Argument: Research has shown violent video games encourage criminal and anti-social behaviour

Both experimental and non-experimental research have shown that violent video games damage young people playing them in both the short and long term, leading to criminal and anti-social behaviour. Exposure to violent video games causes aggressive thoughts and feelings. It also creates unwanted psychological arousal and belief in a 'scary world', especially among young children. This is particularly significant as video game graphics develop to become ever more realistic. The effects of violent video games are even worse than those of films and TV because of the interactive element that exists in video games. In addition, most video games are played alone, whereas cinema and television are usually a social experience, allowing social pressures to filter the experience of violence upon the viewer. An Australian Senate Committee established to look at this issue in 1993 concluded 'there is sufficient anecdotal evidence of a linkage…that the community cannot fail to act to control a situation which has the very real potential…to affect young people’1.

1 Senate Committee, 1993.

Candidate 1: "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 2: "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"
Candidate 3: "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 4: "The fact there are many other contributing factors to aggressive behaviour should not lead to a blind eye being turned to the effects of violent video games. As Dill &amp; Dill found in 1998, 'if violent video game play indeed depicts victims as deserving attacks, and if these video games tend to portray other humans as targets, then reduced empathy is likely to be the consequence…thus putting the player at risk for becoming a more violent individual’1. An Anderson and Dill study in 2000 also found that ‘students who had previously played the violent video game delivered longer noise blasts to their opponents’2. Whilst it is a truism to say that the banning of violent video games will not prevent youth aggression, it will no longer be able to act as the catalyst for it in certain cases.

1 Goldstein , 2001.

2 Walsh , 2001."
Candidate 5: "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 6: "If restrictions on the sale of alcohol can be effective, there is no reason to believe restrictions on violent video games cannot also be similarly effective. The primary role of a government is, ultimately, to protect its citizens from damaging themselves and society as a whole. It is considered acceptable and beneficial for governments to restrict the sale of dangerous things such as alcohol and tobacco to minors or even to enforce movie ratings or the use of seatbelts. Though illegal downloading programmes would permit the download of old, violent action games, video game creators would nevertheless be forced to turn their creative capacities and technology towards better, less violent games that would, over a short space of time, saturate the market."
Candidate 7: "Video games are not useful outlets for childhood aggression. Modern video games cannot be fairly compared to traditional childhood play. Computer gaming is a largely solo experience, with none of the team play involved in games of war, cowboys, etc. Playing alone also makes it easier for the boundaries between fantasy and reality to become blurred, especially with the highly realistic graphics possible with modern technology. In any case, civilisation is about taming our base instincts, not celebrating the worst parts of human nature. Furthermore, and unique to video games, aggressive behaviour or its imitation at least is rewarded and repeated during gameplay1. Video games thereafter are not merely an outlet for aggression, but the fostering and feeding of that aggressive urge.

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

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
