Editorial: Violence extends beyond the screen



Editorial: Violence extends beyond the screen



Fictional violence and sensitive content that can cause real-life harm have become more normalized in video games. 

The Shorthorn Editorial Board believes people can be more vigilant and aware of content depicted in video games and how much of it they consume. 

A recent example of these types of video games is the controversial computer game “No Mercy,” released in early April on Steam, a digital game platform, in the U.S., depicting “unavoidable nonconsensual sex,” violence, incest, blackmail and more.

The video game was banned in the U.K., Canada and Australia but continued receiving more backlash, leading the creators to withdraw the game from Steam within a month. 

Game developers responded to critics in a statement, noting that while they understand that real incest is disgusting, it is a popular fetish. 

“We would like you to be a bit more open to human fetishes that don’t harm anyone, even though they may seem disgusting to you,” the developers said in a statement published on Steam. 

The developers added that these fetishes are among some of the most popular kinks worldwide and that if people criticize someone for watching these portrayals of roleplay, they’re intruding “too deeply into their sexual sphere.” 

Throughout the statement, the developers referred to the video game as just a game that cannot harm anyone. Declarations like this allow similar content to slip through the cracks.

It’s easy for students to indulge in games, violent or not, for extended amounts of time. The majority of those who play do so to keep themselves entertained or take their mind off real-life worries. 

About 87% of teens say fun or entertainment is a major reason for playing video games, followed by roughly three-quarters who play to spend time with others, two-thirds who use video games to compete with others and 13% who play to learn something, according to a 2024 Pew Research Center study.

With video games catered toward specific age groups and interests, there are various different types, including simulation and role-play to adventure and sandbox games.

Despite the vast amount of video game genres available, violent games are among the most popular, with 73% of teen gamers saying at least some of the games they play consist of violent content, according to the Pew Research Center study.

In 2024, 24% of video game players were under 18 years old, 47% were 18 to 50 years old and 29% were over 50, according to an Entertainment Software Association report. 

While 55% of players agree that playing games helps introduce people to new friends, overconsumption of excessively violent or sensitive content within video games can be harmful. 

Video games with content similar to “No Mercy” are dismissed because video games, like other entertainment media, are considered “not real” and therefore harmless, which is not the case. 

With high consumption of violent or sensitive content comes desensitization to it, where response to emotionally negative pictures involves less attention and lower processing and evaluation of said depictions, according to a National Library of Medicine study.

Children, college students and adults were slower in helping others after exposure to violent video games, which contributes to decreased empathy and prosocial behavior, according to another National Library of Medicine study.

While one study suggests that parents should be counseled to teach their children about nonviolent problem-solving and provide empathy-building experiences, it’s also up to the person consuming these types of video games to find a better balance of the content they indulge in.

Being aware of the content within games allows players to make better decisions on whether to consume the content and how it can affect them. Similar to how we should be critical about what we watch and read, video game players should also reflect on the effects of what they play, especially when the games contain violent or sensitive content. 

The Shorthorn Editorial Board is made up of opinion editor Leslie Orozco; editor-in-chief Christine Vo; associate news editor Amanda Aldridge; sports editor Matthew Tibebe; copy editor James Sanderson; news reporters Shelby Carter, and Taylor Sansom; and engagement producer Jessica Arnold. Copy desk chief Jinelle Sánchez and engagement editor Sairam Marupudi were not present for this discussion. Engagement producer Natalie Gomez attended in Marupudi’s place. 

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