Violent Video Games Research (Resubmission)


Primary Research

I originally started to ask peers if they think violent video games promote violence and noted it down as a tally.

I then decided to ask one individual questions on the topic and asked them to answer in depth.

Do you believe that playing violent video games can affect a persons behaviour in terms of violence?

“I believe that everyone is susceptible to violent video games on different levels depending on their characteristics. Personally I do not believe that myself or the people around me are effected by violent video games.”

Do you think that more crime is influenced by violent video games?

“Once again, it is down to the characteristics of the person. But, it is possible for people to start believing that crime is not as bad because they have been seeing it on their screens while playing games and not having any punishment for it. This may lead to certain individuals committing crime.”

Do you think as yourself as a passive or active player?

I believe that I am a part of the active audience because I realise that the content of violent video games are just a feature of the game. I feel in control when playing games of sorts.

Secondary Research

“Frequent exposure to violent video games increases the likelihood that children and teens will engage in aggressive behavior themselves, new research indicates.

The study of more than 3,000 children found that habitually playing games such as “Call of Duty” and “God of War” might alter their view of their real-world environment and peers, the researchers said.”


The real-life crime is often tied to violent video games and the use of minors playing them as this can affect their mental health at a young age, especially if they didn’t know any better. A common game series that has caused controversy over the last decade is the ‘Grand Theft Auto’ series.

Assassins Creed also caused controversy as you were able to kill innocent people in the game which made it seem ok as there was no punishment. The creators were influenced by the controversy and the introduced a new law to the game wherein your score in the game gets deducted if you killed innocent people.

Adam Lanza was responsible for the Newtown tragedies where 20 children and six teachers were killed by a lone gunman.

CBS News correspondent Bob Orr reports that Adam Lanza was motivated by violent video games and a strong desire to top Norwegian mass shooter Anders Breivik’s toll of 77 deaths during his July 2011 massacre, citing law enforcement sources. He reports that Lanza targeted nearby Sandy Hook Elementary School during the December shooting because it was the “easiest target” with the “largest cluster of people.”


Quantitative Research

The Grand Theft Auto series made $800 million on its day of release.

Rockstar, the makers of the Grand Theft Auto Series, spent £175,000,000 ($265,000,000).

Grand Theft Auto V has sold over 52,000,000 units worldwide.


“I fully acknowledge that exposure to repeated violence may have short-term effects – you would be a fool to deny that – but the long-term consequences of crime and actual violent behaviour, there is just no evidence linking violent video games with that,” Dr Mark Coulson, associate professor of psychology at Middlesex University and one of the signatories of the letter told the BBC


“If you play three hours of Call of Duty you might feel a little bit pumped, but you are not going to go out and mug someone.”



I think that the most useful types of research are equally primary and secondary. I think this because primary research, most of the time, can only reach out to the people around you. This means that people with a different mind-set and different levels of knowledge are not reached in the research. But, the reason I believe primary and secondary research are equally as good as each other is because secondary research may not be reliable. Each of these methods of research have an equal amount of disadvantages and advantages. The most reliable method of research is Quantitative as it is facts and figure as opposed to opinions.

A problem that I faced while taking out this research was that sites said different things about a topic. These opinions and facts were contradictory which meant I had to do further research to find the answer I was looking for.

Personally, I don’t think I would like to have a job as a media researcher as it is not as ‘hands-on’ as opposed to being a part of the actual creation of the media. However, one reason that I would take up research into existing media products is to find out what to do and not to do whilst in the pre-production stage of a film, game, TV-Show etc. This means that I can use the good aspects of an existing media product and use it as inspiration for my project that I would be working on. I can also avoid negative points that make the media product worse.

My critical perspective of the affect of violent video games on teenagers

I believe that the impact that violent video games has on teenagers is highly dependant on the type of person they are. There are two types of audience that falls into the category of violent video games and this is passive and active audiences (as seen below). Passive audiences are more susceptible to the idea of violence from video games as they are easily manipulated. However, active audiences know that the game is just a game and they are completely in control.

Passive and Active Audiences

Passive: Easily Manipulated, Compliant, Weak Willed, Followers, Controlled, Dominated.

Active: Engaged, Involved, Responsive, In Control, Free willed.