 proved for the first time the causal association between desensitisation to violence and increased human aggression1. They are also a very selfish, lonely form of entertainment which undermines the structure of an ordered, interdependent society. A study conducted by psychologists in 2007 found that of 430 primary school children, 'the kids who played more violent video games changed over the school year to become more verbally aggressive, more physically aggressive and less helpful to others.'2

1 University of Missouri-Columbia. (2011, May 26). Violent video games reduce brain response to violence and increase aggressive behaviour. Retrieved June 2, 2011, from ScienceDaily:

2 Schaffer, A. (2007, April 27). Don't Shoot. Retrieved June 2, 2011, from Slate:

Candidate 1: "The government has no such right to restrict the right of free speech inherent in all video games. In a 2011 judgement, the American Supreme Court ruled "while states have legitimate power to protect children from harm, 'that does not include a free-floating power to restrict the ideas to which children may be exposed.'"1 This is in part due to the fear that to restrict violent video games would be a step towards the banning or restriction of books considered antithetical to the views of the government. A state could ban all books or films that paint a negative image of society or encourage revolution, however that is clearly the action of a dictatorial or authoritarian state. Stan Lee, the creator of comic book characters like The Hulk and Spiderman, sees a comparison to the attempt in the 1950s to restrict the sales of comic books. "Comic books, it was said, contributed to 'juvenile delinquency'. A Senate subcommittee investigated and decided the U.S. could not 'afford the calculated risk involved in feeding its children, through comic books, a concentrated diet of crime, horror and violence.'"2 As Lee notes, in hindsight this appears comical2. The same mistake cannot be made with violent video games.

1 Holland, J. J. (2011, June 27). Can't ban violent video sales to kids, court says. Retrieved June 28, 2011 from the Associated Press

2 Lee, S. (2010, September). Defend video games with Stan Lee. Retrieved June 20, 2011, from Video Game Voters Network:"
Candidate 2: "Desensitisation is not altogether a bad development. 'For patients suffering from arachnophobia, fear of flying, or post-traumatic stress disorder, therapists are beginning to use virtual realities as a desensitization tool.'1Furthermore, society has decided to embrace violent video games, which as a result are very profitable. These games are written for adults, rather than children, and the ratings system warns of any violent content. In a modern world, the role of protecting young people should lie with responsible parents who know their kids best and take an active interest in their leisure time, discouraging or barring them from unsuitable activities. In this case, there is not enough justification for governments to intervene in people's leisure time.

1 Schaffer, A. (2007, April 27). Don't Shoot. Retrieved June 2, 2011, from Slate:"
Candidate 3: "Violent video games, far from causing psychological disturbances, are beneficial to the mental health of children. Experiments show visual, tracking benefits from video games, particularly shoot-em-ups: US scientists Shawn Green and Daphne Bavelier, were commissioned to perform a study in 2003 by the National Institute of Health. According to the BBC, "they found that regular players of shoot-em-ups, such as Half-Life and Medal of Honour, have much better visual skills than most of the population1. The researchers have shown that gamers were particularly good at spotting details in busy, confusing scenes1. Experimental tests show positive focus effects of video games: US scientists Green and Bavelier found focus benefits from shoot-em-up games, even to the extent that they could be used as a beneficial tool to treat Attention Deficit Disorder2.

1 BBC News. (2003, May 28). Video games 'good for you'. Retrieved June 2, 2011, from BBC News:

2 Olsen, S. (2005, November 8). Attention deficit disorder? Try video games. Retrieved June 2, 2011, from CNet:"
Candidate 4: "Each of the three approaches to proving a correlation between violent video games and criminal behaviour has its flaws. Studies that look for correlations between exposure to violent video games and real-world aggression can never prove that the games cause physical aggression1. Randomized tests, which assign subjects to play violent or nonviolent games and then compare levels of aggression, depend on lab-based measures of aggression that are difficult to compare with real-life aggression. Finally, longitudinal tests, which assess behaviour over time within a group, are a middle ground between the other two but similarly cannot prove it was the video games specifically that leads to increased aggression. In contrast to the claim that the effects of violent video games are worse than those of TV, a Potter study in 1999 found that 'children are more likely to be affected and more likely to imitate aggressive acts if the violence is depicted more realistically.'2

1 Schaffer, A. (2007, April 27). Don't Shoot. Retrieved June 2, 2011, from Slate:

2 Gentile, D. A., &amp; Anderson, C. A. (2003, October 16). Violent Video Games: The Newest Media Violence Hazard. Retrieved June 2, 2011, from"

Desensitisation is not altogether a bad development. 'For patients suffering from arachnophobia, fear of flying, or post-traumatic stress disorder, therapists are beginning to use virtual realities as a desensitization tool.'1Furthermore, society has decided to embrace violent video games, which as a result are very profitable. These games are written for adults, rather than children, and the ratings system warns of any violent content. In a modern world, the role of protecting young people should lie with responsible parents who know their kids best and take an active interest in their leisure time, discouraging or barring them from unsuitable activities. In this case, there is not enough justification for governments to intervene in people's leisure time.

1 Schaffer, A. (2007, April 27). Don't Shoot. Retrieved June 2, 2011, from Slate:
