From arcade games in the 1970’s to today’s Augmented Reality, video games have been a significant part of our culture for around half a century. However, with advancements in technology and realism in videogames, and societies modern leniency towards taboo topics, this age-old debate is still as relevant as ever.
A significant argument is that realism in videogames desensitises individuals when repeatedly exposed to violent situations. In turn, this could result in aggressive and hostile thoughts becoming actions. Despite this, an outcome of violence significantly rests on the individual’s personality, meaning virtual violence doesn’t instil aggressive thoughts and would take an already impulsive and aggressive person to act on them.
Factors like age matter too. Younger children may be more impressionable, but older teens and adults are generally able to distinguish between fantasy and reality. Regulations in video games such as PEGI are in place to prevent this, however the age of social media and the increased accessibility in sharing content has made managing these restrictions extremely difficult.
On the other hand, it can be argued that video games provide a necessary outlet for releasing stress in a safe environment, which can help reduce real-world aggression. This can also be mediated by parental guidance through parental locks and managing screen-time. Video games are often used as an escape from the realities of life, similar to sports in which competitiveness can insight aggression.
This, in sports, is not seen as harmful, but rather healthy: should videogames receive a different response?