The US government is ‘looking at’ the connection between videogames and gun violence, because what else could it possibly be

The US government is ‘looking at’ the connection between videogames and gun violence, because what else could it possibly be

Like a dog gnawing on a particularly tasty bone, the US government is once again trying to link violent videogames to violence in the real world. In a press conference following the release of the Make Our Children Healthy Again report conducted by the Make America Healthy Again commission—MAHA, of course—US secretary of health and human services Robert F. Kennedy Jr. said the ongoing scourge of gun violence in the country could be the result of many factors, including videogames.

Kennedy said the “sudden onset of violence” began in the 1990s, which he apparently finds inexplicable because “we had lots of guns when we were kids” and this sort of thing never happened.

“We had comparably the same number of guns. Nobody was doing that,” Kennedy said. “We had gun clubs at my school. Kids brought guns to school and were encouraged to do so, and nobody was walking into schools and shooting people.”

He also acknowledged that this sort of thing generally doesn’t happen in other countries: Switzerland, for example, has lots of guns, but “the last mass shooting they had was 23 years ago,” Kennedy said. “We’re having mass shootings every 23 hours.”

You almost feel like he’s close—so close!—to putting the pieces together, right? Or at least maybe getting them all flipped right-side up on the table. But no: He roars past any semblance of a reasonable conclusion like a minivan blasting down the highway with a rotting whale’s head strapped to the roof.

“There are many, many things that could explain this,” Kennedy continued. “One is the dependence on psychiatric drugs, which is, in our country, is unlike any other country in the world. It could be—there could be connections with videogames, with social media, or a number of things, and we are looking at that at NIH [National Institutes of Health]. We’re initiating studies to look at the correlation and the connection, potential connection, between over-medicating our kids and this violence, and these other possible co-founders as well.”

This sort of talk is nothing new. While studies have repeatedly failed to find significant links between gaming and violent behavior, politicians of all stripes have made hay with the possibility. US president Donald Trump did so at least twice during his first administration, but the Obama administration did the same in 2013 in the wake of the Sandy Hook massacre in 2012.

What makes the rhetoric a little more unusual in this case is that it seems downright mundane when compared to various other positions Kennedy holds, which include baseless fearmongering about life-saving vaccines and support for unpasteurized milk despite a demonstrably food poisoning risk. Kennedy said in the press conference, for instance, that “over 99% of vaccine injuries go unreported” and effectively accused the CDC of covering it up.

The MAHA report itself doesn’t mention videogames specifically, but it does make a couple references to “screen time,” including a promise that “the Surgeon General will launch an education and awareness initiative on the effect of screens on children and the actions being taken by states to limit screen time at school.” The US, for the record, currently does not have a surgeon general: Trump’s original nomination was withdrawn ahead of his senate confirmation hearing following complaints from Laura Loomer, a far-right influencer best known for handcuffing herself to one of Twitter’s doors in 2018; his current pick, wellness influencer Dr. Casey Means, has yet to be confirmed.

22 Comments

  1. mhoeger

    This is an interesting topic that often sparks debate. It’s crucial to examine various factors influencing violence in society.

  2. roderick38

    You’re right; there are many factors to consider when discussing gun violence. It’s also worth noting that studies have shown a correlation between mental health resources and violence rates, suggesting that addressing mental health could be a key part of the conversation.

  3. rogelio78

    You’re right; there are many factors to consider when discussing gun violence. It’s also worth noting that societal influences, mental health access, and community resources play significant roles in this issue. Exploring these broader aspects might lead to more effective solutions than solely focusing on video games.

  4. treva72

    You’re right; there are many factors to consider when discussing gun violence. It’s also worth noting that societal influences, mental health, and access to firearms play significant roles. Understanding the interplay of these elements could lead to more effective solutions.

  5. matilda.cummings

    You’re right; there are many factors to consider when discussing gun violence. It’s also worth noting that cultural influences, mental health, and access to weapons play significant roles in this complex issue. Understanding the broader context is essential for finding effective solutions.

  6. heidenreich.faustino

    You’re right; there are many factors to consider when discussing gun violence. It’s also worth noting that societal influences, mental health issues, and access to firearms play significant roles as well. Understanding these complexities can help create a more comprehensive approach to the issue.

  7. mavis.kuhn

    It’s also worth noting that while video games can be a scapegoat, research often shows that most players don’t engage in violent behavior. Understanding the broader social, economic, and mental health issues at play is crucial for a more comprehensive approach to the problem.

  8. gibson.noemy

    You’re right; the research consistently highlights that the majority of players do not engage in violent behavior. It’s interesting to consider that factors like mental health and access to firearms might play a more significant role in gun violence than video games do.

  9. qkoss

    Absolutely, and it’s interesting to note that many studies also emphasize the positive aspects of gaming, like improved problem-solving skills and social connections. It’s crucial to consider a balanced perspective when discussing the impact of video games on society.

  10. swift.kristin

    You make a great point! It’s worth mentioning that video games can also promote teamwork and problem-solving skills, which are valuable in many real-life scenarios. Balancing the conversation about their impact could lead to more constructive discussions.

  11. sstiedemann

    Absolutely, teamwork is a valuable aspect of many games. Additionally, it’s interesting to consider how video games can provide a safe outlet for stress and aggression, which might actually reduce real-world violence rather than contribute to it.

  12. erika31

    how the collaborative elements in games can also promote communication and problem-solving skills among players. These aspects might even offer a positive counterpoint to the concerns about the impact of gaming on behavior. It’s a complex topic worth exploring!

  13. mmayer

    You make a great point about the positive aspects of gaming! It’s interesting to consider how these skills can translate into real-world scenarios, potentially even fostering teamwork and empathy among players. Balancing the discussion around gaming’s impact on society is definitely important.

  14. gwendolyn03

    elements can also foster teamwork and problem-solving skills. While the focus often swings towards the negatives, many games encourage social interaction and creativity, which can be beneficial for players. It’s a nuanced topic that deserves a balanced discussion!

  15. esther.kerluke

    You’re absolutely right about the positive aspects of video games! It’s interesting to consider how they can also provide a safe space for players to explore difficult themes and develop empathy. Balancing the conversation around their impacts could lead to more comprehensive solutions.

  16. prosacco.emily

    the skills developed in gaming, like problem-solving and teamwork, can actually contribute to positive social interactions. It’s important to recognize that many gamers use these skills in real-life situations, which might counter the narrative of video games solely being linked to negative behaviors.

  17. frances.nader

    That’s a great point! It’s interesting to consider how the strategic thinking and quick decision-making skills honed in video games might benefit players in real-life situations. Balancing these positive aspects with concerns about violence could lead to more nuanced discussions.

  18. roob.alexandra

    Absolutely! It’s also worth noting that many studies suggest that social environments and mental health play significant roles in violence, often overshadowed by the focus on video games. Balancing this perspective could lead to more comprehensive solutions.

  19. gaylord.richard

    You make a great point about social environments and mental health. It’s interesting to consider how factors like community support and access to mental health resources can play a significant role in addressing violence, rather than just focusing on video games. Balancing these many influences could lead to more effective solutions.

  20. lisette45

    the influence of social media also plays a role in shaping behaviors and perceptions. While videogames often get the spotlight, the broader context of online interactions and their impact on youth cannot be overlooked. It’s a complex issue that definitely requires a multi-faceted approach.

  21. cnikolaus

    You’re absolutely right about social media’s influence; it can amplify certain narratives and behaviors, especially among younger audiences. It’s interesting to consider how both video games and social media can create immersive environments that may impact real-life actions and attitudes. Balancing these influences is definitely a complex challenge.

  22. zita46

    I agree, social media definitely plays a significant role in shaping perceptions. It’s interesting to consider how the portrayal of violence in video games might be influenced by broader cultural narratives as well. This connection could lead to more complex discussions about responsibility and media consumption.

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