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Cole Harris
Prof. Reneè Eades
DE English Comp. 1&2
11 November 2024
The Influence of Video Games on the Mind
For decades discussions around video games, especially those with violent content, have
sparked heated debates. Do they contribute to aggressive behavior, or are they harmless
entertainment? Can they harm mental health, or might they improve it? Many often argue that
violent video games desensitize players to violence and even cause violence. However, others
highlight the lack of consistent evidence linking gaming to real-world violence and suggest
benefits to people's psyche. Studying the history and societal effects of video games reveals a
more balanced perspective: while exposure to violent media at a young age may influence
behavior, video games themselves are not the root cause of violence. Many games, violent or not,
can enhance mental well-being and social connection.
The concern over video games and their impact began in earnest during the early 1980s
when Surgeon General C. Everett Koop suggested a connection between video games and family
violence. Koop’s comments sparked widespread debate on gaming culture. Timothy Maher
discusses this in The Dubious Perils of Pac-Man, explaining how Koop’s remarks led to alarm
and backlash. Carolyn Meinel, for instance, argued that video games of the time, such as
Pac-Man and Space Invaders, were far less impactful than violent television programs that
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depicted realistic and graphic violence (Maher 96). This early debate established a pattern of
blaming new forms of media for societal issues—a cycle previously seen with comic books, rock
music, and even novels. At the time of Koop’s statements, these games were simple in design
and content. Pixelated ghosts and tiny alien invaders hardly resembled real-world violence. In
the 1990s, advancements in video game technology brought more lifelike graphics to the
forefront, paving the way for iconic titles like Mortal Kombat and Doom. These titles became
iconic in the video game depictions of combat and death, quickly caught the attention of parents.
Their worries about the game's violent imagery sparked the creation of the Entertainment
Software Rating Board (ESRB) in 1994, a self-regulated organization designed to provide
age-appropriate content ratings for video games.
Singling out video games as a root cause of violence oversimplifies a much more
complex issue. Research suggests that exposure to violent media, whether through movies, TV
shows, or video games, can impact young minds—but only when combined with other factors
like inadequate supervision, unstable home environments, or a lack of emotional support. The
harm doesn’t come from the games themselves but rather from the age and developmental stage
of the people consuming them. Young children and teenagers, still learning to distinguish fiction
from reality and understanding the consequences of their actions, are particularly vulnerable to
unchecked exposure to violent content. Video games differ from passive forms of media, like
television or film, in one significant way: player agency. In video games, individuals actively
make choices—whether it’s deciding how to approach a mission or how to interact with
characters. Critics argue that this active participation could reinforce aggressive tendencies, but
the conversation is far from settled. Yet this reasoning oversimplifies the psychological impact of
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gaming. Not all violent games encourage mindless aggression. Many require strategic thinking,
problem-solving, and even empathy for other characters. Games such as The Last of Us or Red
Dead Redemption include violence but frame it within complex narratives that challenge players
to consider moral dilemmas and consequences. Angela Leeper, in her Video Games and Society
series, notes that fears surrounding violent video games are often rooted in anecdotal evidence
rather than rigorous scientific research (Leeper 38). Early studies attempting to link video games
to aggression often failed to account for confounding variables such as family dynamics,
socioeconomic status, or individual temperament. These factors play a far greater role in shaping
behavior than exposure to video games alone. A particularly poignant example of misplaced
blame occurred after the Columbine High School shooting in 1999. After the shooting, reporters
focused on the fact that the shooters had played violent video games, like Doom. Looking
further, there was a more complex picture, involving mental health issues, social isolation, and
bullying—factors that cannot be attributed to gaming. This pattern of scapegoating video games
for societal violence ignores the deeper systemic issues at play.
More recent research has shifted the conversation by exploring the potential benefits of
video games. Tom Leslie, in his New Scientist article “Video Games Are Good for Mental
Health,” presents evidence suggesting that gaming can improve emotional well-being. Studies
show that video games, particularly during the COVID-19 pandemic, provided a valuable outlet
for people coping with stress, anxiety, and isolation (Leslie 13). Multiplayer games like Among
Us and Fortnite allowed friends and family to stay connected while abiding by social distancing
guidelines, demonstrating the video game’s potential for forming and strengthening social bonds.
Beyond their social aspects, video games can also serve as tools for emotional regulation. The
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catharsis hypothesis posits that engaging in fictional violence can help individuals channel their
frustrations in a safe and controlled environment. Maher echoes this idea, arguing that violent
games might reduce the likelihood of real-world aggression by offering players a way to process
negative emotions (Maher 96). This perspective challenges the simplistic notion that violent
games inherently promote hostility. Additionally, non-violent games have gained recognition for
their therapeutic potential. With its relaxing gameplay and charming visuals, titles like Animal
Crossing: New Horizons have been praised for reducing stress and promoting mindfulness.
Similarly, puzzle-based games such as Tetris or story-driven experiences like Journey can
provide a sense of accomplishment and emotional comfort. Another often overlooked benefit of
video games is their potential to enhance cognitive skills. Research has shown that gaming can
improve hand-eye coordination, spatial reasoning, and problem-solving abilities. Strategy games
like Civilization or fast-paced shooters like Call of Duty require players to think critically, adapt
to changing circumstances, and make split-second decisions. These skills can translate to
real-world applications, from academic success to workplace efficiency. Max S. Kim, in
ZERO-Sum Game, highlights how video games have evolved into a medium for creative
expression and social interaction (Kim 54). Games such as Minecraft and The Sims encourage
players to build, design, and experiment, fostering creativity and collaboration. E-sports and
online multiplayer communities further demonstrate the positive social impact of gaming,
providing players with opportunities to form meaningful connections and develop teamwork
skills.
When considering the evidence, it becomes clear that video games are not the
straightforward villains they are often portrayed to be. While concerns about violent content
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remain valid, they should not overshadow the medium’s potential for good. Instead of blaming
video games for societal violence, it is more productive to address the broader factors that
contribute to aggression, such as familial instability, economic hardship, and mental health
challenges. Moreover, discussions about video games should focus on the importance of
age-appropriate content and parental involvement. The ESRB rating system provides valuable
guidance for families, helping them make informed decisions about which games are suitable for
their children. Parents who actively engage with their children’s gaming habits—by playing
alongside them or discussing the themes and messages of the games—can help young players
develop a healthier relationship with media. It is easy to get lost in statistics and studies, but the
real impact of video games is best understood through personal stories. For example, during the
COVID-19 pandemic, my younger cousin, an introverted teenager, found solace in playing
Stardew Valley. The game’s calming environment and cooperative gameplay helped him stay
connected with friends and navigate the emotional challenges of isolation. Similarly, I’ve seen
how competitive games like League of Legends have strengthened friendships, as players learn to
communicate, strategize, and support one another in pursuit of a shared goal. These anecdotes
highlight the diverse ways in which video games can enrich lives. They are not merely tools for
escapism but platforms for connection, creativity, and personal growth. By embracing the
positive aspects of gaming while addressing legitimate concerns about age-appropriate content
and screen time, we can foster a healthier and more informed dialogue about this influential
medium.
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From their humble beginnings as arcade novelties to their current status as a global
cultural phenomenon, video games have evolved into a multifaceted medium with the power to
entertain, educate, and connect. While concerns about violent content persist, they are often
rooted in outdated assumptions rather than supported by robust evidence. A more nuanced
perspective recognizes that video games are not the root cause of violence but a complex form of
media that reflects and shapes the society in which they exist. By acknowledging the potential
risks of exposing young minds to violent content while celebrating the mental health benefits and
social opportunities gaming offers, we can move past oversimplified narratives. Video games are
neither heroes nor villains but tools whose impact depends on how they are used. With
thoughtful engagement and balanced discourse, they can continue to be a source of joy, growth,
and connection for players of all ages.
Works Cited
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Kim, Max S. "ZERO-sum game: IN THE BIRTH PLACE OF E-SPORTS, THE DEBATE
OVER WHETHER VIDEO GAMES CAN BE ADDICTIVE IS AS FIERCE AS EVER."
MIT Technology Review, vol. 123, no. 1, Jan.-Feb. 2020, pp. 54+. Gale OneFile:
Information Science,
[Link]/apps/doc/A611334998/PPIS?u=tel_a_vscc&sid=bookmark-PPIS&xid=241
3a524. Accessed 4 Nov. 2024.
Leslie, Tom. "Video games are actually good for mental health." New Scientist, vol. 263, no.
3505, 21 Aug. 2024, p. 13. Gale OneFile: Information Science,
[Link]/apps/doc/A805700933/PPIS?u=tel_a_vscc&sid=bookmark-PPIS&xid=9e5
d5fa5. Accessed 4 Nov. 2024.
Leeper, Angela. "VIDEO GAMES AND SOCIETY SERIES. REFERENCEPOINT. GR. 7-10."
Booklist, vol. 111, no. 7, 1 Dec. 2014, p. 38. Gale OneFile: Information Science,
[Link]/apps/doc/A701500600/PPIS?u=tel_a_vscc&sid=bookmark-PPIS&xid=69e
d2bfd. Accessed 7 Nov. 2024.
Maher, Timothy. "The dubious perils of Pac-Man: one writer bristled at the idea that video games
might be corrupting her daughters." Technology Review [Cambridge, Mass.], vol. 114,
no. 6, Nov.-Dec. 2011, p. 96. Gale OneFile: Information Science,
[Link]/apps/doc/A275037983/PPIS?u=tel_a_vscc&sid=bookmark-PPIS&xid=a43
a5a9f. Accessed 7 Nov. 2024.