Myth 24: Video Games Make People Violent
The notion that video games cause violence has been a hot topic for decades, often fuelled by media frenzy after tragic events. It’s an idea that seems straightforward—play violent games, become violent—but the evidence tells a different story. Let’s explore this myth, using research and scripture to cut through the noise, and consider why getting this right is so important.
The American Psychological Association (APA) has studied this issue closely. In their 2015 report, they found that while violent video games can sometimes increase aggressive thoughts or feelings, there’s no clear evidence they lead to actual violent acts [24a]. For example, lab studies might show someone reacting more aggressively—like choosing a louder buzzer in a test—after playing a violent game, but this doesn’t translate to real-world harm. Psychologist Christopher Ferguson, a leading voice on this topic, reinforces this. In a 2020 article for Frontiers in Psychiatry, he wrote, “Longitudinal studies show no consistent link between violent video games and criminal behaviour” [24b].
Context is key. The APA highlights that family life, social environment, and personal circumstances heavily influence behaviour. A child in a supportive home is less likely to act out, regardless of what they play. Compare this to someone facing stress or neglect—games might be a scapegoat, not a cause. Andrew Przybylski, an Oxford researcher, found that gaming’s impact depends more on how and why someone plays. In a 2019 study, he told The Guardian, “It’s not the violence in games that matters most—it’s whether gaming disrupts sleep or social life” [24c].
From a biblical perspective, Philippians 4:8 urges us to focus on what is pure, lovely, and praiseworthy. This doesn’t mean games are inherently bad—many, like Journey or Stardew Valley, inspire creativity and connection. But scripture calls for discernment. If a game stirs anger or obsession, it’s a signal to step back. Jesus taught that evil comes from within the heart, not external things like food or, by extension, media (Matthew 15:19). This suggests personal responsibility, not blanket bans, is the answer.
Why does this myth matter? It diverts attention from real issues like mental health or family struggles, which are tougher to address but far more significant. Blaming games also risks vilifying a pastime millions enjoy safely. Games can teach problem-solving (Portal), build communities (Among Us), or even reduce stress. Even violent games can be cathartic for some, much like watching a thriller. The key is moderation and self-reflection.
As we face this myth, the truth is stark: video games do not necessarily create violence. Yet this misconception lingers, a perilous diversion that obscures the real causes—broken homes, unaddressed anguish, and systemic neglect. Will we squander time on false culprits, or tackle these grave issues with clarity and purpose? The moment is critical, and our choice will define whether we build a future of healing or one of collapse.
[24a] American Psychological Association. (2015). APA review confirms link between playing violent video games and aggression, but finds insufficient evidence for link to violence. https://www.apa.org/news/press/releases/2015/08/violent-video-games
[24b] Ferguson, C. J., & Colwell, J. (2020). Sexualised video games, sexist attitudes and empathy towards victims of rape: Correlational evidence for a relationship is minimal in an online study. Criminal behaviour and mental health, 30(1), 16-27.
[24c] Przybylski, A. K., & Weinstein, N. (2019). Investigating the motivational and psychosocial dynamics of dysregulated gaming: Evidence from a preregistered cohort study. Clinical Psychological Science, 7(6), 1257-1265.
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