Influence of Violent Content in Video Games on the Social Construction of Violence
DOI:
https://doi.org/10.62059/LatArXiv.preprints.624Keywords:
Video games, Digital culture, Social violence, Digital literacyAbstract
This article examines the relationship between violent content in video games and social violence through a documentary and statistical approach. Drawing on a review of scientific literature in psychology, sociology, and cultural studies, as well as the analysis of global datasets on video game sales and homicide rates, the study explores whether the consumption of violent video games is associated with increases in real-world violence.
The results indicate that the sustained growth of the video game industry does not correspond with higher levels of social violence. On the contrary, regions with greater market penetration and access to video games generally exhibit lower homicide rates. The thematic analysis further shows that a higher proportion of violent video game content is not linked to increased levels of lethal violence, suggesting that both phenomena follow independent dynamics.
From a sociocultural perspective, violence in video games is interpreted as a symbolic and narrative resource rather than a direct driver of aggressive behavior. Overall, the findings challenge moralistic and simplified interpretations and support a broader understanding of video games as part of a complex technological and cultural ecosystem.
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Data Availability Statement
Los datos utilizados en esta investigación provienen de fuentes públicas y de acceso abierto.
Los procedimientos de procesamiento y visualización de los datos se describen en la sección de metodología del artículo.
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Copyright (c) 2026 Victor Manuel Mora Romo (Autor/a)

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