It's actually quite fun (GTA V)

After two gunmen opened fire at a stream of passing cars on a Tennessee highway in 2003, killing one person and badly wounding another, it didn’t take long for the police to find the culprits. Lurking in the bushes nearby were two teenage stepbrothers, who quickly confessed to the crime. But it wasn’t their fault, they explained. They hadn’t meant to hurt anyone. They were simply copying their favourite videogame: Grand Theft Auto III.
Once they were put trial, this claim was taken at face-value by the victim’s family’s lawyers, who launched a $246 million lawsuit against the game’s developers, Sony Computer Entertainment America and Rockstar Games. The case, however, was eventually dismissed. Exactly twenty years after GTA III was released, the debate over violent video games can seem like yesterday’s controversy.
But it’s a theme that keeps reappearing: it was referenced last week by Ted Sarandos, the Co-CEO of Netflix, after criticism of the new Dave Chappelle comedy special. Netflix as a company, Sarandos wrote in an email to staff last week, “ha[s] a strong belief that content on screen doesn’t directly translate to real-world harm”. He continued:
“The strongest evidence to support this is that violence on screens has grown hugely over the last thirty years, especially with [first-person] shooter games, and yet violent crime has fallen significantly in many countries. Adults can watch violence, assault and abuse — or enjoy shocking stand-up comedy — without it causing them to harm others”.
Sarandos has now distanced himself from his remarks, saying they should’ve been made with “a lot more humanity”. But was he right right that videogame violence was a useful analogy? Is it really the case that there’s no translation from virtual to real-world violence? What have we learned in the 20 years since GTA III?
The evidence is certainly confusing. The American Psychological Association published a review of videogame violence in 2015 (updated a little in 2019), which concluded that playing violent videogames does indeed make children, adolescents and young adults more aggressive. But the APA also concluded that there simply wasn’t enough evidence to say whether this translated to real-world criminal violence or delinquency.
In 2020, another set of researchers added an extra dose of ambiguity: they pointed to a number of holes in the APA’s analysis, uncovered lots of studies that had been missed, and noticed on a closer look that many of the studies cited had been very poor-quality. They concluded that the APA had “greatly overestimated” the consistency of the evidence linking videogames to aggression. Although stated with quite some uncertainty, the association between videogames and aggressive behaviour in their new analysis appeared “negligible”. Higher-quality studies since then tend to support that case.
Join the discussion
Join like minded readers that support our journalism by becoming a paid subscriber
To join the discussion in the comments, become a paid subscriber.
Join like minded readers that support our journalism, read unlimited articles and enjoy other subscriber-only benefits.
Subscribe