Video games with explicit content have prevailed in the industry over the last decade. Games such as Call of Duty, Grand Theft Auto, and Mortal Kombat have made millions of dollars off of violent content. The problem that arises is whether or not these types of games are appropriate for children. The addictive quality to these games is that they appeal to the players emotions, but simultaneously convey their product through a medium that promotes violent acts.
Activision's 2009 release of Call Of Duty: Modern Warfare Two sparked controversy over a campaign mission that has the player massacre a crowd of innocent civilians.
Mortal Kombat is infamous for its violent depictions of final kills or "fatalities."
There is certainly controversy surrounding video games' effects on its users, specifically about the concept of how the presence of violence influences children. A University of Utah interview with pediatrician Dr. Cindy Gellner speaks on the adverse effects of children playing violent video games:
Dr. Gellner says that “studies of children exposed to violence have shown that they can become immune or numb to the horror of violence, imitate the violence they see and show more aggressive behavior with greater exposure to violence” (Gellner). This interview discusses whether or not violent video games serve a purpose for growing and maturing children, concluding that children become negatively affected when exposed to this type of content.
According to the American Psychological Association (APA), “scientific research has demonstrated an association between violent video game use and both increases in aggressive behavior, aggressive affect, aggressive cognitions and decreases in prosocial behavior, empathy, and moral engagement” (APA).
The research in the field of not only child psychology, but also research in sociology, indicates that the increased use of video games and this type of content can negatively affect users.
The overall consensus is that violent video games tend to lead to negative decisions; whether those decisions are emotional dilemmas, or physical problems, the content of these games has power.
“I felt as intensely focused as a diamond-cutting laser; Grand Theft Auto IV was ready to go. My friend and I played it for the next 30 hours straight" - Bissel.