Violent video games are the replicas of popular movie characters that are converted into video games and give a chance to be the hero or a villain and kill the opponents. Video games’ primary purpose is to make games, which are as close as possible with personal experience and the player feeling as a real life hero. This makes the player deeply involved in the game for hours, and forgets about the impacts it has on his cognitive abilities when faced with such situations in real life. Kline (2000) speaks that in addition to movies, violence in interactive media including video games has to be the parents’ prime concerns, as it has the ability to shape the thinking of children from the day they start building their perceptive abilities. Australian parents tend to pay less attention to the video games activities of their children, and when the same child commits a crime outside, the intangible impacts of these violent games can be felt.
It has become a moral panic such that playing video games itself has been considered as contempt, because of the kind of impacts that they could have on the child’s thinking patterns. Parents are the most to be blamed for this, as they give in to easy life style and make their children busy by handing them video games, not assessing the effects such games will have on their children. The dilemma is for real, because the craze for such games has been growing with no bounds and no legal impositions. And parents are at the receiving end for the mess that has created. The reason for such a panic is mostly because the violent behaviours children display at schools or at home and behave differently than they usually do, leading one to think about the games being one of the strong reasons for such change in attitude. The threat becomes more disturbing, when it takes the shape of permanent belief of the child outside and inside of their home, and is seen as potentially harmful for them and for the society at large.