video game is an electronic game that involves interaction with a user
interface to produce visual feedback on a video device such as a TV screen or a
computer monitor. In this 21st century, playing video games have
become one of the famous trend (Geraldine et al. 2015). This activity has
become a popular activity to do since the after-part of 1970s (Krish 2003). One
of the evidences that has shown playing video game is a modern trend in
nowadays society is that there are more than 23 educational courses launching
in United States but the programs which is related to information technology
field and computer science field have consisted in a big part of the United
States’ educational courses. Moreover, game art and game design programs have
become very popular courses in the world since the after-part in 1990s. The video
game production companies will always hire the students who graduated from the
game design and game art programs (Geraldine et al. 2015).

psychological group reports that more than 90% of children in the United States
play video games. The number rises to 97% among kids between the ages of 12 and
17. More important, 85% or more of video games on the market contain some form
of violence. The titles seem to say it all: “Manhunt,” “Thrill
Kill,” “Gears of War” and “Mortal Kombat.” However,
even the seemingly benign “Pokemon Go” requires players to go to
battle. Based on a survey that
has been done by E.S.A (Entertainment Software Association), there is a trend
that has shown that playing video games are not only for the kids and teenagers
because according to the statistic, 35 years old is the mean age for the video
gamers in year 2008. Approximately 1 quarter of the people who are 50 years old
and above said that they do play video games too (Geraldine et al. 2015).

To maintain the video gamer’s
interest in playing video games, the video game production companies got plenty
of ways to attract the interest of gamers to play their games. For example,
they will use promotions to get new customers, retain existing ones and re-engage
former players who have stopped playing. Promotions can be used when launching
new games, to pique the players’ interest such as giving bonuses, allow players
to play the game for free, and give cashback promotions which return a portion
of losses. The companies also have invented new gaming controller which
frequently require player’s physical movements to control in the game. The most
symbolic icon of this new video game remote controller is the Nintendo Wii remote
controller. Game production companies invent these new remote controller is
because as the players start to grow up, they will tend to stop playing computerized
games. But this new gaming remote controller cause the players have to use
their physical and mental energies at the same time in the game. New remote
controllers have brought back the interest and attention of the players because
players feel fresh about it (Geraldine et al. 2015).

In addition, the research that have been
done by McLean & Griffiths (2013) has proven there
are benefits for youths to play video games such as an improvement in
perceptual skills, concentration,  spatial abilities and so on. However,
according to You, Kim, & No (2015) video games have
negative impacts to human being. According to the researchers, the negative
effects of video games and the relationship between video games and violent
behaviours have been a famous topic to discuss and is a concern in nowadays
society. In this research paper, there are several evidences and facts have
proven and shown that video games do cause violent behaviours on youths.




game play has become a ubiquitous form of entertainment in modern society. Violent content video games such as
Mortal Kombat, Gears of Wars and Doom have become very popular among children
and adolescents. This has caused a very great concern for parents, teachers,
and policy makers. The current chapter has several goals. The first is
to describe the research findings regarding the most heavily studied topic in
video game research which is the effects of violent video game content on
violent behaviour affect, cognition, and aggressive behaviour. The second goal
is to describe the psychological processes that give rise to aggressive (and
nonaggressive) negative outcomes of video game play. This research cumulates findings across existing empirical
research on the effects of violent video games to estimate overall effect size
and discern important trends and moderating variables. Hence, I
am studying this topic which shows playing video games lead to violent
behaviour among youths because I want to investigate that is there any
relationship between video games and violent behaviour. To study this topic, it
can lead to public understanding on whether playing video games will result
violent behaviour among youths.


Literature Review

of video games and violence

Definition of video games

definition of video game is the game which is computerized which play from play
the monitor screen. The most significant difference of video games to other
media such as television program, newspaper, and poster is video game is
co-operative. There are many type of video games such as shooting, competition,
RPG, fighting, IQ, strategy, and so on. Most of the video games can play in
single player mode, multiplayer mode or even more than that (Granic et al. 2014). Furthermore,
video games are designed for gamers to interact with each other.


Definition of violent behaviour

the definition of violence, violence is the damage that due by using body parts
to hurt someone mentally or physically (Gentile & Anderson 2006). In
additional, violent behaviour can be classify in major 4 classifications which
is homicide, hitting, stealing, and rape. Natural behaviour call “homicide”. The
meaning of homicide is a person trying to kill lives which is not being to him
or her, basically it means killing others. Next, hitting, which means trying to
assault other people. Furthermore, stealing. The definition of stealing is
trying to take others’ belonging without permission or questioning the owner.
Moreover, the meaning of rape is trying to force other people to have sexual
activity with you (Gentile & Anderson 2006)


game and its Negative Effects

Playing video games will lead to aggressive behaviour

to the research, the major negative impact that could cause by playing video
game among youths is a leading to aggressive behaviour. There are many studies
have been showed there is a relationship between playing video games which contain
violence and aggressive behaviour (Gentile & Anderson 2006). Some studies
has stated that video games which contain violence variable can cause a rise in
violent behaviour (Bushman & Anderson 2015).


Playing video games will impact youths’ academic

According to the researches that have
been recorded by the researchers, there are some documents have shown that
playing video game got other negative impact, especially negative impact on students’
school result. Why playing video games will impact youths’ academic resul? What
is the reason? It is because they play video games with no limit, which mean they
play too much of video games (Gentile & Anderson 2006).  Furthermore, students tend to use their study
and revision time to play video games (Anderson & Warburton 2012).
According to studies, students who play a lot of video games will get a worse
result in exam compare to students who did not spend so much time on playing
video games (Turner et al. 2015).


Playing video games will impact youths’ health

According to what Gentile &
Anderson (2006) have said, “There are also a number of concerns about the
potential effects of heavy video game play on children’s physical health,
including obesity, video-induced seizures, and postural, muscular, and skeletal
disorders, such as tendinitis, nerve compression, and carpal tunnel
syndrome.”  The reason for these sorts of
diseases differ from the body position at the PC to the improper way of body
actions used with the gaming gears. Even though most of the data is collected
from the grown-up. But unfortunately, there is still some data is taken from
the people who are under 18 years old. A main video game production company
which named ‘Nintendo’ in America has agreed that children should wear gloves
to play video game because the joy stick of the game could accidentally damage their
thumbs in March 2000 (Gentile & Anderson 2006). Furthermore, over playing
video game may cause a hand disease named “Nintendinitis”. This disease is
caused by frequently using the thumbs to press the control of the joy stick and
also keyboard when the youths are playing video games (Gentile 2011). Moreover,
there is a statistic has shown that children who always play video game will
always have an overweight body.


Playing video games will lead to addiction

The addictiveness of video game has
been a popular topic to be study about since the early 1980s (Dill 2007). According
to a statistic that has been done by Woog (2009), there are more than 12 million
gamers playing an online RPG PC game call “World of Warcraft” in the current
world, this has revealed how many people are addicted in only one particular PC
game. Moreover, based on the MMORPG Survey, more than 70 per cent of the reporters
claim that they play more than 10 hours in a day and also they are
self-addicted on PC game. Woog (2009) also observed that the younger gamers
will easily addict to PC game compare to the elder gamers.


relationship between Video Games and Violent Behaviour

According to past research, the major
negative impact that could cause by playing video games among youths is leading
to aggressive behaviour. In addition, there are many studies also showed that
there is relationship between playing video games, violence and aggressive behaviour
(Anderson & Warbuton 2006). Bushman (2001) said that, video games contain
violence elements lead to violent behaviour among youths.

Next, according to the research that
have been done by (Gentile & Anderson 2006), there are mainly 5 negative impacts
that could be done by playing violent video game on child which is an increment
in physiological arousal, aggressive cognition, aggressive feelings, aggressive
behaviours and lastly, a decrement in prosocial behaviour.


Increment in physiological arousal

Experiment has shown that no matter
playing violent or non-violent video games, it will still cause physiological
arousal among youths such as an increment in blood pressure and heart beat (Paludi 2011, Gentile & Anderson 2006). Furthermore,
Paludi (2011) also stated that playing violent video games will have a bigger
chance to an increment in blood pressure and heart beat. These effects usually
will last for 4~9 minutes, the feeling of aggressive will be less than 4
minutes (Barlett et al. 2009). (Barlett et al. 2009).


Increment in aggressive

Researchers has proven that aggressive
thinking can be initiated by conducting violent video games in a short period
of time (Bonus et al. 2015). Playing violent
video games can be a way to make the aggressive thinking to be stronger in a
long period of time. The more violent video games youths play, the higher
chance for youths to have an aggressive thinking (Anderson et al. 2010).


Increment in aggressive

Experiments and researches have shown that
playing aggressive video games will cause an increment in aggressive feelings
such as irritation, unfriendliness in a short or long period of time (Gentile
& Anderson 2006).


in aggressive behaviour

             The investigational research on how does
violent video games will cause aggressive behaviour on youths has been well
recorded. Investigational research has proven that playing violent video games
could cause violent behaviour among youths in short and long period of time.
The researches Gentile and Anderson (2006) used some efficient ways such as
observe through the fighting of youths in school or see whether they have any
aggressive behaviour during the time that they play violent video games. From
the past research, there is an increment in aggressive behaviour such as
attacking others in standard five students (Gentile & Anderson 2006). Moreover,
some violent video games are promoting violent behaviour by rewarding players
who do vicious actions in the game. Research has proven when gamers get
rewarded in the game, they will have a bigger chance to get violent behaviour
in a long period of time (Gentile 2014).


in prosocial behaviour

            Investigational research has proven
playing violent video games does cause a decrement in prosocial behaviour
(Gentile & Anderson 2006). A short period of playing video games could
cause prosocial behaviour in a short period of time (Anderson et al. 2010).

            Furthermore, based on the negative
impacts as stated above, we can see that playing violent video games do lead to
aggressive behaviour such as all the negative effect as stated above (Gentile
& Anderson 2006).



            Playing video games is a behaviour
which will lead youths into positive and negative behaviour in life. Researches
have proven playing video games could benefits youths. However, based on the
above discussion, researches showed that there is a positive relationship among
playing video games and youth behaviour. Hence, this study has proven that
playing games can lead to violent behaviour on youths in many different aspects
such as an increase in aggressive behaviours, feelings, cognition, addiction or
a decrease in school performance, prosocial behaviour, youths’ health, and so
on. In this research, we have discussed about the definition of video games and
violent behaviour, video games and its negative effects, and the relationship
between video games and violent behaviour. In addition, we have concluded that
video games do cause negative impacts on youths. Therefore, we as a member of humanity
should learn how to control ourselves when playing video games. Once again,
playing video games will lead to violent behaviour among youths (Anderson et al. 2010).



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