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The document discusses the complex influence of video games on mental health and behavior, arguing that while violent games may impact young minds, they are not the root cause of violence. It highlights the potential benefits of gaming, such as improving emotional well-being, fostering social connections, and enhancing cognitive skills. The author calls for a balanced perspective that recognizes both the risks and rewards of video games, emphasizing the importance of age-appropriate content and parental involvement.

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0% found this document useful (0 votes)
21 views7 pages

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The document discusses the complex influence of video games on mental health and behavior, arguing that while violent games may impact young minds, they are not the root cause of violence. It highlights the potential benefits of gaming, such as improving emotional well-being, fostering social connections, and enhancing cognitive skills. The author calls for a balanced perspective that recognizes both the risks and rewards of video games, emphasizing the importance of age-appropriate content and parental involvement.

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1078864
Copyright
© © All Rights Reserved
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Available Formats
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1

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
3

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
4

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
5

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.
6

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
7

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.

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