The document discusses how violent video games can negatively influence users through their high level of interaction and participation. It presents research showing that users who played violent video games for 35 minutes subsequently exhibited less self-control and more aggressive behaviors than those who played non-violent games. Experts argue that the ability to actively engage in and make decisions regarding virtual violence, as well as being rewarded for such actions through in-game incentives, makes violent video games more impactful than other media forms with only passive viewership.