Public policy is being fashioned on an anvil of fear” (Kim 65). Fear is a form of societal control when harnessed for such a purpose; when abused, it sets moral (as well as immoral) panic to the public mass. When fear is harnessed for good intentions, as in religion, the fear of God and Hell promotes moral behavior. However, in the case of the Columbine Massacre, fear was spread like wildfire across the nation, catapulting it into the panic that would come to point fingers at any half-truth. The nation would come to see a cause for teen violence where there was none. Fear, in this case, would result in one of the many half-truths that are still heavily debated to this day. Although this half-truth regards video games resulting in teenage violence, the effects of video games on children and teenagers do not generally result in future adolescent violence problems.
The relation between teenage violence and violent video games covers an immense area for argument. A video game’s content is what makes it questionable, labeled as ‘violent’, or both. In fact, debates often center on provoc...