Keep in mind that argumentative =/= for and against.
Nowadays, online video games are one of the most popular means of entertainment for teenagers, but also for children. However, despite their wide popularity, violent themes - which are prevalent in such games - should result in stricter restrictions on the access to them for the aforementioned demographics.
First, young people, especially those under the age of sixteen, are very prone to graphic and emotional stimuli that video games are rich in. If a person is exposed to a violent, yet engaging, content for a long period of time, they might get influenced by it to the point of mimicking the behaviour they have seen on their computer screen, thus carrying out violent acts in the real world.
What is more, the immunity to being affected by extreme or traumatising sights varies from person to person. A game that is simply a form of relaxation for one teenager, can have a long-lasting effect on the psyche of the other. The damage caused by the exposure to such graphic content might require years of therapy, or, in more severe cases, become irreparable.
Thirdly, a person's personality develops most rapidly during their adolescence. Indulging in an entertainment where other players are seen and interacted with only in the form of their nicknames, and the contact is focused mainly on the violent gameplay, puts the proper development of personality traits and the ability to form and maintain interpersonal relationships in jeopardy.
Finally, a game's storyline comprised of malevolence and wrongful deeds might trigger the worsening of an actual mental illness or personality disorder the young player may already have. Mental problems - even if properly treated - can be easily deepened by exposure to violence, especially if they themselves are the result of it.
Taking everything into account, the access to violent online games should be met with more severe and serious restrictions. A young person's healthy development, as well as taking care of their pre-existing problems, are prone to be disturbed by graphic and sinister gameplay; the consequences of such psychological turmoil can sometimes be irreversible.