The New York Times conducted an in-depth investigation into mass shootings with four or more people dead or wounded. They found that these shootings occur, on average, more than once every single day in the United States. In 2015, mass shootings resulted in 462 dead and 1,314 wounded. Did this mass shooting happen because of violent video games?
I want to point out how technology changes us. In today’s modern life, we cannot be separated from our smartphones.in schools, teachers distribute assignments online, and students submit them the same way. At work, ChatGPT also became a mandatory support in simplifying tasks.
In social circles, one must join chat groups just to stay updated on the latest plans for hanging out . At the very least, individuals need a smartphone to manage these activities
Smartphones today are different from those in the past. Now, smartphones can be used to play games that were once only available on gaming consoles, making them easily accessible.
This situation presents many downside potentials for the younger generation and those below them to overindulge in gaming or become addicted to it. Data shows that in Indonesia, the number of gamers on smartphones reached 121.7 million in 2021, accounting for 84.3% of the total.
Are youth stakeholders prepared for the negative impacts that may arise from the high number of obsessive gamers, especially considering many of them are young people? Including the impact of violence that arises, back to the question posed in the first paragraph.
Violent video games can lead to an increase in physically violent behavior
In the book “Assassination Generation,” the author presents strong data explaining the rise of school shootings in America, attributing the primary cause to playing violent video games. However, this claim is disputed by the gaming industry. While they acknowledge the negative effects of playing violent video games, they argue that the data only shows correlation, not causation.
The author disagrees with this stance, emphasizing that numerous studies and data provide evidence of a causal link. Additionally, as a law enforcement officer, the author has found that many school mass shooters were avid players of violent video games. The book provides numerous case studies where perpetrators were indeed inspired by the gaming world.
In addition to the data in the book, various other journals have also been found to validate the influence of violent video games on the levels of aggression and violent behavior in young people. In Indonesia, a journal by Nurhalimah and her colleagues in 2023 concluded that young people who play the mobile game ‘Mobile Legends’ for more than three hours have high levels of aggressiveness. The forms of aggression that are currently rampant among Indonesian youth include gang fights (brawls) and robberies.
The lack of limits and supervision is a key factor in increasing aggression. I remember when I wanted to play games in the past, there were always limits set by my parents. For example, I was only allowed to play on Saturdays and Sundays during school holidays, and from Monday to Friday, it was prohibited because of school. Additionally, there was a limit of not playing for more than one hour. Now, with mobile phones in hand, games can be easily played anytime.
There are actually guidelines for gadget usage limits according to the Directorate General of Teachers and Education Personnel, Ministry of Education and Culture, that state teenagers and adults should use gadgets for a maximum of four hours a day. However, a report from data.ai titled ‘State of Mobile 2024’ reveals that Indonesians spend an average of about six hours a day on their devices.
This can cause young people who spend most of their time playing games to experience what in the Assassination Generation book is called ‘When Fiction and Reality Blur’ a state where the reality and fiction of video games become blurred or indistinguishable, making it highly possible for violent actions in video games to be carried out in the real world.”
Ratings Alone Are Not Enough
A common mistake made by society is relying solely on video game ratings provided by the gaming industry. As noted by the Minister of Communication and Information Technology, Budi Arie Setiadi, in a media report I read, the minister encourages parents to supervise their children’s gaming by considering the ratings or classifications according to their age.
However, in the book “Assassination Generation,” it is argued that these ratings are also influenced by political and business interests. To illustrate this point, I will outline the ratings given by the U.S. gaming industry below:
- A (AO): Adults Only. “Content suitable only for adults ages 18 and up. May include prolonged scenes of intense violence, graphic sexual content and/or gambling with real currency.”
- M: Mature. “Content is generally suitable for ages 17 and up. May contain intense violence, blood and gore, sexual content and/or strong language.”
- T: Teen. “Content is generally suitable for ages 13 and up. May contain violence, suggestive themes, crude humor, minimal blood, simulated gambling and/or infrequent use of strong language.”
- E10: Everyone 10+. “Content is generally suitable for ages 10 and up. May contain more cartoon, fantasy or mild violence, mild language and/or minimal suggestive themes.”
- E: Everyone. “Content is generally suitable for all ages. May contain minimal cartoon, fantasy or mild violence and/or infrequent use of mild language.”
After reviewing this category, I initially thought that violent games like GTA would fall under the AO (Adults Only) rating. However, I discovered that GTA is rated Mature, and only games with explicit content like pornography and gambling receive an AO rating.
According to the author, the AO rating was clearly set up as a smokescreen, misleading parents to think, “It’s not an AO, so it must be okay.” This highlights the cunning nature of the gaming industry.
We cannot simply dismiss the idea by saying that American culture is different from Indonesian culture, and therefore Indonesia is unlikely to experience the same issues. The reality is that today’s Indonesian youth frequently turn to social media for their references, and there are no effective filters to evaluate the credibility or background of these sources.
As long as the content appears appealing and relevant, it is used as a reference. The same applies to video games; the potential for violence in these games can significantly impact or inspire Indonesian youth, given the current changes in the environment.
Violence against the psyche : Mental health problems in-game players
Not only physical violence, but the gaming world also has an impact on mental violence. Beneath the surface lies a dark undercurrent, a toxic culture fueled by a meritocratic ideology that harms the mental health of young players, particularly those from marginalized groups.
This toxic culture, as explored in Christopher A. Paul’s book “The Toxic Meritocracy of Video Games,” stems from a deeply ingrained belief that success in gaming is solely determined by individual skill and effort. This creates an environment of intense pressure to win, leading to anxiety, stress, and a fear of failure.
The relentless pursuit of “being the best” fosters a culture of elitism and exclusion, making it difficult for less skilled or inexperienced players to feel welcome and accepted. This exclusion is further amplified by the prevalence of harassment and bullying in online gaming environments, which can lead to cyberbullying, social anxiety, and even depression.
This is where the generation gap between parents and young gamers becomes evident. In their parents’ time, people played games to pass the time and have fun. The goal was enjoyment. However, young people today, influenced by the new gaming culture, aim to win, level up, or earn specific badges, striving to reach elite levels.
That’s why there are now many Joki (gaming boosters)—people who are paid to level up the accounts of those who hire them. These transactions can be worth millions. Besides boosting, there’s also a thriving market for selling high-level accounts, allowing buyers to play instantly with an advanced account.
This is also supported by the results of the interviews we conducted in Youthlab. We found that students, particularly those in the second year of junior high school, reported that one of their main sources of stress is not school subjects, but rather the stress associated with gaming. Furthermore, they mentioned that their gaming friends are often toxic.
Indonesia must be able to develop a gaming culture without forgetting its impact
The rise of esports in Indonesia presents a complex challenge, demanding a balanced approach that fosters its potential while mitigating its risks. While the government’s focus on economic growth is understandable, it must be accompanied by a robust framework that addresses the potential negative impacts of excessive gaming, especially on young people. This includes promoting responsible gaming habits, supporting parents and educators, and implementing stricter regulations on game content and accessibility.
Achieving “Golden Indonesia 2045” necessitates a future where young people are not just tech-savvy but also digitally responsible. This requires a collective effort, a shared understanding that the rise of esports, while promising, cannot come at the cost of the well-being of Indonesia’s youth.