Where the "Killerspiele" Went

Two decades of youth pro­tec­tion exam­ined the prod­uct ever more close­ly, first the work, then the space around it. The peo­ple who help the per­son inside the game now work on fixed-term fund­ing. A walk through Hall 10.

A short ver­sion of this essay appeared on Medi­um.

Gamescom 2026, Hall 10

Hall 10, Gamescom, Cologne, late August 2026. Between the large booths, small ini­tia­tives show their work. The Amadeu Anto­nio Foun­da­tion, a Ger­man civ­il-soci­ety organ­i­sa­tion, advis­es play­ers who expe­ri­ence dig­i­tal vio­lence and dis­crim­i­na­tion. At the stand of the fed­er­al office that admin­is­ters the gov­ern­men­t's civ­il-soci­ety fund­ing, a project shows how it trains com­mu­ni­ty mod­er­a­tors. Fly­ers, work­shops, coun­selling offers in between. The con­ver­sa­tions here are about peo­ple: who reach­es them, who attacks them, who helps them. In my talks nobody is speak­ing about game con­tent.

Ger­many argued about ban­ning vio­lent games ear­li­er and more pub­licly than most of Europe, which makes it a use­ful place to watch what became of that argu­ment.

A self-experiment, mid-2000s

In the mid­dle of the 2000s I was a fresh­ly qual­i­fied edu­ca­tion grad­u­ate with a focus on media, and Ger­many was fight­ing over "Killer­spiele", lit­er­al­ly killer games, the slo­gan of talk shows and par­ty con­fer­ences. Judg­ing a medi­um I knew only from tele­vi­sion clips struck me as unse­ri­ous. So I installed Tom Clan­cy's Rain­bow Six 3: Raven Shield, a tac­ti­cal shoot­er from 2003. I want­ed to know what was sup­posed to be so ter­ri­ble about this kind of game, and what it would do to me.

It did not go as planned. A few evenings turned into mem­ber­ship of a clan: fixed train­ing times, agree­ments, peo­ple who asked where you were when you missed a ses­sion. We did not only train, we played in a league, with sched­uled match­es against oth­er clans, fix­tures, rules, pro­mo­tion and rel­e­ga­tion.

Wuppertal

Even­tu­al­ly a clan meet­ing came up. Nobody had to spec­i­fy that we would actu­al­ly meet in per­son; a meet­ing was a meet­ing. I trav­elled from Hei­del­berg to Wup­per­tal. Two or three of them picked me up at the sta­tion, the oth­ers wait­ed at the meet­ing point, and there the first game of the week­end began: I was sup­posed to guess which per­son belonged to which play­er name.

I did ter­ri­bly. And I knew these peo­ple. I knew their voic­es from the voice chat, and I knew exact­ly whom I could trust in a match: who, hav­ing promised to cov­er my back, real­ly made sure nobody crept up behind me, and who instead went off to explore the map while I was shot from behind. None of that pre­pared me for the faces. I placed one per­son cor­rect­ly, the only woman in the group.

An attempt to under­stand the effect of a "killer game" had turned into mem­ber­ship of a social struc­ture. That was not a research design. It proves nei­ther that shoot­ers are harm­less nor that gam­ing com­mu­ni­ties are depend­able. But it moved my atten­tion towards some­thing the debate bare­ly touched: the rela­tion­ships that form while play­ing, and the ques­tion of who is there when they fail to hold.

Two decades lat­er I meet that per­spec­tive again in Hall 10, now as the work­ing brief of coun­selling ser­vices. The con­tent ques­tion has not dis­ap­peared. Oth­ers have joined it. How is a game oper­at­ed? What hap­pens between the peo­ple inside it? And who can be reached when some­thing goes wrong? The last of those has the most ten­ta­tive answer.

When the slogan was meant to become law

The Ger­man "Killer­spiel" debate had its loud­est years between the school shoot­ings of Erfurt in 2002, Ems­det­ten in 2006 and Win­nen­den in 2009. At its cen­tre stood shoot­ers, and the assump­tion that play­ing them could make ado­les­cents aggres­sive, in extreme cas­es vio­lent.

Two faces of one reaction

The polit­i­cal reac­tion had two very dif­fer­ent faces. One was an inspec­tion infra­struc­ture. With the reform of the Youth Pro­tec­tion Act, the age rat­ings issued by the indus­try's own self-reg­u­la­to­ry body, the USK, became bind­ing for retail­ers in April 2003, hav­ing until then been pure­ly infor­ma­tive [1]. That answered a dif­fer­ent ques­tion from a ban: who may buy a game, not whether it may exist.

The oth­er face appears in a bill intro­duced by the state of Bavaria in Feb­ru­ary 2007. It pro­posed a new sec­tion 131a of the crim­i­nal code, head­ed "Virtuelle Killer­spiele" (vir­tu­al killer games), cov­er­ing games that depict cru­el or inhu­man vio­lence against humans or human-like beings and let the play­er take part in it. Dis­trib­ut­ing, pub­lish­ing or pro­duc­ing them would have car­ried a fine or up to a year in prison; mere pos­ses­sion stayed unpun­ish­able.

The rea­son­ing is the remark­able part. Indi­vid­ual effects of vio­lent games are still dis­put­ed, the draft con­cedes. In the next sen­tence it states that accord­ing to the cur­rent state of research there is no jus­ti­fied doubt about the dan­ger of imi­ta­tion and desen­si­ti­sa­tion. The argu­ment about the evi­dence was writ­ten into the bill. It set­tled that argu­ment by asser­tion [2].

Detail from the 2007 Bundesrat document showing the section heading "Virtuelle Killerspiele"
Feb­ru­ary 2007: the talk-show slo­gan was meant to become statu­to­ry text. Bun­desrat doc­u­ment 7607.

The offence nev­er became law. The bill remains the doc­u­ment of how far the debate want­ed to go: it aimed at the work, and it want­ed to make a form of play a mat­ter for crim­i­nal courts.

The industry pushed back

How vis­i­bly the indus­try pushed back I learn at Gamescom 2026, when Dieter March­sre­it­er hands me a keep­sake: a lan­yard print­ed with "Spielein­dus­trie-Sym­pa­thisant", games indus­try sym­pa­this­er. He worked in indus­try com­mu­ni­ca­tions at the time and was involved in the cam­paign; the sto­ry arrives lat­er in writ­ing. Olive-green T‑shirts went out along­side the lan­yards to peo­ple work­ing in media, he says, and were worn at fairs where indus­try, press and pol­i­tics met. He can no longer date the object pre­cise­ly and assumes 2009 onwards. Look­ing back, he sus­pects such a state­ment on your chest may have nudged con­ver­sa­tion part­ners towards more care­ful word­ing. That can­not be proven. What is vis­i­ble is that parts of the trade press open­ly sided with the medi­um under attack: they wore their alle­giance on their bod­ies [3].

An orange trade fair lanyard printed with "Spieleindustrie-Sympathisant", lying flat on pale wood.
Hand­ed to media pro­fes­sion­als, worn at trade fairs: alle­giance as a gar­ment. Pho­to: Björn Burghard, object pro­vid­ed by Dieter March­sre­it­er.

The band says what the fight was about: the work, and the right to sell it. The peo­ple in Hall 10 in 2026 are fight­ing about some­thing else.

What research can say

The Bavar­i­an bill invoked a state of research with­out jus­ti­fied doubt. What research has pro­duced since is less an acquit­tal than a sort­ing exer­cise. A short-term reac­tion in a lab­o­ra­to­ry, aggres­sive behav­iour in every­day life and seri­ous vio­lence are three dif­fer­ent ques­tions, and the answer looks dif­fer­ent for each.

Two months of Grand Theft Auto

A team around Simone Kühn had adults play either Grand Theft Auto V or The Sims 3 dai­ly for two months, with a third group play­ing noth­ing. Before and after, they mea­sured more or less every­thing the debate had ever feared: aggres­sion, empa­thy, impul­siv­i­ty, men­tal health.

Of 208 sta­tis­ti­cal tests, three showed a shift in the feared direc­tion, few­er than chance alone would have pro­duced [4]. A strong find­ing, and a lim­it­ed one. It holds for adults and for this design. It says noth­ing about chil­dren and ado­les­cents, and the authors do not claim oth­er­wise.

For ado­les­cents there is a British study of just over a thou­sand four­teen- and fif­teen-year-olds and their care­givers. It found no asso­ci­a­tion between vio­lent game use and the aggres­sive behav­iour those care­givers report­ed. The method mat­ters: hypothe­ses and analy­sis were reg­is­tered pub­licly in advance, so nobody could com­pute a con­ve­nient result after­wards [5].

The fight over the summaries

Where many stud­ies get sum­marised, the dis­pute con­tin­ues. A 2018 meta-analy­sis found a small asso­ci­a­tion over sev­er­al years between vio­lent game use and lat­er phys­i­cal aggres­sion [6]. A 2020 analy­sis of lon­gi­tu­di­nal stud­ies put the aver­age asso­ci­a­tion at around r = 0.06, shrink­ing fur­ther in the method­olog­i­cal­ly stronger stud­ies [7]. That is a mag­ni­tude at which an asso­ci­a­tion stays mea­sur­able while pre­dict­ing almost noth­ing about an indi­vid­ual.

In 2025 a team around Craig Ander­son recal­cu­lat­ed the British data with a changed mea­sure­ment approach and found an asso­ci­a­tion again [8]. The argu­ment is live, and by now it is part­ly an argu­ment about which analy­sis is the right one.

What holds across the camps was for­mu­lat­ed in 2020 by the Amer­i­can Psy­cho­log­i­cal Asso­ci­a­tion, which had once com­mit­ted itself ear­ly. It main­tained a small asso­ci­a­tion with aggres­sive behav­iours, shout­ing, shov­ing. It declared the evi­dence for a causal link to vio­lent behav­iour insuf­fi­cient and warned against attribut­ing mass shoot­ings to vio­lent games [9].

That dis­tinc­tion decides the old debate. A small asso­ci­a­tion on a mea­sure of aggres­sion does not sup­port the claim that a game turns peo­ple into mass shoot­ers. Nor does it deter­mine which reg­u­la­tion would be appro­pri­ate; that needs an argu­ment about pro­tec­tive effect, depth of inter­ven­tion and alter­na­tives. Research has nar­rowed the strong claims of the ban years con­sid­er­ably. While the argu­ment con­tin­ued, what there was to argue about changed.

The box grows into a place

Raven Shield came on a disc. The pack­ag­ing stood on a shelf, the game could be exam­ined as a sin­gle title: play it through, then say what it shows. Even then that did not cov­er every­thing that hap­pened while play­ing. My clan had servers, league fix­tures and train­ing times that were in no box. The social world was larg­er than the prod­uct.

In many of today's games the con­tin­u­ing oper­a­tion is part of the offer: updates, rotat­ing events, voice chan­nels, con­tact func­tions and a shop that nev­er clos­es. Where a game works that way, buy­ing a work becomes access to a change­able space. It is less a book than a place. And a place car­ries dif­fer­ent risks from a book.

A closed dark box on a pale surface, a cable with an orange plug emerging from underneath and running out of frame.
Sold is not fin­ished: today's game keeps run­ning, with chat, shop and oth­er peo­ple in it.

That widens the ques­tions. Who can make con­tact in there? How are con­flicts han­dled? How trans­par­ent are the costs? How easy is it to stop?

Roblox

Roblox shows why the appear­ance of a ser­vice is a poor guide. The plat­form looks like the oppo­site of a killer game, colour­ful blocks, no orgies of vio­lence. It con­tains very dif­fer­ent games made by its users, and a friend­ly sur­face says noth­ing about which mes­sages peo­ple can send each oth­er inside it.

A preprint pub­lished in May 2026 exam­ined around two mil­lion chat mes­sages from four Roblox games and doc­u­ment­ed what mod­er­a­tion let through: sex­u­al­is­ing remarks, harass­ment, con­tent relat­ed to groom­ing. The work is not peer reviewed and sup­ports no state­ment about Roblox expe­ri­ences in gen­er­al. It does show con­crete gaps in a pro­tec­tion sys­tem with­in the chats exam­ined [10].

Four questions instead of one

Worth paus­ing here, because the old debate and the cur­rent one are eas­i­ly con­fused. With the ques­tion of whether vio­lent con­tent makes peo­ple aggres­sive, an effect has to be demon­strat­ed, and researchers have argued about that for twen­ty years. With a doc­u­ment­ed threat in a chat, that causal ques­tion does not arise. The mes­sage is already the act against anoth­er per­son.

Two dif­fer­ent evi­den­tiary ques­tions, and two more behind them. How often do such acts occur, and which plat­form func­tions make them eas­i­er? And, sep­a­rate­ly from that, which mea­sures help? Each of the four can be well or poor­ly sup­port­ed, and each fails in its own way. Put all four in one sen­tence and you end up either alarmist or dis­mis­sive, depend­ing on which one is cur­rent­ly the thinnest.

The shop and the return visit

A sec­ond change lies in the busi­ness mod­el. With paid loot box­es you pay for a ran­dom selec­tion of vir­tu­al items; what you get is not deter­mined at pur­chase. Loot box­es share a struc­tur­al fea­ture with slot machines: chance decides the out­come, and no skill does.

Research finds an asso­ci­a­tion between high­er loot box spend­ing and more pro­nounced gam­bling prob­lems; a 2021 meta-analy­sis sum­marised the find­ings. What does not fol­low is the direc­tion: whether loot box­es cause prob­lems, whether they par­tic­u­lar­ly attract vul­ner­a­ble peo­ple, or whether both inter­act [11]. It mat­ters for youth pro­tec­tion regard­less. A busi­ness mod­el can gen­er­ate high spend­ing pre­cise­ly among peo­ple who strug­gle to con­trol it. For the age rat­ing as the old debate knew it, that was not a cri­te­ri­on.

Come back tomorrow

Along­side it sits the design of the return vis­it: dai­ly rewards that expire if you miss a day, time-lim­it­ed offers, sec­ondary cur­ren­cies whose exchange rates obscure the overview. Under the term preda­to­ry mon­e­ti­za­tion, researchers describe pur­chase mod­els whose true cost becomes vis­i­ble only once play­ers have already invest­ed time, mon­ey or attach­ment [12]. That is an analy­sis of mech­a­nisms, not proof that each func­tion has the same effect on every per­son. The design is well described, its effect bare­ly proven.

Playing a lot is not a diagnosis

The World Health Orga­ni­za­tion describes gam­ing dis­or­der through impaired con­trol, increas­ing pri­or­i­ty giv­en to gam­ing and con­tin­u­a­tion despite neg­a­tive con­se­quences; sub­stan­tial impair­ment of impor­tant areas of life must be present as well, nor­mal­ly over at least twelve months [13].

That leaves a dou­ble task: take dis­tress seri­ous­ly, and avoid pathol­o­gis­ing enthu­si­asm too quick­ly. Both require look­ing at the spe­cif­ic per­son. The age label can sup­port that look. It can­not replace it.

Youth protection widens its view

Section 10b

The widen­ing can be read in the statute. Since the 2021 reform, sec­tion 10b of the Youth Pro­tec­tion Act explic­it­ly takes into account risks out­side the imme­di­ate con­tent: "risks through com­mu­ni­ca­tion and con­tact func­tions, through pur­chas­ing func­tions, through gam­bling-like mech­a­nisms, through mech­a­nisms pro­mot­ing exces­sive media use". That is, almost word for word, the list from the two pre­vi­ous chap­ters. The law ties their con­sid­er­a­tion to pre­con­di­tions and to a con­crete risk assess­ment; there is no fixed weight­ing between con­tent and use [14].

This has had prac­ti­cal con­se­quences since Jan­u­ary 2023, when the rat­ings body adjust­ed its exam­i­na­tion rules. For 2023 it report­ed that around 30 per­cent of exam­ined games with online func­tions received a high­er age rat­ing because of such usage risks, not because of what appears on screen [15]. A rat­ing says more than it used to. It is still no guar­an­tee for every encounter inside a game, and the body does not claim it is.

Authorities and Europe

The fed­er­al cen­tre for the pro­tec­tion of chil­dren and young peo­ple in the media, cre­at­ed in 2021 out of the old­er fed­er­al review office, deals with struc­tur­al ques­tions of pro­tec­tion, with providers' pre­cau­tion­ary mea­sures and with risks from con­tact and com­mu­ni­ca­tion [16]. Its review unit still runs index­ing pro­ce­dures, so titles are still placed on a restrict­ed-dis­tri­b­u­tion list [17].

At Euro­pean lev­el, the Dig­i­tal Ser­vices Act requires online plat­forms acces­si­ble to minors to take appro­pri­ate and pro­por­tion­ate mea­sures for their pri­va­cy, safe­ty and secu­ri­ty, gen­er­al­ly since Feb­ru­ary 2024 and ear­li­er for very large ser­vices, with exemp­tions for the small­est firms. It also gov­erns ille­gal con­tent, so it is no turn­ing away from con­tent. Its approach is dif­fer­ent from a review body's: no pri­or exam­i­na­tion of each indi­vid­ual game, but respon­si­bil­i­ty of the ser­vices for their own pro­ce­dures [18]. This part of the pic­ture applies across the Euro­pean Union, not only in Ger­many.

The old con­tent ques­tion was not abol­ished; the man­date has become broad­er. And any­one talk­ing about how a game is oper­at­ed soon­er or lat­er reach­es the ques­tion of who can be reached inside it.

Who works in these spaces

In Hall 10 the broad­er man­date acquires faces and project names. Good Gam­ing Sup­port, the coun­selling ser­vice of the Amadeu Anto­nio Foun­da­tion, is aimed at peo­ple who expe­ri­ence hate, dis­crim­i­na­tion or dig­i­tal vio­lence in gam­ing, and it sup­ports edu­ca­tion pro­fes­sion­als and peo­ple who build com­mu­ni­ties [19]. Near­by, the fed­er­al office that imple­ments the gov­ern­ment pro­gramme "Demokratie leben!" (Live Democ­ra­cy) hosts the projects it funds, among them Press Start, which does civic edu­ca­tion with adult play­ers on Twitch and Dis­cord, and the Com­mu­ni­ty Sup­port Net­work of the Foun­da­tion for Dig­i­tal Games Cul­ture, a sub­sidiary of the indus­try asso­ci­a­tion, which trains com­mu­ni­ty man­agers and mod­er­a­tion teams in con­flict han­dling, com­mu­ni­ty rules and self-care [20].

From the margin to the centre

The per­spec­tive is not new. As ear­ly as 2006 the JFF, a Ger­man insti­tute for media edu­ca­tion research, sur­veyed ado­les­cents at the Games Con­ven­tion in Leipzig about their play­ing habits [21]. Approach­es that looked at usage and social con­text had exist­ed for a long time. They sim­ply did not shape the polit­i­cal pic­ture, which was about con­tent, age rat­ings and assump­tions about effects.

What has changed is the posi­tion of that per­spec­tive: it has moved from the mar­gin to the cen­tre. A few aisles fur­ther on, the rat­ings body explains to par­ents how age labels and pro­tec­tion set­tings work. The ini­tia­tives here do some­thing else. They advise, mod­er­ate, train, accom­pa­ny. Their mate­r­i­al is con­tact, com­mu­ni­ca­tion and group dynam­ics, exact­ly the oper­a­tional fea­tures the law has recog­nised since 2021.

The every­day case in this field is nei­ther recruit­ment nor abuse but the cli­mate itself: insults, hate, harass­ment among play­ers. How com­mu­ni­ties tip and what mod­er­a­tion can do about it I have described else­where; the short ver­sion is that ban ham­mers alone heal lit­tle, and the con­di­tions of the space decide more than the char­ac­ter of indi­vid­u­als [22].

What happens after the click on "report"

What dis­tin­guish­es this work from exam­i­na­tion is the moment it starts. Mod­er­at­ing a com­mu­ni­ty takes more than a list of for­bid­den words. It means assess­ing a con­flict, enforc­ing lim­its, recog­nis­ing where your own capac­i­ty ends. An affect­ed per­son may need an expla­na­tion, sup­port with the next step, or a refer­ral onwards.

This com­bines with legal oblig­a­tions and tech­ni­cal safe­guards; it does not replace them. A report­ing route can cre­ate the con­tact to help, and a safe default can pre­vent the dis­tress­ing encounter entire­ly. And still the ques­tion remains what hap­pens after the click on "report", and whether the answer fits the sit­u­a­tion.

The exis­tence of a work­shop does not estab­lish its effec­tive­ness, and coun­selling ser­vices must be mea­sured by whom they reach and where their lim­its lie. But uncer­tain­ty about the best mea­sure is some­thing oth­er than uncer­tain­ty about whether an assault took place. Con­crete help does not have to wait until research has deter­mined the influ­ence of every plat­form func­tion.

Help with an expiry date

How depend­able this work is depends on how it is financed. In June 2026 the fed­er­al gov­ern­ment answered a par­lia­men­tary ques­tion about Good Gam­ing Sup­port by stat­ing that the project, like the oth­er inno­va­tion projects and the projects of a fur­ther pro­gramme strand, ends at the close of 2026, and that exist­ing organ­i­sa­tions could apply for future fund­ing with new pro­pos­als [23]. The answer describes a fur­ther devel­op­ment of the pro­gramme. It does not guar­an­tee the con­tin­u­a­tion of this par­tic­u­lar ser­vice.

That proves nei­ther the end of all help in gam­ing nor a rejec­tion of the organ­i­sa­tion behind it. It makes some­thing struc­tur­al vis­i­ble: an exist­ing ser­vice can­not plan its con­tin­u­a­tion on the grounds that the need con­tin­ues. Project fund­ing has its pur­pose. It cre­ates room for new approach­es and forces a deci­sion about which of them should stay. But when a ser­vice is already advis­ing peo­ple and sup­port­ing mod­er­a­tion teams, its end­ing rais­es the ques­tion of who takes over the ongo­ing con­tacts, where the knowl­edge goes, and who peo­ple get referred to next.

A narrow open door in a dark wall, warm light falling through it onto the floor.
The gap is nar­row, and it has an expiry date: sev­er­al of the spe­cialised coun­selling and com­mu­ni­ty projects in Hall 10 work on fixed-term fund­ing.

What is permanent and what runs out

The old debate left author­i­ties with a statu­to­ry man­date: a review body, bind­ing age labels, since 2021 a fed­er­al cen­tre with expand­ed tasks. Exam­i­na­tion of the prod­uct is per­ma­nent­ly insti­tu­tion­alised, with bud­get lines and para­graphs. Accom­pa­ny­ing the peo­ple inside the prod­uct runs on grant deci­sions with an end date.

The con­trast is not com­plete. Plat­form pro­tec­tion has a statu­to­ry man­date too, and human sup­port exists in many struc­tures, from school social work to youth coun­selling. But at the spot this text vis­it­ed, the dis­tri­b­u­tion is unam­bigu­ous. What exam­ines the work stays. What accom­pa­nies the per­son runs out and reap­plies. The end of a bud­get year does not end a con­flict on a Dis­cord serv­er.

What remains after the examination

In Wup­per­tal I sat as an adult among peo­ple who knew each oth­er with­out ever hav­ing met. We had played togeth­er, trained togeth­er, looked out for each oth­er. The struc­ture that held me had been built by us, and it held as long as those peo­ple stayed.

I would not ret­ro­spec­tive­ly declare that clan an edu­ca­tion­al pro­gramme. We were not a coun­selling ser­vice, and my good expe­ri­ence says noth­ing about how safe oth­er groups were. But I remem­ber how much depend­ed on cer­tain peo­ple being there and tak­ing respon­si­bil­i­ty for each oth­er.

A person alongside

Two debates have since exam­ined the prod­uct, first the work, then the space. Both were nec­es­sary, and both got their insti­tu­tions. What stayed at the mar­gin of both is the moment when all the exam­i­na­tions have long been passed and some­thing goes wrong any­way: a child, late at night, alone in front of a screen, in a sit­u­a­tion they can­not make sense of. Some­one has writ­ten some­thing that should not have arrived. Or the game has long since end­ed and the head is still in it.

The age label on the pack­ag­ing is cor­rect. The defaults were set prop­er­ly. The report but­ton is there, and per­haps it gets pressed. The ques­tion is who answers after­wards, and whether any­one does at that hour.

No rat­ing is respon­si­ble for that moment, and no default set­ting. A per­son would be. As an edu­ca­tor I am con­vinced that such moments call for exact­ly that: not anoth­er fil­ter, but some­one along­side. That is a posi­tion, not a find­ing. But it explains why I stood longer at the small booths in Hall 10 than at the big ones.

At Gamescom that respon­si­bil­i­ty now appears as organ­ised work at the end of a chain. Good sys­tem design should ensure that as few sit­u­a­tions as pos­si­ble require a per­son at all. After that come report­ing routes and mod­er­a­tion. Only behind them begins the work that makes sense of a sit­u­a­tion, accom­pa­nies it or refers it onwards. In Hall 10 that last link was the least secured.

No sim­ple sto­ry fol­lows from this, in which the old wor­ry was wrong and the new one right. What fol­lows is one in which the view has become more pre­cise: of con­tent, of busi­ness mod­els, of encoun­ters, and of the con­di­tions under which peo­ple find sup­port.

A game can be exam­ined. An oper­a­tor can have rules. A report but­ton can work. Whether some­one in a dis­tress­ing sit­u­a­tion actu­al­ly feels held depends on who answers next and what that per­son is able to do.

Back then I was lucky with the peo­ple in my clan. Reli­able youth pro­tec­tion should help make sure that help depends less on luck.

Sources (open if need­ed)

[1] Inter­net-ABC (2023): Dig­i­tale Spiele und Kinder: USK-Alters­freiga­ben und Sicher­heit­stipps. Ger­man media lit­er­a­cy por­tal; inter­view with Loren­zo von Peters­dorff, deputy man­ag­ing direc­tor of the USK, 10 Novem­ber 2023, on age rat­ings becom­ing bind­ing for retail in April 2003. https://www.internet-abc.de/eltern/gewalt-spiele-videos-wirkung-auf-kinder/digitale-spiele-und-kinder-usk-altersfreigaben-und-sicherheitstipps/

[2] Freis­taat Bay­ern / Bun­desrat (2007): Entwurf eines Geset­zes zur Verbesserung des Jugend­schutzes (JuSchVer­bG). Bill intro­duced by the state of Bavaria in the Ger­man Bun­desrat, doc­u­ment 7607 of 2 Feb­ru­ary 2007, con­tain­ing the pro­posed sec­tion 131a of the crim­i­nal code, "Virtuelle Killer­spiele"; nev­er enact­ed. https://www.bundesrat.de/drs.html?id=76-07

[3] March­sre­it­er, Dieter: Writ­ten com­mu­ni­ca­tions to the author via LinkedIn, not pub­licly acces­si­ble. Infor­ma­tion on the dis­tri­b­u­tion of lan­yards and olive-green T‑shirts to media pro­fes­sion­als, on their being worn at trade fairs, and on the approx­i­mate dat­ing from 2009 onwards. The sus­pect­ed effect on con­ver­sa­tion part­ners is a per­son­al ret­ro­spec­tive assess­ment.

[4] Kühn, S.; Kugler, D. T.; Schmalen, K.; Weichen­berg­er, M.; Witt, C.; Gal­li­nat, J. (2019): Does play­ing vio­lent video games cause aggres­sion? A lon­gi­tu­di­nal inter­ven­tion study. Mol­e­c­u­lar Psy­chi­a­try 24, 1220-1234. Inter­ven­tion study with adults. https://doi.org/10.1038/s41380-018‑0031‑7

[5] Przy­byl­s­ki, A. K.; Wein­stein, N. (2019): Vio­lent video game engage­ment is not asso­ci­at­ed with ado­les­cents' aggres­sive behav­iour: evi­dence from a reg­is­tered report. Roy­al Soci­ety Open Sci­ence 6(2), 171474. https://doi.org/10.1098/rsos.171474

[6] Prescott, A. T.; Sar­gent, J. D.; Hull, J. G. (2018): Meta­analy­sis of the rela­tion­ship between vio­lent video game play and phys­i­cal aggres­sion over time. Pro­ceed­ings of the Nation­al Acad­e­my of Sci­ences 115(40), 9882-9888. https://doi.org/10.1073/pnas.1611617114

[7] Drum­mond, A.; Sauer, J. D.; Fer­gu­son, C. J. (2020): Do lon­gi­tu­di­nal stud­ies sup­port long-term rela­tion­ships between aggres­sive game play and youth aggres­sive behav­iour? A meta-ana­lyt­ic exam­i­na­tion. Roy­al Soci­ety Open Sci­ence 7(7), 200373. https://doi.org/10.1098/rsos.200373

[8] Miles-Nov­elo, A.; Ander­son, C. A. (2025): The Ques­tion of Vio­lent Video Games and Aggres­sion: Test­ing Sta­tis­ti­cal and Method­olog­i­cal Issues of Null Effects Using Data From an Open-Access Case Study. Aggres­sive Behav­ior 51(4), e70042. Reanaly­sis of the data from Przy­byl­s­ki and Wein­stein (2019). https://doi.org/10.1002/ab.70042

[9] Amer­i­can Psy­cho­log­i­cal Asso­ci­a­tion (2020): APA reaf­firms posi­tion on vio­lent video games and vio­lent behav­ior. Press release of 3 March 2020 on the updat­ed Res­o­lu­tion on Vio­lent Video Games. https://www.apa.org/news/press/releases/2020/03/violent-video-games-behavior · https://www.apa.org/about/policy/resolution-violent-video-games.pdf

[10] Kaushik, P.; Brown, S.; Hasan, R.; Rahaman, S. (2026): An Eval­u­a­tion of Chat Safe­ty Mod­er­a­tions in Roblox. arXiv:2605.04491, May 2026. Preprint, not peer reviewed; exam­i­na­tion of chat mes­sages from four Roblox games. https://arxiv.org/abs/2605.04491

[11] Garea, S. S.; Drum­mond, A.; Sauer, J. D.; Hall, L. C.; Williams, M. N. (2021): Meta-analy­sis of the rela­tion­ship between prob­lem gam­bling, exces­sive gam­ing and loot box spend­ing. Inter­na­tion­al Gam­bling Stud­ies 21(3), 460-479. https://doi.org/10.1080/14459795.2021.1914705

[12] King, D. L.; Delfab­bro, P. H. (2018): Preda­to­ry mon­e­ti­za­tion schemes in video games (e.g. 'loot box­es') and inter­net gam­ing dis­or­der. Addic­tion 113(11), 1967-1969. Edi­to­r­i­al; not an exper­i­men­tal effect study. https://doi.org/10.1111/add.14286

[13] World Health Orga­ni­za­tion: Gam­ing dis­or­der. Explana­to­ry notes on ICD-11. https://www.who.int/standards/classifications/frequently-asked-questions/gaming-disorder

[14] Fed­er­al Repub­lic of Ger­many: Jugend­schutzge­setz, § 10b: Entwick­lungs­beein­trächti­gende Medi­en. Ger­man Youth Pro­tec­tion Act, sec­tion on media like­ly to impair devel­op­ment; in par­tic­u­lar sub­sec­tions 2 and 3 on the con­sid­er­a­tion of usage risks. https://www.gesetze-im-internet.de/juschg/__10b.html

[15] Unter­hal­tungssoft­ware Selb­stkon­trolle (USK) (2024): USK-Jahressta­tis­tik 2023. Annu­al sta­tis­tics of the Ger­man self-reg­u­la­to­ry games rat­ing body, includ­ing the fig­ure of around 30 per­cent of exam­ined games with online func­tions receiv­ing high­er age rat­ings because of usage risks. https://usk.de/usk-jahresstatistik-2023/

[16] Bun­deszen­trale für Kinder- und Jugendme­di­en­schutz (BzKJ): Auf­gaben. Overview of the tasks of the Ger­man fed­er­al cen­tre for the pro­tec­tion of chil­dren and young peo­ple in the media, includ­ing the expand­ed statu­to­ry man­date and the con­tin­u­a­tion of its review unit. https://www.bzkj.de/bzkj/ueberuns/aufgaben

[17] Bun­deszen­trale für Kinder- und Jugendme­di­en­schutz (BzKJ): Wie läuft ein Indizierungsver­fahren ab? Descrip­tion of the Ger­man index­ing pro­ce­dure for media harm­ful to minors. https://www.bzkj.de/bzkj/indizierung/wie-laeuft-ein-indizierungsverfahren-ab/wie-laeuft-ein-indizierungsverfahren-ab-175550

[18] Euro­pean Par­lia­ment and Coun­cil (2022): Reg­u­la­tion (EU) 20222065 of 19 Octo­ber 2022 on a Sin­gle Mar­ket For Dig­i­tal Ser­vices (Dig­i­tal Ser­vices Act). In par­tic­u­lar Arti­cles 16, 19, 28, 92 and 93. https://eur-lex.europa.eu/legal-content/EN/TXT/?uri=CELEX:32022R2065

[19] Amadeu Anto­nio Stiftung (2026): Good Gam­ing Sup­port: Neues Beratungsange­bot für Betrof­fene von Hass im Gam­ing. Announce­ment of the coun­selling ser­vice by the Ger­man foun­da­tion run­ning it, 19 May 2026. Provider's own account. https://www.amadeu-antonio-stiftung.de/good-gaming-support-neues-beratungsangebot-fuer-betroffene-von-hass-im-gaming-165943/

[20] Stiftung Dig­i­tale Spielekul­tur: Com­mu­ni­ty Sup­port Net­work. Project descrip­tion by the Ger­man Foun­da­tion for Dig­i­tal Games Cul­ture, cov­er­ing man­age­ment and care struc­tures for resilient gam­ing com­mu­ni­ties, includ­ing fund­ing details. Provider's own account. https://www.stiftung-digitale-spielekultur.de/project/community-support-network/

[21] JFF - Insti­tut für Medi­en­päd­a­gogik in Forschung und Prax­is (2007): Voll ver­spielt und gut gebildet. Sur­vey of ado­les­cents at the Games Con­ven­tion 2006, pub­lished by a Ger­man insti­tute for media edu­ca­tion research. Munich.

[22] Burghard, Björn (2026): Tox­ic Behav­ior in Online Games: What Actu­al­ly Helps. Way­cleft, 3 March 2026. https://waycleft.com/toxic-behavior-in-online-games-what-actually-helps/

[23] Deutsch­er Bun­destag / Bun­desregierung (2026): Schriftliche Fra­gen mit den in der Woche vom 22. Juni 2026 einge­gan­genen Antworten der Bun­desregierung. Writ­ten ques­tions to the Ger­man fed­er­al gov­ern­ment and its answers, Bun­destag doc­u­ment 216731 of 26 June 2026, answer to ques­tion 61, on the end­ing of Good Gam­ing Sup­port and fur­ther pro­gramme strands at the close of 2026 and on the pos­si­bil­i­ty of reap­ply­ing. https://dserver.bundestag.de/btd/21/067/2106731.pdf

Per­son­al expe­ri­ences and obser­va­tions at the trade fair are the author's own. Providers' self-descrip­tions and the preprint that has not been peer reviewed are marked as such. AI-gen­er­at­ed images are iden­ti­fied in the images.