Video games: a source of violence2


Atkinson(1999) suggests that “the precise psychological role the mediaplays in documented media-mediated crimes is never clear, nor can itbe, until we are able to ‘map a brain like a computer hard drive.’This is precisely the same case with video games most celebrated withthe likes of the Grand Theft Auto series that characterize violencein their thematic play. Though Atkinson may be right over the matter,some speculated conclusions may be drawn from the reality of thematter as to what is happening in the current world. This is to say,the video games may be playing a key role in the criminal behaviorteens and youngsters engage in.


Theoverall environment around a person does influence the character of aperson. Andrew D and Bonta J, (2003) state that criminal behavior isdictated by the interplay between static forces that are unchangeablewith the likes of genetics, personality etc. and the dynamic orchangeable factors largely shaped by aspects of an offenders’environment and culture e.g., anti-social attitude or situationaltriggers. Therefore, the dynamic factors as portrayed by the authorssurely to concrete the fact that video games that depict violentaction may influence the doings of one when coupled up by a person’sstatic forces i.e.: personality such as stereotypical view of peopleor opinions.


Copycatcrimes are crimes inspired by other crimes that have fictional orartistic representation that incorporate aspects of an originaloffence. This is to mean that most of the people who are frequentplayers of the violent video games may end up acting the copycatcrimes in an aim of viewing it in reality. For a copycat crime to beone it must have been inspired by an earlier publicized crime- thatis, there must be a pair of crimes linked to the media. Such imitatedcrimes may include carjacking, murder, robbery or arson attacks.

Accordingto conrand J (2008) an 18 year old, Devin Moore allegedly played thegame for hours before stealing a car in Fayette, Alabama and gunningdown two police officers and a 911dispatcher in 2003. When captured,he said, “Life is like a video game, everyone’s got to die sometime.”

Availabilityof the Game

Allaround us, statistics have it that video games are widely celebratedby most teens and youngsters around the world. Associate press, 2005had an article stating that the game series was pushing 40 millioncopies in global sales, it being the most dominant media franchise ofthe new millennium. Its local availability makes it even more of acatalyst factor for the never ending violent behavior amongst theenergetic youths. It is clear that the electronic media presentsgreater concern than print media because they can criminallyinfluence a larger at risk pool of individuals. This statement thenclearly elaborates the influence of the local availability of suchmaterials that can be hazardous in the long run as were the case ofDevin Moore.


Itis therefore clearly evident that video games that depict violencewith the likes of Grand Theft Auto may at times be a contributingfactor to violence occurring in the real time word. It is throughthis and cognitive behavioral patterns that violence and crime hasbecome rampant in the world. It is therefore true to state that videogames can be blamed for violent behavior amongst people.


AndrewD. and Bonta J.(2003) ThePsychology of criminal conduct. AndersonPublishing Company.

AktinsonL.(1999) IntroductionTo Psychology WadsworthPublishing Company

ConrandJ (2008) TheInfluence Of Technology Media And Popular Culture On