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Conclusion

Due to the restrictions from countries that are not allowing these violent games to get released, these games will eventually become endangered. The game itself not only influences the gamers in an aggressive way, there are also uncomfortable contents that are harming the people who are playing it. Even until these days, there are countries still banning the latest version of the game. We can never underestimate the power of video games, where it can invite the players to gradually form an identity of a character in the game. A recent research published in the year of 2019, showing the effect of violence and competition within video games on aggression.There were 64 participants between the age of 18 to 53 involved in this research, half of them are playing violent games and the other half are playing competitive games. 

“While numerous studies have assessed the impact of violence within video games, only a few have assessed the impact of competition. This study found that competition increased aggressive affect but not aggressive behaviour, and when participants lost in the competitive condition their aggressive affect increased even further. In contrast, violence within the video game had no effect on aggressive affect or behaviour. In addition, a combination of violence and competition did not increase aggression further than competition alone. This study provides further evidence that competition in video games plays a significant role in determining aggression and should be included in future studies.” (“The Effect of Violence and Competition within Video Games on Aggression.” Computers in Human Behavior, vol. 99, no. Complete, Oct. 2019, pp. 22–27, doi:10.1016/j.chb.2019.05.002.) 

Notice that the experiment is done on adults rather than teenagers. The result from this paper gives a good estimation of how teenagers would behave after playing these violent, competitive games. Mortal Kombat has tournaments for every version of the game. This game becomes competitive once people enter the pro league, which means that the audience is also watching these uncensored content. The latest version of the game MK11 Grand Finals has 2.2M views on youtube, where people can still watch these violent scenes even if their countries banned the game itself. Will these research papers become less convincing as people get used to these bloody scenes and the participants will no longer have a heart rate difference before and after playing the game? Will countries still continue to ban these games as the argument of the effect of violence within video games becomes weaker?