JUST A GAME

GoreBox, Roblox, and the Science Behind Violent Online Games

Authors

  • Wardry June G. Baloyos Dr. Gerardo Sabal Memorial National High School Author

Abstract

Not every gunshot is heard in real life—some begin in the virtual world. In games such as Roblox and GoreBox, simulations of combat and weapons are common. But what does science say about the effects of violent games on young people?

The question resurfaced following a shooting incident at a school in Tacloban City. Although speculation on social media suggested that video games might have been connected to the incident, there is no official evidence proving that online games caused it.

Instead, experts point out that violent behavior is far more complex and may result from interconnected factors such as mental health, family problems, bullying, stress, and access to weapons.

Not a Simple “Cause and Effect”

According to the American Psychological Association (APA), some studies suggest that violent video games may cause short-term increases in aggressive thoughts or emotions among some players. However, this is not enough to conclude that video games directly cause violent crimes.

The U.S. Secret Service National Threat Assessment Center has also stated that there is no single factor responsible for school shootings. Meanwhile, a 2020 study by the Oxford Internet Institute involving more than 17,000 young people found no strong link between the amount of time spent playing video games and aggressive behavior.

These studies suggest the importance of distinguishing between short-term emotional effects and actual violent behavior—two things that are not automatically the same.

A Simulation Game

GoreBox is a sandbox simulation game that uses physics effects and combat-related elements. Because of this, some parents and teachers have expressed concerns about its possible effects on young players.

However, the content of the game is not the only factor that should be considered. A player's age, gaming duration, environment, mental health, and guidance from adults are also important.

“I Wouldn’t Want to Do It in Real Life”

For Adi Llagas, a Grade 11 student of Dr. Gerardo Sabal Memorial National High School (DGSMNHS), there is a clear boundary between games and reality.

“I’ve been playing online games for a long time, including simulation games with shooting, since elementary school. But it never crossed my mind to do what happens in the game in real life,” said Llagas.

It Starts at Home

For Dr. Jose L. Ambonglay, principal of DGSMNHS, simply banning online games is not enough.

“Even if online games are not banned, parents should always monitor what their children are doing on their phones and what games they are playing. It should start at home, followed by the school’s monitoring and guidance.”

According to the World Health Organization (WHO), Gaming Disorder is a condition characterized by impaired control over gaming and its negative effects on everyday life. However, only a small proportion of people who play games are affected by the disorder.

Technology with Guidance

Rather than simply blaming the games, science shows that it is more important to look at the overall circumstances surrounding young people.

The most important “control button” is not on the cellphone but in parental guidance, school support, and open communication.

Games alone do not shape behavior. By understanding the science, it becomes clearer that technology is only one part of a much bigger picture.

Published

2026-11-09