Rhetoric & Technical Communication
Rhetoric & Technical Communication
Aaron A. Toscano, Ph.D., Associate Professor, Dept. of English

Resources and Daily Activities

  • Charlotte Debate
  • Conference Presentations
    • Critical Theory/MRG 2023 Presentation
    • PCA/ACA Conference Presentation 2022
    • PCAS/ACAS 2024 Presentation
    • PCAS/ACAS Presentation 2021
    • SAMLA 2024 Presentation
    • SEACS 2021 Presentation
    • SEACS 2022 Presentation
    • SEACS 2023 Presentation
    • SEACS 2024 Presentation
    • SEACS 2025 Presentation
    • SEWSA 2021 Presentation
    • South Atlantic MLA Conference 2022
  • Dr. Toscano’s Homepage
  • ENGL 2116-014: Introduction to Technical Communication
    • April 10th: Analyzing Ethics
      • Ethical Dilemmas for Homework
      • Ethical Dilemmas to Ponder
      • Mapping Our Personal Ethics
    • April 12th: Writing Ethically
    • April 17th: Ethics Continued
    • April 19th: More on Ethics in Writing and Professional Contexts
    • April 24th: Mastering Oral Presentations
    • April 3rd: Research Fun
    • April 5th: More Research Fun
      • Epistemology and Other Fun Research Ideas
      • Research
    • February 13th: Introduction to User Design
    • February 15th: Instructions for Users
      • Making Résumés and Cover Letters More Effective
    • February 1st: Reflection on Workplace Messages
    • February 20th: The Rhetoric of Technology
    • February 22nd: Social Constructions of Technology
    • February 6th: Plain Language
    • January 11th: More Introduction to Class
    • January 18th: Audience & Purpose
    • January 23rd: Résumés and Cover Letters
      • Duty Format for Résumés
      • Peter Profit’s Cover Letter
    • January 25th: More on Résumés and Cover Letters
    • January 30th: Achieving a Readable Style
      • Euphemisms
      • Prose Practice for Next Class
      • Prose Revision Assignment
      • Revising Prose: Efficiency, Accuracy, and Good
      • Sentence Clarity
    • January 9th: Introduction to the Class
    • Major Assignments
    • March 13th: Introduction to Information Design
    • March 15th: More on Information Design
    • March 20th: Reporting Technical Information
    • March 27th: The Great I, Robot Analysis
    • May 1st: Final Portfolio Requirements
  • ENGL 4182/5182: Information Design & Digital Publishing
    • August 21st: Introduction to the Course
      • Rhetorical Principles of Information Design
    • August 28th: Introduction to Information Design
      • Prejudice and Rhetoric
      • Robin Williams’s Principles of Design
    • Classmates Webpages (Fall 2017)
    • December 4th: Presentations
    • Major Assignments for ENGL 4182/5182 (Fall 2017)
    • November 13th: More on Color
      • Designing with Color
      • Important Images
    • November 20th: Extra-Textual Elements
    • November 27th: Presentation/Portfolio Workshop
    • November 6th: In Living Color
    • October 16th: Type Fever
      • Typography
    • October 23rd: More on Type
    • October 2nd: MIDTERM FUN!!!
    • October 30th: Working with Graphics
      • Beerknurd Calendar 2018
    • September 11th: Talking about Design without Using “Thingy”
      • Theory, theory, practice
    • September 18th: The Whole Document
    • September 25th: Page Design
  • ENGL 4183/5183: Editing with Digital Technologies
    • August 23rd: Introduction to the Class
    • August 30th: Rhetoric, Words, and Composing
    • December 6th: Words and Word Classes
    • Major Assignments for ENGL 4183/5183 (Fall 2023)
    • November 15th: Cohesive Rhythm
    • November 1st: Stylistic Variations
    • November 29th: Voice and Other Nebulous Writing Terms
      • Rhetoric of Fear (prose example)
    • November 8th: Rhetorical Effects of Punctuation
    • October 11th: Choosing Adjectivals
    • October 18th: Choosing Nominals
    • October 4th: Form and Function
    • September 13th: Verb is the Word!
    • September 27th: Coordination and Subordination
      • Parallelism
    • September 6th: Sentence Patterns
  • ENGL 4275/WRDS 4011: “Rhetoric of Technology”
    • April 23rd: Presentation Discussion
    • April 2nd: Artificial Intelligence Discussion, machine (super)learning
    • April 4th: Writing and Reflecting Discussion
    • April 9th: Tom Wheeler’s The History of Our Future (Part I)
    • February 13th: Religion of Technology Part 3 of 3
    • February 15th: Is Love a Technology?
    • February 1st: Technology and Postmodernism
    • February 20th: Technology and Gender
    • February 22nd: Technology, Expediency, Racism
    • February 27th: Writing Workshop, etc.
    • February 6th: The Religion of Technology (Part 1 of 3)
    • February 8th: Religion of Technology (Part 2 of 3)
    • January 11th: Introduction to the Course
    • January 16th: Isaac Asimov’s “Cult of Ignorance”
    • January 18th: Technology and Meaning, a Humanist perspective
    • January 23rd: Technology and Democracy
    • January 25th: The Politics of Technology
    • January 30th: Discussion on Writing as Thinking
    • Major Assignments for Rhetoric of Technology
    • March 12th: Neuromancer (1984) Day 1 of 3
    • March 14th: Neuromancer (1984) Day 2 of 3
    • March 19th: Neuromancer (1984) Day 3 of 3
    • March 21st: Writing and Reflecting: Research and Synthesizing
    • March 26th: Artificial Intelligence and Risk
    • March 28th: Artificial Intelligence Book Reviews
  • ENGL 6166: Rhetorical Theory
    • April 11th: Knoblauch. Ch. 4 and Ch. 5
    • April 18th: Feminisms, Rhetorics, Herstories
    • April 25th:  Knoblauch. Ch. 6, 7, and “Afterword”
    • April 4th: Jacques Derrida’s Positions
    • February 15th: St. Augustine’s On Christian Doctrine [Rhetoric]
    • February 1st: Aristotle’s On Rhetoric, Book 2 & 3
      • Aristotle’s On Rhetoric, Book 2
      • Aristotle’s On Rhetoric, Book 3
    • February 22nd: Knoblauch. Ch. 1 and 2
    • February 29th: Descartes, Rene, Discourse on Method
    • February 8th: Isocrates
    • January 11th: Introduction to Class
    • January 18th: Plato’s Phaedrus
    • January 25th: Aristotle’s On Rhetoric, Book 1
    • March 14th: Mary Wollstonecraft’s A Vindication of the Rights of Women
    • March 21st: Feminist Rhetoric(s)
    • March 28th: Knoblauch’s Ch. 3 and More Constitutive Rhetoric
    • Rhetorical Theory Assignments
  • ENGL/COMM/WRDS: The Rhetoric of Fear
    • April 11th: McCarthyism Part 1
    • April 18th: McCarthyism Part 2
    • April 25th: The Satanic Panic
    • April 4th: Suspense/Horror/Fear in Film
    • February 14th: Fascism and Other Valentine’s Day Atrocities
    • February 21st: Fascism Part 2
    • February 7th: Fallacies Part 3 and American Politics Part 2
    • January 10th: Introduction to the Class
    • January 17th: Scapegoats & Conspiracies
    • January 24th: The Rhetoric of Fear and Fallacies Part 1
    • January 31st: Fallacies Part 2 and American Politics Part 1
    • Major Assignments
    • March 28th: Nineteen Eighty-Four
    • March 7th: Fascism Part 3
    • May 2nd: The Satanic Panic Part II
      • Rhetoric of Fear and Job Losses
  • Intercultural Communication on the Amalfi Coast
    • Pedagogical Theory for Study Abroad
  • LBST 2213-110: Science, Technology, and Society
    • August 22nd: Science and Technology from a Humanistic Perspective
    • August 24th: Science and Technology, a Humanistic Approach
    • August 29th: Collins & Pinch’s The Golem (Science), Ch. 2
    • August 31st: Collins & Pinch’s The Golem (Science), Ch. 3 and 4
    • December 5th: Video Games and Violence, a more nuanced view
    • November 14th: Boulle, Pierre. Planet of the Apes. (1964) Ch. 27-end
    • November 16th: Shelley, Mary. Frankenstein. 1818. Preface-Ch. 8
    • November 21st: Shelley, Mary. Frankenstein. 1818. Ch. 9-Ch. 16
    • November 28th: Shelley, Mary. Frankenstein. Ch. 17-Ch. 24
    • November 30th: Violence in Video Games
    • November 7th: Boulle, Pierre. Planet of the Apes Ch. 1-17
    • November 9th: Boulle, Pierre. Planet of the Apes, Ch. 18-26
    • October 12th: Lies Economics Tells
    • October 17th: Brief Histories of Medicine, Salerno, and Galen
    • October 19th: Politicizing Science and Medicine
    • October 24th: COVID-19 Facial Covering Rhetoric
    • October 26th: Wells, H. G. Time Machine. Ch. 1-5
    • October 31st: Wells, H. G. The Time Machine Ch. 6-The End
    • October 3rd: Collins & Pinch’s The Golem at Large (Technology), Ch. 7 and Conclusion
    • September 12th: Collins & Pinch’s The Golem (Science), Ch. 7 and Conclusion
    • September 19th: Collins & Pinch’s The Golem at Large (Technology), Prefaces and Ch. 1
    • September 26th: Collins & Pinch’s The Golem at Large (Technology), Ch. 2
    • September 28th: Collins & Pinch’s The Golem at Large (Technology), Ch. 5 and 6
    • September 7th: Collins & Pinch’s The Golem (Science), Ch. 5 and 6
  • New Media: Gender, Culture, Technology
    • August 19: Introduction to the Course
    • August 21: More Introduction
    • August 26th: Consider Media-ted Arguments
    • August 28th: Media & American Culture
    • November 13th: Hank Green’s An Absolutely Remarkable Thing, Part 3
    • November 18th: Feminism’s Non-Monolithic Nature
    • November 20th: Compulsory Heterosexuality
    • November 25th: Presentation Discussion
    • November 4: Hank Green’s An Absolutely Remarkable Thing, Part 1
    • November 6: Hank Green’s An Absolutely Remarkable Thing, Part 2
    • October 16th: No Class Meeting
    • October 21: Misunderstanding the Internet, Part 1
    • October 23: Misunderstanding the Internet, Part 2
    • October 28: The Internet, Part 3
    • October 2nd: Hauntology
    • October 30th: Social Construction of Sexuality
    • October 7:  Myth in American Culture
    • September 11: Critical Theory
    • September 16th: Social Construction of Gender and Sexuality
    • September 18th: Postmodernism, Part 1
    • September 23rd: Postmodernism, Part 2
    • September 25th: Postmodernism, Part 3
    • September 30th: Capitalist Realism
    • September 4th: The Medium is the Message!
    • September 9: The Public Sphere
  • Science Fiction and American Culture
    • April 10th: Octavia Butler’s Dawn (Parts III and IV)
    • April 15th: The Dispossessed (Part I)
    • April 17th: The Dispossessed (Part II)
    • April 1st: Interstellar (2014)
    • April 22nd: In/Human Beauty
    • April 24: Witch Hunt Politics (Part I)
    • April 29th: Witch Hunt Politics (Part II)
    • April 3rd: Catch Up and Start Octavia Butler
    • April 8th: Octavia Butler’s Dawn (Parts I and II)
    • February 11: William Gibson, Part II
    • February 18: Use Your Illusion I
    • February 20: Use Your Illusion II
    • February 25th: Firefly and Black Mirror
    • February 4th: Writing Discussion: Ideas & Arguments
    • February 6th: William Gibson, Part I
    • January 14th: Introduction to to “Science Fiction and American Culture”
    • January 16th: More Introduction
    • January 21st: Robots and Zombies
    • January 23rd: Gender Studies and Science Fiction
    • January 28th: American Studies Introduction
    • January 30th: World’s Beyond
    • March 11th: All Systems Red
    • March 13th: Zone One (Part 1)
      • Zone One “Friday”
    • March 18th: Zone One, “Saturday”
    • March 20th: Zone One, “Sunday”
    • March 25th: Synthesizing Sources; Writing Gooder
      • Writing Discussion–Outlines
    • March 27th: Inception (2010)
  • Teaching Portfolio
  • Topics for Analysis
    • A Practical Editing Situation
    • American Culture, an Introduction
    • Cultural Studies and Science Fiction Films
    • Efficiency in Writing Reviews
    • Feminism, An Introduction
    • Fordism/Taylorism
    • Frankenstein Part I
    • Frankenstein Part II
    • Futurism Introduction
    • How to Lie with Statistics
    • How to Make an Argument with Sources
    • Isaac Asimov’s “A Cult of Ignorance”
    • Judith Butler, an Introduction to Gender/Sexuality Studies
    • Langdon Winner Summary: The Politics of Technology
    • Oral Presentations
    • Oratory and Argument Analysis
    • Our Public Sphere
    • Postmodernism Introduction
    • Protesting Confederate Place
    • Punctuation Refresher
    • QT, the Existential Robot
    • Religion of Technology Discussion
    • Rhetoric, an Introduction
      • Analyzing the Culture of Technical Writer Ads
      • Rhetoric of Technology
      • Visual Culture
      • Visual Perception
      • Visual Perception, Culture, and Rhetoric
      • Visual Rhetoric
      • Visuals for Technical Communication
      • World War I Propaganda
    • The Great I, Robot Discussion
      • I, Robot Short Essay Topics
    • The Rhetoric of Video Games: A Cultural Perspective
      • Civilization, an Analysis
    • The Sopranos
    • Why Science Fiction?
    • Zombies and Consumption Satire
  • Video Games & American Culture
    • April 14th: Phallocentrism
    • April 21st: Video Games and Neoliberalism
    • April 7th: Video Games and Conquest
    • Assignments for Video Games & American Culture
    • February 10th: Aesthetics and Culture
    • February 17th: Narrative and Catharsis
    • February 24th: Serious Games
    • February 3rd: More History of Video Games
    • January 13th: Introduction to the course
    • January 20th: Introduction to Video Game Studies
    • January 27th: Games & Culture
      • Marxism for Video Game Analysis
      • Postmodernism for Video Game Analysis
    • March 24th: Realism, Interpretation(s), and Meaning Making
    • March 31st: Feminist Perspectives and Politics
    • March 3rd: Risky Business?

Contact Me

Office: Fretwell 255F
Email: atoscano@uncc.edu
LBST 2213-110: Science, Technology, and Society » November 30th: Violence in Video Games

November 30th: Violence in Video Games

Don’t forget you have Weekly Discussion Post #14 due Friday, 12/02, at 11:00pm.


Plan for this Topic

I’m very interested in video games as representations of broader culture. I’m so interested, in fact, that I wrote a book on video games that was published a couple years ago. That book’s second chapter was completely devoted to debunking the myth that playing violent video games leads to real world violence. Normally, I wouldn’t come right out and say exactly what I believe on a controversial subject; instead, I’d go through the process of how to understand the subject. I will still explore with you why I conclude the way I do, but, so there’s no doubt where I stand, let me reiterate this:

Absolutely no evidence exists to support the conclusion that playing violent video games (or consuming violent media) leads a viewer to commit real world violence.

Before moving onto the readings, I want to throw some things at you that might suggest consuming violent media leads to real world violence. The rest of this page will cover “evidence” that attempts to support such a claim. December 5th’s class webpage will have evidence and arguments that call such a claim into question. Read the articles first, and then watch the videos I link to at the bottom of Dec. 5th’s webpage. Because I’ve done so much research on this topic, I’ll offer additional resources you can go to for your own personal interest. I will specify which videos will show up on the Final Exam. All the notes are fair game for the Final Exam, but only the readings in the syllabus (on Canvas) will be on the Final Exam. The other readings I link to are to support the claims I make or for more information.

If you’re on campus or logged onto your Atkins Library account, you’ll be able to watch this video:

  • Game Over: Gender, Race & Violence in Video Games (2000)
    • The entire video above isn’t required, but this this 5-min clip from it is required viewing
    • Notice that the video comes from 2000…what’s happened to video game technology since then?

Violence in Video Games and Real-World Violence

The articles I asked you to read are only part of the story on attempts to establish (and point out flaws in such attempts) a link between exposure to violent video games and aggressive behavior. I don’t expect the sample to end the discussion on this topic; instead, I expect the discussion that comes from the articles to help guide us in asking questions. We’ve talked quite a bit about peer-review and scientific/expert opinions this semester. In this topic, there are clearly authorities at odds with one another, thus, limiting any chance at concluding based on simply going with the authority on the matter.

As you reflect on these articles, consider what you’ve been told about violent video games (or violent media in general) and the effects they supposedly have on viewers—adults and children. I wonder what even motivates these studies. After all, if researchers can never control for the influence they have on the subjects they observe, how might a hypothesis, such as, “Violent video game exposure likely leads to real-world aggression,” bias the study?

The first two articles try to establish a causal link between violent video game play and real-world aggression. The first is a peer-reviewed article and the second filters discussions of “what the experts say.” Refer to the reading and your own observations and think critically based on your reasoned perceptions of how technology mediates behavior. What might our cultural studies lens bring to this discussion? Additionally, consider the audience and purpose of the different texts. Could assumed audience have an effect on how or what information is presented? Obviously, the answer is “yes,” but what is the effect(s)?

By the way, this webpage has an example of a study using a “noise blast test.”

Important Definitions

  • Violent media: “depict characters intentionally harming other characters who presumably wish to avoid being harmed” (p. 1068, para 2)
  • Aggression: “behavior that is intended to harm another person who is motivated to avoid that harm….it is not an emotion, thought, or intention” (p. 1068, para 2)
  • Violence: “the most extreme form of physical aggression, specifically physical aggression that is likely to cause serious physical injury” (p. 1068, para 2)

The above definitions all come from Anderson et. al. “Longitudinal Effects of Violent Video Games on Aggression…”.

Question to Lead Off

Think back to the experiments on memory transfer and worms from the very beginning of the semester (your Final Exam might have a few questions on that study). Why were those experiments never decisively confirmed?

As you reflect on these video game articles, consider what you’ve been told about violent video games (or violent media in general) and the effects they supposedly have on viewers—adults and children. I wonder what even motivates these studies. After all, if researchers can never control for the influence they have on the subjects they observe, how might a hypothesis, such as, “Violent video game exposure likely leads to real-world aggression,” bias the study?

Pause on that question for a moment, and think about all the factors that need to be controlled for in order to make a causal link between violent video game exposure leading to real-world violence (not just aggression defined above but the most severe form of aggression). Below is a graph on the rate of crime (violent ) in the United States:

“What the data says (and doesn’t say) about crime in the United States.” PEW Research Center. 2020 Nov. 20.

If the video game Mortal Kombat came out in 1992, and crime has plummeted…well, let’s read a bit more. I certainly don’t want to bias you for or against this topic.

Anderson, Craig A. et. al. “Longitudinal Effects of Violent Video Games on Aggression…”

Obviously, Anderson believes there’s a link between habitual video game violence exposure (HVGV) and proclivity to be aggressive in the real world. As we discuss, be able to point to places in the reading when you make comments or ask questions about Anderson’s (and the other two articles’) conclusions or steps to those conclusions. Maybe we’re all just avatars in a huge video game…

  • P. 1067, para 5: “Habitual violent video game play early in the school year predicted later aggression…”
    • Define habitual. Why would habitual practices be more worrisome to researchers than casual practices?
  • P. 1067, para 6: “As a whole, the research strongly suggests reducing the exposure of youth to this risk factor.”
    • Is this conclusion arguable?
    • What other types of exposure do authorities (of all kinds) try to limit when it comes to children?
  • P. 1068, para 1: “If playing violent video games has harmful effects on some portion of players, then the vast majority of American youth are highly exposed to an unnecessary risk factor.”
  • P. 1068, para 3: Studies show “playing a violent video game causes an immediate increase in aggressive behavior, aggressive thoughts, and aggressive emotions”
  • P. 1068, para 3: Studies also show “clearly link violent video game play to high levels of aggression and violence in real world contexts”
    • What would it take to convince you that something has proven its link “clearly”?
    • For instance, marriage is clearly the leading cause of divorce: no one not married gets divorced.
    • However, and we can do this poll in class, everyone who plays violent video games doesn’t commit acts of violence.
  • P. 1068, para 5: interactive nature of video games a concern for researchers
  • P. 1070, para 5: Boys more likely to play violent video games than girls
    • What’s the significance in this gender observation?
  • P. 1070, para 5: “previous research that shows that the best predictor of future aggression is history of past aggression”
  • P. 1070, para 5: The idea that children are naturally aggressive is wrong
  • P. 1070, para 6: “That both cultures yielded significant longitudinal effects of approximately the same magnitude illustrates the power of violent video games to affect children’s developmental trajectories in a harmful way”
    • Why is this conclusion significant for a journal named Pediatrics?
    • How about some crime statistics on Japan (1990-2021)…
  • P. 1071, para 4: “Youth violence is a public health issue in the United States, because it accounts for so many deaths”
  • P. 1071, para 5: “such extreme violence is relatively rare in the age groups we studied (relative to milder forms of physical aggression)”
  • p. 1071, para 5: “physical aggressiveness in youth is 1 of the largest risk factors for later violence,” and understanding “youth aggression is vitally important if we are to understand and reduce violence in modern society.”
    • P. 1071, para 5: goal is to reduce violence in modern society

I think the rhetorical goal the authors have for the final paragraph is to juxtapose violent video games and violence in society. Unfortunately, they don’t provide a link. Do video games where one competes with friends (or online trolls) make people angry and aggressive? I have anecdotal evidence that competition increases aggression, but these authors haven’t established an empirical link that violent video games lead to real world violence.

However, this is peer-reviewed research, and other outlets pick up on the topic without scrutinizing the finding the way we will.

Harvard Health Publications. “Violent Video Games and Young People”

This article is an attempt to explain the debate surrounding the link between playing violent video games and real world violence. The first sentence, which is a summary of the articles, claims experts are divided but insists that children can be protected if parents are vigilant. Although you have read it, without even reading the rest of it, what is the goal of the article, and what do you think motivates the author (someone or group affiliated with Harvard Medical School)?

  • “One View” para. 1: “The AAP policy describes violent video games as one of many influences on behavior, noting that many children’s television shows and movies also contain violent scenes”
    • Of course, video games are seen as more harmful…why?
  • “One View” para. 2: Who could argue with the observation “that children observing, mimicking, and adopting behaviors”
  • “One View” para. 3: “some casual observers go further, assuming that tragic school shootings prove a link between such games and real-world aggression”
    • Pause on that statement. What/who is a casual observer, and why would the author include such a statement?
    • Remember, you’re not just reading for content but to follow the argument and reflect on what could be motivating the authors and the rhetoric of the article.
  • What’s going on with the table from PEW Internet & American Life Project (Sept. 2008)?
    • Is it parallel? It’s part of a larger survey, but they chose those three statistics to show.
    • In case you want to read the whole study (it’s long, so don’t do it now), check out “Teens, Video Games and Civics”
  • “A more nuanced View,” para. 2: “many studies on the issue of media violence rely on measures to assess aggression that don’t correlate with real-world violence…many are observational approaches that don’t prove cause and effect”
  • “A more nuanced View,” para. 3: “violent video game use and school shootings…most of the young perpetrators had personality traits, such as anger, psychosis, and aggression, that were apparent before the shootings and predisposed them to violence”
    • This is circular logic, but being aggressive leads to acts of aggression.
  • “A more nuanced View,” para. 5: It depends on individuals’ personality whether or not they are likely to be more aggressive after playing violent video games, specifically neuroticism, disagreeableness, and low levels of conscientiousness.
    • By the way, wikipedia is a good place to start research, but don’t end your research their.
  • “What parents can do,” para. 1: “Parents can protect their children from potential harm from video games by following a few commonsense strategies…”
  • “What parents can do,” para. 2: “Parents can best protect their children by remaining engaged with them and providing limits and guidance as necessary”

What’s the actual goal of this article and how do the outside sources help accomplish this goal? This article isn’t peer reviewed, but it is authoritative and cites peer-reviewed research. Consider the audience: parents who are non experts.

Harding, Anne. “Violent video games linked to child aggression”

Think back to our readings from Fox News and CNN on COVID-19 and masks. Holly Yan’s article on CNN.com reported on expert analysis. Yan, a journalist, interviewed and compiled a short article based on what scientific authorities told her. Although Yan’s article wasn’t anywhere near as thorough as a peer-reviewed article would be, she provided a good amount of evidence that met her audience’s expectations. She’s not a scientist communicating with other scientists. Instead, she’s a journalist writing for a general audience.

That same context–journalist writing to a general audience–matches Anne Harding’s article. The difference is that Harding focuses mainly on Craig A. Anderson’s longitudinal study of American and Japanese gamers, which you read for today. Harding does cite Dr. L. Rowell Huesmann, director of the Research Center for Group Dynamics at the University of Michigan’s Institute for Social Research in Ann Arbor and Dr. David Walsh, president of the National Institute on Media and the Family, and she still concludes the article on Walsh’s argument about “a culture of disrespect.”*

*Of course, we can’t forget the man who got no respect: Mr. Rodney Dangerfield! His 101st birthday was last month on Nov. 22nd.

She also cites Dr. Cheryl K. Olson, co-director of the Center for Mental Health and the Media at Massachusetts General Hospital, who claims, “We may find things we should be worried about, but right now we don’t know enough.” Olson still thinks children’s parents ought to “move the computer and gaming stuff out of kids’ rooms…so they can keep an eye on what their child is up to,” which implies she thinks violent media most likely causes aggression, but she just doesn’t feel there’s enough evidence for her to say so with any certainty. Consider these quotes from the article:

  • “…children who were exposed to more video game violence did become more aggressive over time than their peers who had less exposure.”
  • “The findings are “pretty good evidence” that violent video games do indeed cause aggressive behavior, says Dr. L. Rowell Huesmann.”
  • “There are definitely games kids shouldn’t be playing, [Dr. Cheryl K. Olson] said, for example those where hunting down and killing people is the goal.”
  • Dr. David Walsh concludes the article with these points:
  • “It doesn’t necessarily mean that because a kid plays a violent video game they’re immediately going to go out and beat somebody up.”
  • “The real impact is in shaping norms, shaping attitude. As those gradually shift, the differences start to show up in behavior.”

To Harding’s credit, she uses the word “aggression” in the title. Most readers aren’t going to think about the nuanced definitions Anderson et.al. have for aggression and violence. In general, the public will think aggression is verbal and lightly physical (pushing, spitting, and even pointing), and they’ll consider violence to be mostly physical (punching, kicking, stabbing, beating, etc.). The problem with Harding’s article is that she can’t ask the really probing questions; she only reports what the experts say. I’m not claiming she’s NOT being an objective journalist; it’s the so-called experts who scapegoat video games and other violent media as causing real world violence who are unethical. But, to the casual reader of this article, the information is as far as they’ll get, so they’ll conclude that video games lead to real-world violence.

Perhaps Harding needed to talk to more researchers who call into question this specious link, such as our next authors. Harding’s article came out in 2009. Research from 2010-present has pretty much ended the debate, demonstrating that consuming violent media doesn’t make a person commit real world violence. I think the authors had something to say about aggression. I’ve seen people fight at sporting events when they’re caught up in cheering on their team and denigrating the opponents. I’ve seen friends fight after losing video games, boards games, races, and even significant others.

Humans are a violent, aggressive species. We are driven by conquest and destruction (c.f. our ecocidal nature). This behavior is as old as humanity. The first video game came out in 1962; the first commercially viable and popular games were really from the mid- to late-1970s. There’s no evidence that this less-than-sixty-year-old technology Trumps the aggressive, violent nature of humanity. What’s easier to defend is that video games reflect a culture that likes to consume violence, a culture that likes domination. Humans have been developing weapons for millennia. We’ve also been inventing games to simulate violence. We just love violence.

Next Week

Finish reading the other video game articles, which are shorter, by next week.

Don’t forget to do Weekly Discussion Post #14–last one of the semester–is due on Canvas by this Friday, 12/02, 11:00pm. It’s worth 40 points, so make sure you write at least 250 words for your post.

Skip to toolbar
  • Log In