Violence in video games has been a contentious topic for decades, with public figures, media outlets, and some policymakers quick to attribute real-world acts of violence to gaming. The recent arrest of Luigi Mangione, a former Ivy League gamer charged with murder, has reignited this debate. Notably, Mangione played the popular online game Among Us, a social deduction game where players work together to complete tasks while a few secretly act as “impostors” with the goal of “killing” others in the game.
The logic connecting Mangione’s actions to the premise of Among Us is tenuous at best, but it reflects a persistent cultural narrative: video games are often scapegoated as breeding grounds for violence. However, decades of research have failed to establish a causal link between video games and real-life violence. This article explores the evidence, debunks misconceptions, and highlights the broader social issues often overlooked in these discussions.
The Persistence of the Video Game Scapegoat
The idea that violent video games cause aggressive behavior emerged prominently in the 1990s, during the rise of first-person shooters like Doom and Mortal Kombat. High-profile tragedies, such as the Columbine High School shooting in 1999, fueled public fear that games were desensitizing youth to violence. Politicians and media personalities seized on this narrative, citing gaming as a corrupting influence on young minds.
The case of Mangione follows this well-worn pattern. His history as a gamer playing Among Us—a cartoonish, often humorous game—has been highlighted as a potential clue to his motivations. Alejandro Romero, a former gaming group member, even remarked on the “irony” of Mangione’s alleged actions. But is there any merit to this connection?

Decades of Research Say No
Empirical evidence overwhelmingly suggests that there is no direct link between violent video games and real-world aggression. In fact, some studies have found that playing video games can provide stress relief and promote social bonding.
1. Research by the American Psychological Association (APA)
A 2020 review of studies by the APA concluded that there is no sufficient evidence to claim violent video games are a significant risk factor for real-life violence. While some research suggests a minor increase in short-term aggression following gameplay, this effect is temporary and does not translate into violent behavior.
2. The Supreme Court’s Ruling on Violent Games
In 2011, the U.S. Supreme Court ruled in Brown v. Entertainment Merchants Association that video games are a protected form of speech. Justice Antonin Scalia, writing for the majority, noted that psychological studies had not proven a definitive causal link between violent video games and harm to minors.
3. The Oxford Study on Gaming and Aggression
A landmark 2019 study from Oxford University examined data from over 1,000 teens and their parents, finding no evidence to support claims that violent video games contribute to aggressive behavior. Dr. Andrew Przybylski, the study’s lead author, argued that public discourse on gaming often overlooks the nuances of individual personality and social context.
The Role of Confirmation Bias
When acts of violence occur, society seeks explanations that fit preexisting narratives. Video games, with their immersive and often violent content, offer a convenient scapegoat. This phenomenon is rooted in confirmation bias—the tendency to interpret new information in a way that confirms existing beliefs.
In the Mangione case, the juxtaposition of a murder charge and his gaming history in Among Us—despite the game’s lack of realistic violence—has fueled unfounded speculation. But such connections ignore the complexity of human behavior and the multitude of factors contributing to violent actions, including:
- Mental health issues
- Socioeconomic stressors
- Access to firearms
- Cultural attitudes toward violence
- Events/ideas specific to a singular individual

The Global Context: Are Gamers More Violent?
If violent video games caused real-world violence, countries with high rates of gaming would also see correspondingly high rates of violent crime. The data, however, tells a different story.
Japan and South Korea
Both countries have vibrant gaming cultures and some of the highest per capita video game sales in the world. Yet, their rates of violent crime are among the lowest globally. In Japan, where games like Resident Evil and Dark Souls are cultural staples, violent crime is so rare that any such incident makes national headlines.
The United States
In contrast, the United States experiences higher rates of violent crime despite similar gaming habits. This disparity suggests that societal factors—such as gun access and economic inequality—play a far greater role than gaming preferences.
Why Scapegoating Video Games is Harmful
Blaming video games for violence detracts from addressing the root causes of crime and aggression. Instead of focusing on systemic issues, such as mental health care access or gun control, public discourse is sidetracked by debates over entertainment media.
1. Stigmatizing Gamers
The portrayal of gamers as antisocial or prone to violence perpetuates harmful stereotypes. Millions of people worldwide play video games without exhibiting aggressive tendencies. Games like Among Us, for example, promote teamwork, critical thinking, and social interaction.
2. Misallocated Resources
Efforts to regulate or ban violent video games waste resources that could be better spent on interventions with proven efficacy, such as community programs or educational initiatives.

The Positive Impact of Gaming
Contrary to popular belief, video games can have numerous psychological and social benefits:
- Stress Relief: Games provide an escape from daily pressures, offering players a safe space to unwind.
- Cognitive Skills: Strategy and puzzle games enhance problem-solving, memory, and spatial awareness.
- Social Connectivity: Multiplayer games foster friendships and cooperation, particularly in online communities.
Even Among Us, a game now linked to Mangione in public discourse, has brought people together during the COVID-19 pandemic, offering a way to stay connected in isolation. This includes the Love Thy Nerd community, who held a weekly Among Us night for over two years.
Conclusion: Breaking the Cycle of Misconceptions
The tragic death of United Healthcare CEO Brian Thompson deserves a thorough investigation, free from sensationalism and scapegoating. While Mangione’s actions are alarming, they cannot be simplistically attributed to his gaming habits. The case is a reminder of the dangers of jumping to conclusions without considering the broader social, psychological, and environmental factors that drive human behavior.
Violent video games like Among Us (and countless others) do not create killers. They are a form of entertainment enjoyed by millions worldwide, most of whom will never engage in real-world violence. The ongoing stigmatization of gaming not only misrepresents the medium but also detracts from addressing the deeper societal issues that truly contribute to violence. Let’s move beyond the blame game and focus on creating a safer, more understanding society.











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