News #7 Do shooting games really affect to kids’ behavior?

Thai authorities found that the 14-year-old suspect in the Siam Paragon shooting had a gaming addiction and mental health issues. The media blames video games for mass shootings, suggesting they influence players to commit real-life crimes. The hashtag “Don’t blame video games” trended on social media in Thailand after the recent shootings.

The Progressive Game Industry opposes labeling perpetrators as “game addicts” as it falsely associates gaming enthusiasts with violent crimes, damaging Thailand’s gaming industry’s reputation. Sasimaporn Pagdeepudsa, CEO of Gamiqo and a representative of the Progressive Game Industry, disagrees with the labeling, stressing the need to analyze facts and identify the root cause.

Mansharee Srivichai, another representative of the Progressive Game Industry, believes it is unfair to stigmatize all gaming enthusiasts for a few actions. Negative perceptions of video games, especially those involving gun violence, contribute to this misconception. Parents struggle with their children’s excessive video game consumption, particularly when it replaces educational activities.

Mansharee is frustrated with the association between games and crimes, noting that games like Candy Crush, Hay Day, and Solitaire have long been a part of daily life. Access to restricted games may shape perceptions of video games and their influence.

In conclusion, addressing the association between video games and violence requires avoiding generalizations and unfair stigmatization of gaming enthusiasts. The focus should be on understanding the factors contributing to violent behavior and promoting responsible gaming practices prioritizing mental health and well-being.

According to recent research conducted by Mintel, a global research firm, 76% of the Thai population spends at least one hour per day playing games, while 36% spend two to four hours per day. These statistics demonstrate that games have become an integral part of people’s daily routines. “Thailand’s gaming market comprises more than 30 million people and there’s no way that all of them are youths,” said Mansharee.

As to whether video games can incite people to become violent or aggressive, the President of the Thai eSport Federation, Santi Lothong, believes that this depends on the individual. “If that person is into violence to begin with, anything can arouse them to become violent,” said Santi.

Comments

  1. There isn’t much evidence to support the argument violent media lead to violent behavior. Your last graf is close to the scientific conclusion: Violent games may influence people who are already probne to violence.

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