Mental Health and Violent Video Games

Written by Antai Liu 2022 Cohort

Do violent games make people mentally ill? There is no clear link, some bad influence perhaps. But no denying that we love violent games. The most highly rated video games are violent, GTA, Witcher, God of War, Legend of Zelda, and Elden Ring; even in Mario, you have to throw things and step on your enemies. Violence gives you satisfaction and makes you feel powerful.  No shame in that, we are human, and it’s in our DNA.

If you say, ” I’m a pacifist, and I hate violence.” You will also feel good if you try them. That’s the first reason why we need them. We play violent games, blow off some steam, and enjoy the satisfaction and power that games bring to us. As a result, we are less angry in real life because we already feel satisfied, with no need for extra violence.

The Grand Theft Auto series is the most controversial on the market. Gun violence, random killing, racism, sex-related violence, almost everything is in these games. Many gamers love these games because it gives you an unparalleled experience. You can be anyone, a gangbanger, an outlaw, a good citizen, or a mailman. It’s like the game grants you a second life.

On the other hand, others argue this is a bad influence; gamers will bring their in-game actions to our real life. They are correct. However, only certain people can be influenced by games. Mostly younger people, as their values are not shaped. If they see too much violence in video games, it can lead to mental health issues. So that is why we have Video Game Content Rating Systems. It helps to protect people their age.

The second reason is that violence pushed storytelling. Most stories need twists; most twists are triggered by violent actions.  In a story, everything is good, then somebody gets hurt, killed, or kidnapped, and our protagonist realizes something, then does something. Sounds familiar?  Basic story structure. And the most crucial part is a conflict or a twist, usually led by violent actions.

As game designers, we should develop these things more carefully. Do not increase mental health issues but find an exciting way to add twists to our games.