June 24, 2025
A constant debate I’ve heard all my life- practically grown up with, really- is if video games are bad for mental health or not.
The most commonly cited question in this conversation is if video games are too gorey and aggressive, and thus tend to encourage aggressive behavior. One study in 2019 revealed that there was a correlation between exposure to violent video games and adolescent aggression, while others say otherwise. When I was young, I didn’t think to question this argument much. I only participated in it. There were examples of people who carried violence from games into their home lives. That made the argument feel worth exploring—even if I disagreed.
It’s important to me to note the context from which these first opinions and arguments emerged from. Throughout the late 90’s and early 2000’s, the norm for media was generally more PG, with one of the grittier TV shows at the time being Buffy the Vampire Slayer. Back then, even cursing was rare in media—let alone scenes of violence or gore. From that lens, games like Assassin’s Creed or Grand Theft Auto seemed especially stark and startling.
Today’s spread of media narrows the gap between what you’re exposed to via TV and movies and what you’re exposed to in video games. Yet still, the perspective and argument against video games as a worthy pass time has lasted. Still, many view them as encouraging violence and rotting your brain.
However, I these arguments often overlook the wide range of genres in gaming. Watching Lord of the Rings is nothing like Sixteen Candles. The same is true for different kinds of video games.
So why is it that we tend to view watching movies as an acceptable- even admirable- passtime, while playing games is considered frivolous? Why is playing chess viewed as something that teaches life skills and strategies, but playing Fire Emblem is viewed as a waste of time?
There are many possible speculations or hypotheses I could put forward. But ultimately, I’m far more interested in you asking these questions as a part of your perspective. What do you find to be the difference? What do you or someone you love get out of gaming—something that might seem more ‘valid’ if it came from another activity?
Altogether, video games aren’t the only place where people see violence—but they offer a safe space to explore. It is a place we can interact with violence and stress without real physical danger. What that interaction means for someone is very personal, and often not something fixed. Furthermore, video games offer more than just violence. Strategy, puzzle, and cozy games—even story-rich titles that rival books all show how much video games can offer.
So, whatever your next interaction with video games in your life may be, I implore you to carry with you the question of what playing them is providing an opportunity for in that moment. See what asking it does to your perspective over time.
At The Montfort Group, we help individuals and families navigate modern challenges. Whether that’s improving communication, understanding media habits, or bridging generational gaps. If you’re looking to connect more meaningfully with the gamer in your life—or you’re one yourself—we’re here to support you.
Reach out today to start the conversation.
Heather earned her Bachelor’s Degree in Psychology with a minor in Creative Writing from Baylor University in 2018. She obtained her Master’s of Arts in Professional Counseling from Texas Wesleyan University, where she specialized in working with individuals and couples. Heather holds an active License in Professional Counseling for the state of Texas as an Associate supervised by Cory Montfort, MS, LPC-S. Additionally, she is a published author contributing a chapter to Dr. Linda Metcalf’s book, Marriage and Family Therapy: A Practice-Oriented Approach.
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