Many of the video games on offer have violent scenes. Their effect on the children is even worse than the effect of TV on many of these video games ask one to participate in the violence itself, by destroying one’s opponents. As the child is an active participant, they are more involved in the activities, and more likely to carry out what they see in real life.
In 1997 for example, two teenagers from Columbine High School shot and killed 13 of their colleagues in school, and injured 23 others before turning the guns on themselves. It came to light a while later that the two boys used to spend an inordinate amount of time playing the video game ‘Doom’, and were so involved that they used to make their own levels of the game that featured, even more, violence and complications than the one offered by the manufacturing company (Shin, 2008).