This essay delves into the sociological implications of the violence of video games,
especially on those who use them the
most, namely, impressionable youth. It questions the attractiveness of video games,
especially violent ones, and looks at this sort of entertainment in the general context of a more permissive society. The paper shows that, in studying how violent video games affect children and youth, researchers have to be aware of different factors. These include tracing behavioral
patterns of the child, but also tracing patterns of behaviors from familial, psychological, and socioeconomic backgrounds.