Violent Video Games Harmful Trigger or Harmless Diversion

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CYBERPSYCHOLOGY, BEHAVIOR, AND SOCIAL NETWORKING

Volume 24, Number 1, 2021 EDITORIAL


ª Mary Ann Liebert, Inc.
DOI: 10.1089/cyber.2020.29203.editorial

Violent Video Games:


Harmful Trigger or Harmless Diversion?

Brenda K. Wiederhold, PhD, MBA, BCB, BCN

W ith coronavirus disease 2019 infections on the


rise worldwide, many of us find ourselves entering
another period of increased restrictions and shutdowns.
that these types of games can still have advantageous effects
for the user. Video games, even violent ones, can improve
mood, enhance cognitive skills, encourage pro-social be-
We are again facing the prospect of spending more time havior, and act as tools to help treat both physical and mental
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at home than we did pre-pandemic. So, what are we doing health disorders.
with that time we previously spent out and about? For During the pandemic particularly, video games have offered
many, the answer appears to be, at least in part, playing unique mood-boosting and stress-reducing effects. First, they
video games. shift attention from whatever is disturbing a player’s mind-set
In fact, research shows that the vast majority (82%) of to the external, physical stimulus of the game. Like traditional
global consumers engaged with video games in some way grounding and mindfulness exercises, this shift helps calm the
during the early months of the pandemic lockdowns last nervous system, and unlike other escapist activities such as
spring.1 As many businesses closed, the video game market watching a movie or television show or reading a book, video
boomed. In the 6 days between March 16 and March 22, games are immersive. They fully engulf and distract the mind
2020, video game sales increased by 63% worldwide.2 Video from worries and stress.
games appear to be playing an important role in helping Beyond providing distraction, video games are enjoyable.
people cope during the pandemic. Not only are they an They are a pastime that allows for a feeling of joy and ac-
enjoyable way to pass the time that people would otherwise complishment when one completes a difficult task on screen.
be spending out of the house, but they are also a key means This achievement can be celebrated whether you are quar-
for people to connect with each other. antined alone or playing alongside others—which leads to
Yet, not everyone sees this increase in gaming, especially another way that video games enhance mood: they bring a
when it concerns games that contain violence, as a good sense of connection. Whether playing a multiplayer game or
thing. Controversy over violent video games surfaced in the even simply discussing gaming as a common interest, video
1990s, soon after the first of them was released, and whether games provide community, increasing social connection
violent video games lead to aggressive behavior in real life is between loved ones and strangers alike, easing the isolation
still hotly debated decades later. Some experts argue that that is so prevalent these days.
video games, especially violent video games, can lead to The claim that video games could have significant bene-
increased aggression in players. The theory behind this line ficial effects may seem exaggerated at first, perhaps because
of thought is that players model or ‘‘rehearse’’ the violent it runs counter to the typical stereotype of gamers as intel-
behaviors they observe in the game, making them more lectually lazy, impulsive, and socially withdrawn. In reality,
prone to commit similar acts in real life. Others argue that in order to be successful, gamers must be patient, focused,
seeing violence leads to a desensitization to violence in thoughtful, socially aware, and quick to respond physically
general, and that this effect is enhanced due to the immersive and mentally.
and interactive nature of video games. Video game use, including violent first-person shooters,
On the face of it, these theories seem to make logical affects a variety of brain functions, leading to changes in
sense. However, research has not always supported these behavior and cognitive performance.4 Many cognitive skills
ideas. While some have found a correlation between violent are improved by video games, including expertise in pattern
video game use and increases in aggression, other studies recognition, systemic thinking, and patience. Scientific study
have found no such effect. The lack of a definitive answer in so far seems to highlight attentional benefits most often, as
this arena has left the debate to rage on, which led me to issue well as improvements in cognitive control–related functions,
a call for papers for this special issue, ‘‘Effects of Violent particularly working memory.4
Video Games.’’ There are also a range of studies on using video games,
Overall, current research3 suggests that most engagement whether they are designed to be therapeutic or not, to assist in
with gaming is beneficial, be it educationally, physically, the treatment of both physical and mental health issues. For
and/or therapeutically. Many researchers argue, even while example, when physical therapy is ‘‘gamified,’’ there is ev-
acknowledging possible downsides to violent video games, idence to suggest that patients are less aware of discomfort

1
2 EDITORIAL

and pain, and are more motivated to increase physical ac- the papers contained in this special issue will help us to
tivity and adhere to the prescribed treatment to manage their navigate both the advantages and disadvantages better that
condition. In addition, video games, and the realistic virtual come with the use of video games.
environments they offer, are often used to treat anxiety dis-
orders and other mental health conditions. References
In the midst of discussion about the positive outcomes of
1. 3, 2, 1 Go! Video gaming is at an all-time high during
playing video games, it is, however, important to acknowl- COVID-19. https://www.nielsen.com/us/en/insights/article/
edge that there are potential disadvantages to the activity 2020/3-2-1-go-video-gaming-is-at-an-all-time-high-during-
for certain people. There is some evidence that engage- covid-19/ (accessed Dec. 3, 2020).
ment with violent video games may cause an increase in 2. Increase in video game sales during the coronavirus (COVID-
risk-taking behaviors, intensified aggression, and ampli- 19) pandemic worldwide as of March 2020. https://www
fied physical arousal. Of even greater concern, especially .statista.com/statistics/1109977/video-game-sales-covid/
during the pandemic, is the potential for overuse of these (accessed Dec. 3, 2020).
games, leading to mental health issues and negative life 3. Amin KP, Griffiths MD, Dsouza DD. Online gaming during
consequences. Mental health experts should continue to the COVID-19 pandemic in India: strategies for work–life
monitor the needs of their populations and deliver support balance. International Journal of Mental Health & Addiction
for these issues when present. Early identification is key 2020 Jul 10 [Epub ahead of print]. DOI: 10.1007/s11469-
to helping overcome any mental health issues that may 020-00358-1.
arise from over-dependence on video games.3 4. Palaus M, Marron EM, Viejo-Sobera R, et al. Neural basis of
Downloaded by 201.230.205.130 from www.liebertpub.com at 05/05/21. For personal use only.

Like all new forms of technology, video games have video gaming: a systematic review. Frontiers in Human
been criticized from the moment of their creation, and like Neuroscience 2017; 11:248.
all other forms of technology, there are benefits to reap and
shortcomings to consider with its use. My hope is that Brenda K. Wiederhold
publication of cutting-edge research on the topic such as Editor-in-Chief

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