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Timothy Rowlands, Sheruni Ratnabalasuriar, and Kyle Noel

A product of the military-industrial complex, from the origins of the medium, video games have been associated with violence. As they have become increasingly popular, finding their ways into many households in the United States and around the world, video games have come under increasing scrutiny for the graphic depictions of violence and sexuality some present. An overview of the history of video games suggests this is not a recent problem. As early as 1976, there has been public outcry for regulation of the industry to prevent antisocial content from findings its way into the hands of children. While some politicians, newsmakers, and activist attorneys have stirred up moral panics in response, courts in the United States have generally remained dispassionate. Unmoved by the inconsistent research exploring the connection between video games, aggression, violence, and crime, these courts have insisted on a hands-off approach in order to avoid infringing upon freedom of speech. Nevertheless, likely unrelated to this question of transference, video games have created new venues for the commission of real criminal acts such as fraud and harassment. This points to the ways video games and the virtual worlds they sometimes present have become very real and meaningful parts of everyday life for many people.


Bank robbery is an uncommon, but highly fascinating, type of crime. The media often focus on bank robberies, especially if an event was violent or involved weapons. However, data show that bank robberies are generally uneventful—rarely involving weapon fights or injured bystanders. Instead, perpetrators tend to use verbal or written commands to obtain their money. Movies and video games depict the unusual bank robberies, which are violent and deadly because they are exciting and action-filled, which appeals to the public. Although generally a misrepresentation of empirical reality, media depictions can highlight criminological theory in action and bring to light issues around impulsivity, thrill-seeking, brain development, group behavior, and the behavioral consequences of social strains.


Marc Schuilenburg

Much of the existing research on video games seems to stall over the issue of whether or not violence in games is as innocent as is alleged. Scientists are still divided as to whether or not there is a causal link between the behavior of young people and violence in video gaming. Much less discussion is devoted to how cultural and political engagement finds new channels in video games to confront dominant opinions and perceptions in society. However, a more recent body of scientific work considers how the image spaces of video games facilitate new forms of resistance and how this opens up possibilities of social change in our daily lives. In this research, the culture of video gaming is used as a tool for a deeper understanding of resistance in our society. In this context, application of theories about “contagion without contact” can add some new thoughts to the way the virtual world of video games offers possibilities for a politics of resistance in real life. From a historical point of view, the work of the 19th-century French sociologist Gabriel Tarde, one of the first theorists on contagion, can be used to understand more deeply this on-going process by which everyday life recreates itself in its own image, and vice versa. Rather than measuring the amount of violence present in video games (“content analysis”) or identifying causal linkages between media representations of violent imagery and behavior, and subsequent human behavior (“media effect research”), it becomes evident that players of games are not passive recipients, but active interpreters of the reality that arises in and is processed by popular culture.