JOURNAL ARTICLE

Video Games Have Long Been a Convenient Scapegoat.

  • Published In: Time.com, 2025. P. N.PAG 1 of 3

  • Database: Academic Search Ultimate 2 of 3

  • Authored By: Moulton, Aaron Coy 3 of 3

Abstract

The article examines the recurring debate in the United States over the role of violent video games in contributing to acts of violence, particularly following high-profile incidents such as the assassination of conservative activist Charlie Kirk. It traces this moral panic back to the 1970s, highlighting how video games have repeatedly been scapegoated for broader societal issues like deindustrialization, urban decay, and social disillusionment. Despite periodic congressional hearings and public outcry, including the establishment of the Entertainment Software Rating Board, concerns about violent video games have persisted without leading to substantial policy changes. The article suggests that focusing on video games as a cause of violence allows avoidance of addressing deeper, more complex social problems.

Additional Information

  • Source:Time.com. 2025/10, pN.PAG
  • Document Type:Article
  • Subject Area:History
  • Publication Date:2025
  • ISSN:2476-2679
  • Accession Number:188582732
  • Copyright Statement:Copyright of Time.com is the property of TIME USA, LLC and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)

Looking to go deeper into this topic? Look for more articles on EBSCOhost.