Abstract

BackgroundThe influence of violent video games on behavior is the subject of heated debate based on conflicting scientific data. Since the arrival of increasingly violent video games, and the media coverage attracted by several mass killings such as those of Columbine, Virginia Tech, Utoya, or Aurora, an emotional debate has developed, concerning the impact of video games on aggressiveness, violence or even criminality. Several recent meta-analyses have contributed contradictory findings. Whereas, with respect to the use of video games, some studies conclude that there has been an increase in aggressiveness in the short and long term, others have revealed a decrease in criminality. The findings of previous studies are overwhelmingly in favor of a negative influence on aggressiveness. However, data on the impact of this type of media on criminal behavior is lacking. ObjectiveThis work aims to bring new arguments to corroborate or invalidate the assumption that the use of violent video games is a criminogenic risk factor. MethodWe conducted a case-control study, comparing the use of violent video games in a sample of 83 subjects under investigation, versus a sample from the general population. After characterizing their consumption patterns of video games, we looked for an association between the criminal act and exposure to violent video games. Univariate and multivariate analysis were conducted. ResultsThe proportion of players in subjects under investigation, including consumers of violent video games, was lower than that observed in control subjects. In addition, we did not find any significant difference between the consumption patterns of violent video games in criminal population or in control population. Finally, the estimated relative risk of criminal enactment associated with the use of video games was not significant. With multivariate analysis, taking into account the association of already known criminogenic risk factors, we did not find a significant excess risk associated with the use of violent video games. DiscussionOur results are consistent with the current literature. Until then, many studies suggest that, despite an increase in aggressiveness, violence in video games could be the cause of a reduction in criminality. The concerns about the effects of violent video games on aggressive thought patterns, emotions, and behavior are justified. But until now, no study has been able to show that exposure to violent digital games are associated with an increase in criminality, aggressiveness, or violent behavior. Nevertheless, these paradoxical results are not incompatible. There is indeed a tremendous difference between aggressiveness and hetero-aggressive outburst. It is likely that the answer lies in the complexity of the concept of committing an act. Exposure to violent video games could be one factor, among many others, in a constellation of parameters leading an individual to commit an aggressive act. The research on this hot topic is still inconsistent and thus, psychiatrist may wish to be more careful in their public statements linking violent digital games to harm. Psychiatrists, medical professionals and researchers would risk damaging our credibility by exaggerating video game violence effects. There is indeed a lack of scientific data dealing with the relationship between violent video games and this interaction between the individual's mental state and aggressive outcome. ConclusionThe results of our study are not in favor of the accountability of violent video games on the criminal act. Our conclusion leans to not consider their use as a criminogenic risk factor. The results are discussed in light of current literature.

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