How Violent Media Shapes the Next Generation: Insights from Research and Social Media

How Violent Media Shapes the Next Generation: Insights from Research and Social Media

Does Violence End Only "On Screen"? The Shadow of Media Raising Children

Handing a smartphone to a child. Showing videos on a tablet. Giving them a game console controller.
Nowadays, these are not unusual scenes. On the train, at restaurant tables, in the living room on holidays, and for a short time before bed. Children are interacting with the world on screens much earlier and longer than adults might think.

On those screens are cute characters, educational apps, and conversations with friends. On the other hand, expressions of combat, gunfire, fistfights, destruction, revenge, and death are surprisingly naturally integrated.

The editorial "Violent media is raising the next generation" by the American high school media "Scot Scoop News" sounds a strong alarm about such a modern media environment. The article's argument is clear: by repeatedly viewing violent scenes in games, TV, and on the internet, children might learn that "violence can be a means of solving problems."

Of course, this is not a simple story of "children who play games will definitely become violent." The original article does not condemn the internet or games themselves as evil. However, it is unnatural to think that children, whose values and judgment are still being formed, would not be influenced at all when repeatedly exposed to similar violent expressions.

The issue is not just whether there is violent expression or not.
How normalized it is.
How often it is repeated.
And in what context children are receiving it.

Games are no longer a "special hobby"

Once, games were seen as a hobby for some children and young people. But today's games have become completely mainstream. According to a 2024 survey by Pew Research Center, 85% of 13-17 year-olds in the U.S. play video games. Furthermore, 41% play games at least once a day.

In other words, games are no longer something "only some children play." For many children, they have become a part of life, just like school, social media, videos, and music.

Therefore, how to think about the violent expressions in games and videos is not just an issue for specific households. It is also a social issue concerning the media environment in which modern children are growing up.

The Scot Scoop article introduces that many games intended for teens contain violent expressions and that violent depictions are widely present in TV programs. Of course, not all violent expressions carry the same danger. Comical expressions, fantasy battles, depictions with historical or social context, and cruel expressions intended merely for stimulation are perceived differently.

However, if violence continues to be depicted as "common," "cool," or "necessary to win" in the content children encounter daily, its significance cannot be overlooked.


Children Learn "Behavior Patterns" from What They See

The original article emphasizes that children learn behavior patterns from their surroundings. Children do not grow up solely on the words of adults. They learn what is permitted, what is cool, and what is effective from conversations at home, relationships at school, friends' behavior, and characters in the media.

In violent games and videos, defeating the enemy becomes the goal. If the attack is successful, points are awarded, and a victory scene is displayed. It's faster to shoot, punch, or destroy than to persuade. Simple wins and losses are easier to understand than complex dialogues.

Of course, many children can distinguish between fiction and reality. Just because they defeat an enemy in a game doesn't mean they intend to do the same in reality. But the issue isn't about such extreme actions.

For example, they may be more prone to using harsh words when feeling angry.
They become less sensitive to others' pain.
They take an intimidating stance when in conflict.
They get used to the idea that it's okay to hurt others to win.

These small changes are not easily reflected in crime statistics. However, they can certainly have an impact in classrooms, homes, on social media, and in friendships.

When considering the impact of violent media, the simple question of "Will playing games lead to real-world violence?" is insufficient. More important is how it affects everyday interpersonal senses, empathy, and ways of handling anger.


The Scariest Thing Might Be "Getting Used to It"

A frequently pointed out impact of violent expressions is "desensitization." This refers to the state of becoming accustomed to things that should originally feel unpleasant by repeatedly seeing violence and cruel scenes.

Scenes that initially felt scary, painful, or pitiful become less reactive after being seen repeatedly. Blood, screams, destruction, and death are processed merely as performances. When this happens, the ability to empathize with others' suffering may weaken.

The Scot Scoop article also warns of the danger that children may become insensitive to violence by repeatedly being exposed to violent images and games. The American Academy of Pediatrics also organizes that screen violence can increase aggressive thoughts and anger while decreasing empathy and prosocial behavior.

This is not about children suddenly becoming "dangerous individuals." Rather, it is a quieter change.
They might laugh even when someone is hurt.
They might find it "funny" when someone is bashed online.
They might use violent words as jokes.
They might attack reflexively before considering the other person's position.

When such attitudes accumulate, communication across society gradually becomes rougher. The issue with violent media is not simply whether it causes incidents, but the potential to erode the sense of distance and compassion between people.


However, Research is Not Monolithic

On the other hand, caution is needed when discussing this issue. Researchers do not completely agree on the impact of violent games and videos on children.

For example, a study published in 'Academic Pediatrics' in 2025 reported that exposure to violent content at age four was associated with increased reactive aggression at age five, based on longitudinal data from children in Quebec, Canada. This study suggests a possible link between exposure to violent expressions in early childhood and aggressive responses.

On the other hand, a 2019 study by Oxford University, using data from 14-15-year-olds and their parents in the UK, found no clear link between the time spent playing violent games and aggressive behavior in teens. This study classified the violence of games based on official ratings and used parents' perspectives on their children's aggressive behavior for analysis.

Thus, it is reckless to categorically state that "violent media makes children violent" or that "there is no impact at all."

Even if there is an impact, it varies greatly depending on age, personality, family environment, friendships, viewing time, type of content, and parental involvement. In some cases, it may lead to short-term irritability, while in others, it may lead to long-term desensitization to violence. Conversely, some children use games as a means of stress relief or social interaction with friends.

Therefore, what is needed is not to lump games and videos together as villains, but to see what content children are exposed to, how much, and in what state.


On Social Media, There's Also Pushback of "Blaming Games Again"

 

This theme has been debated on social media for years. Reactions are largely divided into two.

On one side, there are voices saying, "It's dangerous to let children watch violent games and videos without limits." Especially among parents and educators, many feel that violent language, impulsive anger, and lack of empathy for others are not unrelated to game and video culture.

"It's natural that there would be some impact if you keep showing stimulating images to small children."
"The problem is not the games themselves, but that parents give them without knowing the content."
"More than the violent expressions themselves, it's scary that violence is depicted as a reward."

These opinions are close to the stance of the Scot Scoop editorial. In other words, instead of denying the existence of games or videos themselves, the focus should be on how children learn from them.

On the other hand, there is strong pushback on social media.

"Games are being scapegoated again."
"The causes of real-world violence are more complex, involving family environment, poverty, mental health, and gun control."
"We've been having the same debate for decades, but violence hasn't simply increased because the gaming population has grown."
"Children can distinguish between fiction and reality."

On Reddit, there are many doubts about easily linking violent games to real-world violence. In one discussion, there was an opinion that it is unreasonable to explain the problem of gun violence in the U.S. solely by games. Additionally, in psychology communities, there were cautious voices stating that research results are mixed and one should not jump to conclusions.

On X, while there are posts introducing research that violent games do not significantly impact real-world aggression, there are also posts highlighting studies showing a link between violent games and physical aggression. In other words, on social media, opposing information is being spread on the same theme.

This situation symbolizes the debate on media violence itself. People tend to choose research that aligns with their intuition or stance rather than deciding their opinion based on research results. Those who like games emphasize information that "there is no impact," while those worried about children's media use emphasize information that "there is an impact."

Therefore, caution is needed when looking at social media reactions. What is there is not the scientific conclusion itself, but a complex public opinion mixed with parental anxiety, gamers' defensive emotions, educators' experiences, and anger towards social issues.


The Issue is Not "Games or Reality," but "Are Adults Watching?"

The most important thing to avoid in this debate is to place the responsibility on a single target.
Games are bad.
Videos are bad.
Parents are bad.
Society is bad.

Of course, each bears part of the responsibility. However, children's behavior and values are not determined by a single cause.

Even if they play violent games, many children have dialogue at home, understand the difference between reality and fiction, and learn how to handle anger. Conversely, even if they don't play violent games, if they are exposed to aggressive communication at home, school, or on social media, they can be influenced by it.

What matters is whether adults know what children are watching.

What games are they playing?
What videos are they watching?
Who are they playing with online?
Are they not getting irritated after playing?
Are they not mimicking violent words?
Is there no negative impact on their real friendships?

Without such observation, simply saying "games are dangerous" is meaningless. Conversely, saying "my child is fine" and leaving them completely alone is also risky.

Brown University Health points out the importance of parents checking programs and games with their children, choosing age-appropriate content, managing viewing time, and discussing the content viewed. This is probably the most realistic approach.

What children need is not complete isolation but help in interpretation.

"This is an expression in the game, and you must not hurt people in reality."
"Why did this character use violence?"
"Were there no other solutions?"
"Didn't it make you feel uncomfortable watching it?"

Just having these conversations allows children to treat events on the screen as subjects to think about, rather than just absorbing them.


Not Just Violent Expressions, But Also Verbal Violence Cannot Be Overlooked

When it comes to violent media, many people think of gunfights, fighting games, and bloody scenes. However, the "violence" that modern children are exposed to is not limited to that.

Defamation on social media, exposure, ridicule, group attacks, extreme comments, and cancel culture.
These are also everyday media experiences for children.

Compared to expressions of defeating enemies in games, the scenes of someone being mobbed on social media are closer to real communication and may have a greater impact. Violence is not just physical attacks. Cornering someone with words, denying their character, and consuming others' suffering as entertainment are also violent cultures in a broad sense.

Therefore, limiting the issue of violent media to games alone misses the essence. Children are growing up crossing games, videos, social media, chats, streams, and short videos. What they learn there is not just methods of attack. It includes the sense of distance to others, expressions of anger, what is okay to laugh at and what is not, images of strength, and attitudes towards the weak.


More Than Simple Prohibition, What Is Needed Is "Engagement"

So, what should families and schools do?

Firstly, do not provide unlimited access to content that is inappropriate for their age. It is necessary to check ratings and content descriptions and judge whether they are suitable for the child's developmental stage.

Secondly, set time limits. The issue is not just the content. Long screen time takes away time for sleep, exercise, learning, family conversations, and outdoor play. The longer the exposure to violent expressions, the more opportunities there are for influence.

Thirdly, observe their behavior after playing or viewing. If they become irritable after gaming, use harsh language, have more trouble with real friends, or have disrupted sleep, it is necessary to review the content and time.

Fourthly, parents themselves should understand the media. Without knowing the names of the games children are playing or what videos they are watching, appropriate judgments cannot be made. It is important for adults to try to know the popular content for children, even a little.

And fifthly, do not blame the children unilaterally.
"Don't watch such things."
"Stop playing games all the time."
"That's why you become rough."

Such statements only make children defensive. Rather, asking "What do you find interesting?", "What do you like about it?", or "Does it ever make you feel bad watching it?" can bring you closer to the child's inner world.


Screens Are Raising Children

Modern children are not only raised by parents and teachers. They are also raised by screens