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3 Dec 2008

Video games and violence

- 14 May 2008
By Inderscience Publishers   
Page 1 of 2

Could violent video games reduce rather than increase violence?

Does playing violent video games make players aggressive? It is a question that has taxed researchers, sociologists, and regulators ever since the first console was plugged into a TV and the first shots fired in a shoot ‘em up game.

Writing today in the International Journal of Liability and Scientific Enquiry, Patrick Kierkegaard of the University of Essex, England, suggests that there is scant scientific evidence that video games are anything but harmless and do not lead to real world aggression. Moreover, his research shows that previous work is biased towards the opposite conclusion.

Video games have come a long way since the simplistic ping-pong and cascade games of the early 1970s, the later space-age Asteroids and Space Invaders, and the esoteric Pac-man. Today, severed limbs, drive-by shootings, and decapitated bodies captivate a new generation of gamers and gruesome scenes of violence and exploitation are the norm.

Award-winning video games, such as the Grand Theft Auto series, thrive on murder, theft, and destruction on every imaginable level explains Kierkegaard, and gamers boost their chances of winning the game by a virtual visit to a prostitute with subsequent violent mugging and recovery of monies exchanged. Games such as ‘25 To Life’ remain controversial with storylines involving violent gangs taking hostages and killing cops, while games such as World of Warcraft and Doom are obviously unrelated to the art of crochet or gentle country walks.

Kierkegaard points out that these violent games are growing more realistic with each passing year and most relish their plots of violence, aggression and gender bias. But, he asks, "Is there any scientific evidence to support the claims that violent games contribute to aggressive and violent behaviour?"

 
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