Stop Blaming Video Games For the United Healthcare CEO Killer
The recent killing of United Healthcare Group CEO Brian Thompson has sparked another wave of blame directed at video games. This incident has reignited the long-standing debate over whether video games contribute to real-world violence. Despite extensive research debunking the connection between video games and violent behavior, video games continue to be scapegoated for violent acts in the United States. Why does this fundamentally flawed narrative persist?
The Incident and the Blame Game
Brian Thompson, the CEO of United Healthcare Group, was shot and killed in New York City on the morning of December 4. Police apprehended the suspect, Luigi Mangione, and found that a 3D-printed "ghost gun" was used in the attack. In the aftermath, some government officials and pundits have pointed fingers at violent video games, suggesting that they played a role in Mangione's actions. The game in question—Among Us.
When Mangione’s face was plastered across social media as being the suspect, his Discord friends recognized him as someone they played Among Us with. Alejandro Romero, who attended UPenn with Mangione, told NBC News, “I just found it extremely ironic that, you know, we were in this game and there could actually be a true killer among us." In that same article, NBC News inaccurately reported that Mangione “once belonged to a group of Ivy League gamers who played assassins.” But that’s not how Among Us works.
Among Us is a family-friendly, multi-player game that was released in 2018 but surged in popularity in 2020. Players take on one of two roles—Crewmates or Imposters.The game randomly assigns roles to players each game. Crewmates work together to complete tasks, while Imposters’ task is to sabotage their efforts and eliminate them without getting caught. Among Us does not teach you how to be an assassin. It does teach you how to talk sh*t better, though. Saying Mangione was part of a group of “gamers who played assassins” not only takes Romero’s words out of context, but it’s grossly misleading.
This is not the first time video games have been blamed for violent incidents. Politicians and public figures have a history of linking video games to real-world violence, often without substantial evidence. This pattern of scapegoating video games dates back to the 1970s and has resurfaced repeatedly in the wake of mass shootings and other violent acts.
The Persistent Scapegoating of Video Games
The tendency to blame video games for violence can be traced back to several factors:
Moral Panic: Video games have often been the target of moral panic, where new forms of media are blamed for societal issues. This phenomenon was evident with the release of the arcade game Death Race in the 1970s, which faced backlash for its violent content. Similar reactions followed the release of games like Mortal Kombat and Doom in the 1990s.
Simplistic Explanations: In the face of complex social issues, blaming video games provides a straightforward narrative that avoids addressing deeper societal problems, such as anger over systemic injustice, mental health issues, access to firearms, and socio-economic factors.
Political Convenience: Politicians may find it convenient to blame video games to deflect from addressing more challenging policy issues. By focusing on video games, they can avoid addressing the root causes of violence, such as gun control and, in this case, the greed of American insurance companies that lead to the deaths of thousands of U.S. citizens each year, as 1 in 5 adults were denied claims in 2023, according to a KFF survey.
Debunking the Myths
Comprehensive studies have consistently shown that there is no causal link between violent video games and real-world violence. Studies conducted by reputable institutions, including the American Psychological Association and Oxford University, have found no evidence to support the claim that playing violent video games leads to aggressive behavior or violent acts.
Lack of Evidence: Numerous studies have failed to establish a connection between video game violence and real-world aggression. For example, an October 2019 American Psychological Association task force report found no link between violent video games and aggressive behavior in teenagers. This report reaffirmed their 2015 report that concluded that while there is a small association between violent video games and aggressive outcomes, this does not extend to more severe forms of violence.
Global Perspective: Video games are played by millions of people worldwide, yet the rates of violent crime vary significantly between countries. For instance, China, Japan, and South Korea have high rates of video game consumption but low levels of violent crime. This discrepancy suggests that other factors, such as cultural and societal influences, play a more significant role in determining levels of violence.
Alternative Explanations: Researchers have identified other factors that are more likely to contribute to violent behavior, such as mental illness, exposure to real-world violence, and access to firearms. Addressing these underlying issues is crucial for reducing violence, rather than focusing on video games as a convenient scapegoat.
The Real Impact of Video Games
While the debate over video games and violence continues, it is important to recognize the positive aspects of gaming. Video games can offer numerous benefits, including cognitive development, stress relief, and social interaction. They provide a creative outlet and can foster problem-solving skills and teamwork.
Cognitive Benefits: Studies have shown that playing video games can enhance cognitive abilities, such as spatial awareness, memory, and attention to detail. Games that require strategic thinking and problem-solving can improve mental agility and decision-making skills.
Social Interaction: Multiplayer games and online communities provide opportunities for social interaction and collaboration. Gamers can connect with others who share similar interests, form friendships, and support networks oftentimes while completing a shared goal.
Stress Relief: Video games can serve as a form of escapism, allowing players to unwind and relax. Engaging in immersive gameplay can reduce stress and provide a sense of accomplishment and satisfaction.
The killing of United Healthcare Group CEO Brian Thompson has once again brought video games into the spotlight as a scapegoat for violence. However, the persistent blame on video games is unfounded and distracts from addressing the real causes of violence. Extensive research has debunked the myth that video games lead to real-world aggression, highlighting the need to focus on more significant factors such as mental health, access to firearms, and socio-economic conditions.
As we move forward, let’s shift the narrative away from blaming video games and towards addressing the root causes of violence. By doing so, we can create a safer and more informed society that recognizes the positive contributions of video games and focuses on meaningful solutions to reduce violence.