THE habit of millions of Filipinos to play violent video games online could have long-term consequences for their mental condition, especially that of young people. Some experts say it is very likely that such games can cause emotional and psychological problems, while others disagree, claiming there are no negative effects. But research from the American Psychological Association shows that long-term exposure to violent video games can desensitize players, especially minors. They can lose their capacity for empathy and become disconnected from their families and friends.
Minors who play high-risk, mature games online have been found to be depressed, unable to sleep well, and earn low grades in school. They can be prone to aggression and bullying others, among other negative effects. The young suspects in the deadly Tacloban school shooting on June 22 were addicted to playing the shockingly violent “GoreBox” video game. Others like it include “Call of Duty” and “Free Fire.” This writer tried to play “Call of Duty” and found that the “duty” involved shooting and stabbing other players dead. It was a traumatic experience, even though it was a virtual game.
All these and more can tell us that games that have players shooting or stabbing people dead are not offering good experiences for anybody, most of all children, and can cause mental health problems. The true “call to duty” for all adults, especially parents, is to protect children from all possible harm and promote well-being, kindness, respect for life, care and understanding for the vulnerable, and compassion and love for others. These are basic Gospel values taught by Jesus of Nazareth. To be a true Christian is to embrace love of neighbor and reject violence of all kinds, including those in video games. There are many alternatives to such games: positive, value-enhancing, character-building video games that teach generosity, kindness and care for others. These games are good for both adults and children: “Until Then,” “Ugaling Pinoy,” “Alba: A Wildlife Adventure,” “Sky: Children of Light,” and “Undertale.”
A recent Senate inquiry recommended that “GoreBox” be blocked temporarily and issued warnings to platforms like Roblox over child-grooming risks. Sen. Risa Hontiveros said the real enemy was adult groomers and extremist rings, like the global 764 Network, that “target, brainwash, and radicalize vulnerable children into committing real-world acts of violent extremism.” Access to these online video games and websites is provided by our internet service providers (ISPs).
Systemic failures
Some commentators and cybersecurity experts, and even some lawmakers, point to deep-seated systemic failures of telecommunications corporations (telcos), like PLDT Inc., Globe Telecom, and DITO Telecommunity, and their associated ISPs that allow the proliferation of violent video games, and child abuse and exploitation, over their servers without obeying or implementing the law on it. They point out that officials of the National Telecommunications Commission, led by Ella Blanca B. Lopez, failed to monitor and implement the law to restrict the proliferation of abusive material detrimental to children. They should block violent and gory video games like GoreBox and others that show murder and dismemberment. They fail with the telcos by allegedly allowing child sexual abuse videos and photos and the livestreaming of child abuse.
We are all captives of the telcos and their ISPs. They fail to implement Section 9 of Republic Act 11930 that requires them to install robust, state-of-the-art technology, programs, or software to filter and block access to child sexual abuse or exploitation materials. What does the nation want their children to experience when they play soul-crushing games full of bloodshed? It’s better to nurture children’s minds and hearts and promote positive, value-forming video games that give hope, inspiration and knowledge; build their players’ self-confidence; and empower them with virtues and values while being full of fun.
Playing violent video games has also offered a virtual escape from childhood abuse and bullying. A United Nations Children’s Fund report says children in the Philippines continue to experience alarmingly high levels of violence, abuse and exploitation, which are heavily amplified by online platforms. The Philippine Social Science Council has cited recent data showing there are systemic violations of children’s rights at home, including violent discipline and sexual abuse. Online bullying, cyberviolence, and even child labor remain deeply entrenched. All of these issues need full attention.
Common sense will tell us that constantly shooting and stabbing people dead online must have some negative emotional and psychological effects on both adults and children. While experts emphasize that playing violent video games does not automatically cause a child to become a killer, social media and gaming algorithms are heavily blamed for gang violence on the streets. These algorithms repeatedly serve graphic, violent and aggressive content to minors. This desensitizes children and normalizes violence and lethal aggression. Don’t be surprised that there are so many school shootings in the United States. Research referenced by Harvard Health and the National Center for Health Research shows studies establishing violent video games as a risk factor for aggression. It confirms that playing them can increase aggressive thoughts, feelings and behaviors, and decrease empathy. But other studies show that real-world severe violence is driven by family history, genetic predisposition, mental illness, abusive environments, peer delinquency, and access to weapons. Video games, they say, do not serve as a primary catalyst for criminal actions.
Children get involved in criminal activity mostly because of neglect, cruelty, hunger, bullying and physical and sexual abuse by adults. They are children with urgent needs. Criminalizing children by lowering the age of criminal responsibility is not a solution. They need help, not punishment and more cruelty. Acceptance, positive reinforcement, support, understanding, education, therapy and moral values taught by a caring adult will help them grow and change. This writer has seen many hundreds of young people in conflict with the law start anew through the work of the Preda Foundation, from the time of its establishment in 1974 to the present.
What does the nation want their children to virtually experience: violent and gory games, or inspiring, educational, value-forming and character-building games? That decision lies with the government, as well as every parent and child.
www.preda.org