The connection between video games and increased youth delinquency is debatable (“Violent video,” 2013). Social science has definitively settled some of the questions. Cumulative evidence gathered from numerous academic studies makes one side of the argument persuasive (Regoli, Hewitt, &DeLisi, 2011). The relation between increased violence and video games is an example of contested academic terrain. Recent research demonstrates the existence of a strong link between video games and youth violence (KimHun-Soo& KimHyun-Sil, 2008). The connection between video games and the real world violence is obvious. Apparently, the media seems to furnish new evidence relating to the same issue. For example, the perpetrator of Norway’s masskillings confessed to having watched a shooting game before committing the crime (Regoli et al., 2011). Playing video games has a direct link to aggressive and violent acts among young adults.
Extensive literature in psychology shows increased propensity to violent acts after playing video games (“Violent video,” 2013). The findings relate to an increase in delinquency and violence among the youths. Indeed, exposure to violent video games is directly proportional to aggression and antisocial behaviour. Domain-specific theories on aggression and delinquency explain the relationship between video games and antisocial behaviour (Regoli et al., 2011). General Aggression Model, a comprehensive meta-theory, asserts that exposure to violent media desensitizes the youth to violence (Regoli et al., 2011). Usually, the content in the video game contains fearful material couched in an emotional case. The gamer experiences a reduction in psychological and physiological fear after repeated exposure to video games. Finally, anxiety to violence sets in with prominent imagery becomingnormal and mundane.