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In recent years our society has experienced tragedies,
such as Columbine, in which teens have committed heinous crimes for no apparent
reason. The question has become who is to blame or what inspired these attacks
on these innocent victims? This question has become an epidemic in our country.
We live in a violent world and young people have easy access to it whether
it's on television, in music or on the Internet. But with the explosion of
media entertainment in recent years, video games have come under scrutiny
as to whether or not violence in video games numbs children and teens to
the consequences of real-life violence. The answer to this question is yes.
Young children and teens are very easily influenced, especially in a society
in which violence, whether fictional or real, thrives. Video-game violence
has become a common link in tragedies, such as Columbine. The content
of video games desensitizes a young person to the ramifications of real violence.
Although there are many critics who support the idea
that video game violence does desensitize youths, there are also those who
oppose this view. An example of this comes from video game designer, Greg
Costikyan. He wrote, "Violence is a prominent theme
in video games and some have depicted violence in crude and ugly ways. The
first person shooter games that do center around violence actually benefit
society because they give young males a way to vent their antisocial impulses
without harming anyone" (Costikyan 245). What Costikyan falls
to shed light on is the unfortunate Columbine High School incident. There
is evidence that the two boys who committed the Columbine murders, Eric
Harris and Dylan Klebold, were in fact influenced by a game called Doom.
Eugene F. Provenzo Jr., author of an essay
entitled, "Violence in Video Games Is a Problem", wrote about the evidence
found, "It is very clear that Harris and Klebold wanted to tell the world
a story whose script they seem to have learned through the entertainment
media-particularly from the ultra-violent films and video games. Harris
tells his story in front of a video camera with a bottle of Jack Daniels
and a sawed-off shotgun cradled in his lap. He calls the gun Arlene, after
a favorite character in the Doom video game" (Provenzo Jr. 45).
Costikyan argues that first-person shooter games are a way to let young people
vent out their frustrations and impulses without harming anyone, but what
he fails to see is that Eric Harris and Dylan Klebold did in fact harm people
and were partly influenced by the game Doom, which is a part of a
game genre that he feels "uses violence well."
Violence is not something that can be "used well,"
whether used in video games or in real life. Harris and Klebold, on the other
hand, thought the opposite, in real life and in video games, with Harris
going as far as creating their own customized version of their favorite game,
Doom. Craig A. Anderson and
Karen E. Dill, professors of Psychology at the University of Missouri- Columbia
and Lenior-Ryhne College respectively, commented on this personalized version
of Doom in writing, "In his version there are two shooters, each with
extra weapons and unlimited ammunition, and the other people in the game
can't fight back" (Anderson & Dill 772). Harris' version of
Doom is eerily similar to what happened on April 20, 1999,
in which Harris and Klebold shot at innocent victims, incapable of protecting
themselves. Just as in the game, they were invisible, possessing all power
over defenseless victims. An investigator from The
Simon Wiesenthal Group, an organization which tracks Internet hate groups
said Harris and Klebold were "playing out their game in God mode" (Anderson
& Dill). The problem is that this was no game and real people's
lives were taken and affected forever, unlike a video game.
While the effect that violent video games have on children
and teens is almost impossible to prove beyond a reasonable doubt, writers Judith A. Vessey and Joanne E. Lee wrote, "Despite
these limitations, data support that repeated exposure to media violence
is associated with a desensitization to violent behavior; less trust, increased
fearfulness, and decreased empathy when dealing with others; and a disinhibition
of aggression for some youth." After the murders, Eric
Harris and Dylan Klebold showed absolutely no remorse or empathy for what
they had done. The videotape they produced before committing the murders
is evidence of that. Shortly after committing the murders Harris and Klebold
committed suicide and did not have to deal with the repercussions of what
they had done. Just as they didn't have to deal with the consequences of
their actions, characters in violent games don't either.
Other than violence in video games desensitizing the
minds of adolescents, it also teaches children about violence and most importantly
and alarming, how to be violent. Eugene F. Provenzo
Jr., wrote about this matter, "video games not only teach children about
violence, but also how to be violent. When violence is stylized, romanticized
and choreographed, it can be stunningly beautiful and seductive. At the
same time, it encourages children and adolescents to assume a rhetorical
stance that equates violence with style and personal empowerment."
Because of how violence is portrayed in video games, young people begin
to see violence as acceptable without considering the consequences. There
are no ramifications to the violence in these games, so for some adolescents
this becomes a reality as it did with Eric Harris and Dylan Klebold. Yes,
it is true that violence in video games may not distort real-life violence
for most young people, but then again there are those few people who are
so influenced by these games and their content that they may be inspired
to attacks such as the Columbine incident. For example,
Lieutenant Colonel David Grossman, a former Professor of Psychology at West
Point says that first-person shooter video games "are murder simulators which
over time, teach a person how to look another person in the eye and snuff
their life out" (qtd. in Provenzo, Jr.).Night Trap, the game
allows its players: "To inflict pain. Without responsibility. Without consequences.
The punctured flesh will heal at the touch of a button, the screams disappear
into cyberspace" (qtd. in Provenzo, Jr.). Keep in mind
this important fact: in first person shooter games, players are not responsible
for what they do. There are no consequences for other children, for families,
or for society. As Mark Siouka explains in reference to the CD-ROM video
game
Playing video games with violent content, such as
that found in Doom and Night Trap, may have helped inspire
Harris' and Klebold's acts, but had they lived they would have found that
their actions do, in fact, come with responsibility and consequences, something
that they did not see from playing violent video games, such as Doom.
Studies have shown that violence in video games can cause desensitization
to real violence, making it more likely that a young person may engage in
violent acts. An example of one of these studies
is found in the Journal of Personality and Social Psychology which
states: "Students ages 13 to 17 who played more violent games engaged in
more aggressive behavior ... and can have long lasting effects (violent
video games)" (Fox 9).
Steven Vizcarra, 16, a gamer since the age of 9, agrees
with this. He said, "It's more than believable
that kids who play violent video games are known to be more aggressive or
violent in real life. Kids learn from different things, mostly from what
they see and experience. Some learn from their parents and some learn from
video games because those are their outlets." His younger brother,
Ernie Vizearra, 14, also agrees with this study's findings. He said: "Games influence kids. Sometimes after I play
a violent game I feel invisible, but I never act out those feelings, but some
kids do, like the kids from Columbine." Steven and Ernie are both
very young and can see what is going on with violence and video games in
our society. Just as accomplished professors such as Craig A. Anderson and
Karen E. Dill believe that there is a connection between desensitization
to violence through violent video games, young persons, such as Steven and
Ernie, concur on the same thoughts on this subject.
With incidents such as Columbine occurring in our
society more frequently, we need to be able to see what the problem is.
Violence in video games isn't the only reason why more and more young people
are committing murderous crimes, such as the Columbine incident, but at
the same time it is one of the reasons. Those that oppose this view, such
as author Greg Costikyan, fail to address the tragedies that have been connected
to violent video games in their arguments against this view. How can video
game violence not desensitize youth? The facts are clear cut. They may not
inspire all adolescents to commit violent crimes, but they may inspire some
and that is where the problem lies. Just because it doesn't affect all the
young people that play violent video games, doesn't mean that it isn't a
problem in our society, leaving the blame against game makers for creating
such content in their video games and helping desensitize the nation’s youth.
Works Cited
Anderson, Craig A. Karen E. Dill. "Video Games and Aggressive Thoughts,
Feelings, and Behavior in the Laboratory and in Life." Journal of Personality
& Social Psychology. 78 (2000): 772-791.
Costikyan, Greg. "Games Don't Kill People-Do They?" The Contemporary
Reader. Ed. Goshgarian, Gary. Longman, 2002. 243 -247.
Fox, Robert. "Video Games, Violence Linked." Communications
of the ACM. 43 (2000): 9- 10
Lee, Joanne E. and Judith A. Vessey. "Violent Video Games Affecting our
Children." Pediatric Nursing: November 2000.
Provenzo, Eugene. "Violence in Video Games is A Problem." Vizcarra, Ernie.
Personal Interview. 9 November 2003.
Vizcarra, Steven. Personal Interview. 9 November 2003.
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