Literature Review
There has been a discussion into the relationship between violence and video games since the first games to depict it were released to the public. Currently, the APA believes there is a link between the two but video games do not cause violent tendencies. Their stance is that the games can aid in the development of some people’s aggression but can also be used to encourage healthy choices. According to Dr. Patrick Markey, there are three particular personality traits that can predict who is more likely to be violent after playing violent video games. These are high neuroticism, low agreeability, and low conscientiousness. When thinking about these three traits, they were able to accurately predict which children were more prone to violence. Also, according to A. K. Przybylski , E. L. Deci , C. S. Rigby , and R. M. Ryan, the link between games and violence is caused by the human need for competence. This means that it is the frustration of not winning or failing that is the link to violent tendencies. This research is very good for a clearer understanding of what causes violence in relation to people that play video games. However, this information is not useful if it cannot be accepted by the other groups that are discussing this issue. Most talk about the subject revolves around why a different community is responsible for the violence, not how to solve it.
There are several big communities taking different sides on this issue. Politicians argue that video games cause violent acts of the youth. They have a large platform and are very vocal about their opinions. Instead of trying to change policies and laws, politicians such as President Trump and Lt. Gov. Dan Patrick believe that the video game industry is responsible for solving these problems. On the other hand, the video game industry is very quiet about their stance and only speak up when they are attacked directly. Strauss Zelnick pushes for gun control because he believes this to be the cause of the violence while the ESRB wants the parents to be more attentive to the games children play. The final group I will discuss, the parents, blame themselves in a way. Reviewers on CommonSenseMedia believe that it is their responsibility to monitor what games their children play. Even the bloggers on the Mom Blog Society website give information about what games to play with their own children.
While these different communities are debating who is at fault, I believe a more important question is why these groups deflect responsibility onto each other and what it means for the argument in a bigger scope. I am analyzing each group’s use of language and how the conversation flows between them. Again, the discourse used by parents discussing violence and videogames shifts blame onto themselves instead of onto other groups. Meanwhile, politicians are making the issue political. Also, the game developers remain silent on the issue until they are mentioned directly. This matters because this type of discussion does not help to resolve the problem of violence. Each group is shifting the blame around to avoid being at fault instead of working to resolve the issue itself. This is an issue because this form of argument does not help anyone involved. When no solutions are proposed, the problem of violence in society only gets worse.
Discourse Analysis
In the discourse of violence in video games, every group participating does not do so to solve the problem. Their only goals are to throw the blame around to each other so that they themselves are not responsible. This is because they do not want to go through the tediousness of devising solutions and step from their comfort zones.
Politicians are more apt to point fingers at another group and not offer any solutions for the issue of violence and video games. President Trump avoids responsibility by focusing on the video game industry. ”We must stop the glorification of violence in our society. This includes the gruesome and grisly video games that are now commonplace”(Limbong). During a press release after the El Paso shooting, the president spoke on what he believed to be the problems at large. He accuses the gaming industry of glorifying violence without addressing what he can do to solve the issue. Dan Patrick actively removes responsibility from himself and aims it towards video games. ”’We’ve always had guns, always had evil, but I see a video game industry that teaches young people to kill’”(Rocha). Commentary: Similarly, he addresses his opinions on violence after the El Paso shooting. He begins by blaming the video game industry and also fails to mentions how he can make a difference. These are people in high positions of power with the ability to enact change on a national scale. This evasion of responsibility is detrimental to finding a solution. They are so fixated on putting others into the spotlight without understanding how much they themselves can do to reduce the outbreaks of violence.
What makes parents different in this discourse is that they do not accuse another group. Parents aim their blame at other parents and their decision-making skills. ”A lot of parents don’t understand that you can turn off blood and gore./ Most parents just don’t like to admit they’re child has grown up and play games like this”(ChelyRating). This is a commenter under a review for a Call of Duty game. They point out the features of the game that attempt to reduce the amount of violence children are exposed to. “On issues such as violence, patriotism, call of duty and responsibility, children and even adults have learned what it means to know and understand these terms using the almost real world of the video game” (Becky). This example further illustrates who parents feel are responsible for what games their children play. Parents are not blaming, guns, games, or even another group for the violence. This group alone points the blame towards themselves. While the parents are infighting about what other parents should and should not do, the problem of violence only gets worse.
Game developers benefit from a lack of decisive action from other groups, which is why they remain relatively silent. Their press releases and statements only come after they have been accused. The executive director for a video game franchise, fires shots at American politics. ”’ The fact is, entertainment is consumed worldwide, but gun violence is uniquely American’”(Voytko). Zelnick responds to the accusations of video games causing violence. He blames the politics of gun control instead. This removes the responsibility from his company and others in the game developing industry. Pointing his finger at gun control would have everyone looking at the politicians for answers instead. ”’More than 165 million Americans enjoy video games, and billions of people play video games worldwide. Yet other societies, where video games are played as avidly, do not contend with the tragic levels of violence that occur in the U.S’”(Voytko). The Entertainment Software Association (ESA) is at the forefront of the video game industry. They respond in this statement to President Trump’s attack on their industry. Like every other group mentioned, they move the liability but they shift it to American society as a whole. This further complicates the discussion because it is a blanket statement meant to draw attention away from themselves and towards anyone else. The Entertainment Software Rating Board(ESRB) makes no attempts to change their direction even when attacked by another group. “‘Along with information to read on the box and online before you make a purchase decision, each game console offers robust parental controls that allow you to set time and spending limits, block content by age rating, restrict communication, and more,’ ESRB President Patricia Vance told USA TODAY. ‘There’s a ton of information available, so there should be no surprises.(Saltzman)” Vance points out that accusers are not looking into what they have done in the past to solve the issue of violence. She points at a different group to be responsible, the parents. The gaming industry is smart by betting the other groups go head to head in the discourse. Playing a reclusive role helps them but does not solve the more important goal of stopping the ongoing violence.
As you can see from the analysis of these groups, the discussion is circular in nature and does not converge onto a final solution. This is the underlying problem with violence and video games because when looking at the arguments from the ground level, it seems as though the different groups care about the solution. However, when taking in the discussion as a whole, it is clear that they are only avoiding responsibility themselves.
Bibliography
Becky. “How Video Games Influence Society.” Mom Blog Society, Mom Blog Society, 27 Feb. 2019, https://momblogsociety.com/video-games-influence-society/.
Ferguson, Christopher, and Patrick Markey. “Violent Video Games May Increase Aggression in Some But Not Others, Says New Research.” American Psychological Association, American Psychological Association, 7 June 2010, https://www.apa.org/news/press/releases/2010/06/violent-video-games.
Limbong, Andrew. “Video Games Are Still Blamed For Gun Violence Despite Studies Showing No Connection.” NPR, NPR, 5 Aug. 2019, https://www.npr.org/2019/08/05/748387407/video-games-are-still-blamed-for-gun-violence-despite-studies-showing-no-connect.
Przybylski, A. K., et al. “‘Competence-Impeding Electronic Games and Players Aggressive Feelings, Thoughts, and Behaviors’: Correction to Przybylski, Deci, Rigby, and Ryan (2013).” Journal of Personality and Social Psychology, vol. 106, no. 3, 2014, pp. 441–457., doi:10.1037/a0036148.
Rocha, Alana. “After El Paso Shooting, Texas Lt. Gov. Dan Patrick Says Video Games Teach Young People ‘to Kill.’” The Texas Tribune, The Texas Tribune, 4 Aug. 2019, https://www.texastribune.org/2019/08/04/dan-patrick-video-games-el-paso-shooting/.
Saltzman, Marc. “Video Game Industry Pushes Back on Trump’s Violence Link, Stresses Parental Tools.” USA Today, Gannett Satellite Information Network, 13 Aug. 2019, https://www.usatoday.com/story/tech/columnist/2019/08/06/shootings-resurface-video-game-violence-claims-but-industry-counters/1930495001/.
Sapieha, Chad. “Parent Reviews for Call of Duty: Black Ops 4: Common Sense Media.” Common Sense Media: Ratings, Reviews, and Advice, Common Sense Media, 14 Oct. 2018, https://www.commonsensemedia.org/game-reviews/call-of-duty-black-ops-4/user-reviews/adult.
Voytko, Lisette. “Video Game Industry Rejects Criticism By Trump And GOP After Mass Shootings.” Forbes, Forbes Magazine, 6 Aug. 2019, https://www.forbes.com/sites/lisettevoytko/2019/08/06/video-game-industry-rejects-trump-gop-criticism-after-mass-shootings/#20863e54b9f5.
Laboratory Strategy Draft
In the discourse of violence in video games, every group participating does not do so to solve the problem. Their only goals are to throw the blame around to each other so that they themselves are not responsible. This is because they do not want to go through the tediousness of devising solutions and step from their comfort zones.
Politicians
Politicians are more apt to point fingers at another group and not offer any solutions for the issue of violence and video games.
Trump
President Trump avoids responsibility by focusing on the video game industry.
” We must stop the glorification of violence in our society. This includes the gruesome and grisly video games that are now commonplace”(Limbong).
During a press release after the El Paso shooting, the president spoke on what he believed to be the problems at large. He accuses the gaming industry of glorifying violence without addressing what he can do to solve the issue.
Lt. Gov. Dan Patrick
Dan Patrick actively removes responsibility from himself and aims it towards video games.
”’We’ve always had guns, always had evil, but I see a video game industry that teaches young people to kill’”(Rocha).
Similarly, he addresses his opinions on violence after the El Paso shooting. He begins by blaming the video game industry and also fails to mentions how he can make a difference.
These are people in high positions of power with the ability to enact change on a national scale. This evasion of responsibility is detrimental to finding a solution. They are so fixated on putting others into the spotlight without understanding how much they themselves can do to reduce the outbreaks of violence.
Parents
What makes parents different in this discourse is that they do not accuse another group.
CommonSenseMedia
Parents aim their blame at other parents and their decision-making skills.
”A lot of parents don’t understand that you can turn off blood and gore./ Most parents just don’t like to admit they’re child has grown up and play games like this”(ChelyRating).
This is a commenter under a review for a Call of Duty game. They point out the features of the game that attempt to reduce the amount of violence children are exposed to.
MomBlogSociety
“On issues such as violence, patriotism, call of duty and responsibility, children and even adults have learned what it means to know and understand these terms using the almost real world of the video game” (Becky).
This example further illustrates who parents feel are responsible for what games their children play. Parents are not blaming, guns, games, or even another group for the violence. This group alone points the blame towards themselves.
While the parents are infighting about what other parents should and should not do, the problem of violence only gets worse.
Game Developers
Game developers benefit from a lack of decisive action from other groups, which is why they remain relatively silent. Their press releases and statements only come after they have been accused.
RDR
The executive director for a video game franchise, fires shots at American politics.
”’ The fact is, entertainment is consumed worldwide, but gun violence is uniquely American’”(Voytko).
Zelnick responds to the accusations of video games causing violence. He blames the politics of gun control instead. This removes the responsibility from his company and others in the game developing industry. Pointing his finger at gun control would have everyone looking at the politicians for answers instead.
ESA
More than 165 million Americans enjoy video games, and billions of people play video games worldwide. Yet other societies, where video games are played as avidly, do not contend with the tragic levels of violence that occur in the U.S’”(Voytko).
The Entertainment Software Association (ESA) is at the forefront of the video game industry. They respond in this statement to President Trump’s attack on their industry. Like every other group mentioned, they move the liability but they shift it to American society as a whole. This further complicates the discussion because it is a blanket statement meant to draw attention away from themselves and towards anyone else.
ESBR
The Entertainment Software Rating Board(ESRB) makes no attempts to change their direction even when attacked by another group.
“‘Along with information to read on the box and online before you make a purchase decision, each game console offers robust parental controls that allow you to set time and spending limits, block content by age rating, restrict communication, and more,’ ESRB President Patricia Vance told USA TODAY. ‘There’s a ton of information available, so there should be no surprises.(Saltzman)”
Vance points out that accusers are not looking into what they have done in the past to solve the issue of violence. She points at a different group to be responsible, the parents.
The gaming industry is smart by betting the other groups go head to head in the discourse. Playing a reclusive role helps them but does not solve the more important goal of stopping the ongoing violence.
As you can see from the analysis of these groups, the discussion is circular in nature and does not converge onto a final solution. This is the underlying problem with violence and video games because when looking at the arguments from the ground level, it seems as though the different groups care about the solution. However, when taking in the discussion as a whole, it is clear that they are only avoiding responsibility themselves.
Reverse Outline
- Scientists have come to a consensus about the relationship between video games and violence.
- However the discourse groups have not and are shifting the blame towards one another.
- My meta-argument is that the different groups are not working to solve any problems and that only makes the situation worse.
- This introduction to the discourse analysis sets the stage for what and how each group reacts to the responsibility of stopping the violence in relation to video games.
- This paragraph details what methods the politicians are using to blame video games.
- The parents are unique in their blame because it is aimed at their own group.
- Finally, the game developers are mostly pointing their fingers at the american political system and society as a whole.
- The final paragraph reiterates what my main points were in the essay and why it matters.