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Myth vs fact

Myth vs fact: do violent video games make kids violent?

The American Psychological Association found no good evidence that violent games cause violence. What researchers do still see, and why ratings matter anyway.

For parents · Ages 9-17 · 3 min read · Checked October 19, 2026

In 30 seconds

  • Myth: violent video games turn kids into violent people.
  • Fact: the American Psychological Association says there isn't enough scientific evidence that violent games cause violent behaviour.
  • Fact: researchers do see a small link with minor aggression, like yelling and pushing.
  • Age ratings still matter, for content, online chat and in-game spending.
  • The most useful thing you can do is get curious about the games your kid actually plays.

The myth

After a shocking act of violence, video games often get the blame. The idea is easy to picture: a kid spends hours shooting things on a screen, so of course they'll become violent.

It's an understandable worry, and it comes back with each new generation of games. But it isn't what the research shows.

Fact: no good evidence that games cause violence

In 2020, the American Psychological Association (APA) updated its official position after a task force reviewed the research. Its conclusion: there is insufficient scientific evidence to support a causal link between violent video games and violent behaviour.

The APA's president at the time put it plainly: blaming violence on video gaming is not scientifically sound, and it pulls attention away from factors that do matter, such as a history of violence.

Why the APA revisited its statement

The APA had issued an earlier resolution in 2015. Part of the reason it took a fresh look was that media and policymakers had cited that resolution as evidence that violent games cause violent behaviour, including mass shootings. The 2020 update was meant to make clear that the science does not support that claim.

It's a good reminder for any headline about kids and screens: ask what the research actually measured, and how big the effect really is.

Age ratings still matter, for other reasons

None of this means every game suits every age. Ratings exist because content matters: some games are frightening, sexual or graphic in ways younger kids aren't ready for.

Most games sold in Canada carry ESRB ratings, from E (Everyone) up to M (Mature 17+) and AO (Adults Only 18+). Beyond the age rating, ESRB labels list content descriptors and interactive elements, such as in-game purchases and whether players can interact with each other online. For many families, chat with strangers and spending money inside a game are bigger day-to-day concerns than on-screen violence.

How to talk about the games your kid plays

Curiosity works better than a ban. A few ideas:

  • Ask them to show you the game. Watch, or play a round yourself.
  • Ask what they like about it: the challenge, the story, playing with friends.
  • Check the ESRB rating together and talk about what the descriptors mean.
  • Talk about how they feel after playing. If they come off a game frustrated, help them find a way to cool down.
  • Agree on who they can chat with and whether they can spend money, and revisit it as they grow.

Most kids who play action games are simply having fun with friends. Knowing the game makes it much easier to notice if something isn't fun anymore.

What you could say

  • “Can you show me this game? What do you like about it?”
  • “What's the hardest part? How do you feel when you lose?”
  • “Who do you play with online? Do you know them in real life?”
  • “Let's look at the rating together and see what it says.”

Sources

  1. APA reaffirms position on violent video games and violent behavior American Psychological Association, 2020-03
  2. Video Game Ratings ESRB
  3. Guide des Cotes ESRB

Last checked against its sources on October 19, 2026. Next check due by October 19, 2027. Apps change their menus often; if a step looks different, the platform’s own help page has the latest.

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