Robbins, Don't Withhold Violent Games

EXERCISE 2.6

The following letter to the editor of a college newspaper takes a position on the issue of how violent media—in this case, video games—influence young people. Read the letter, highlighting and annotating it.

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Now, consider how this letter is similar to and different from Gerard Jones’s essay. First, identify the writer’s thesis, and restate it in your own words. Then, consider the benefits of the violent video games the writer identifies. Are these benefits the same as those Jones identifies?

In paragraph 4, the writer summarizes arguments against her position. Does Jones address any of these same arguments? If so, does he refute them in the same way this writer does? Finally, read the letter’s last paragraph. How is this writer’s purpose for writing different from Jones’s?

This letter to the editor was published on October 22, 2003, in Ka Leo o Hawai‘i, the student newspaper of the University of Hawaii at Manoa.

DON’T WITHHOLD VIOLENT GAMES

JESSICA ROBBINS

1

Entertainment and technology have changed. Video games today are more graphic and violent than they were a few years ago. There is a concern about children being influenced by the content of some of these video games. Some states have already passed laws which ban minors from the viewing or purchasing of these video games without an accompanying adult. I believe this law should not exist.

2

Today’s technology has truly enriched our entertainment experience. Today’s computer and game consoles are able to simulate shooting, killing, mutilation, and blood through video games. It was such a problem that in 1993 Congress passed a law prohibiting the sale or rental of adult video games to minors. A rating system on games, similar to that placed on movies, was put into place, which I support. This helps to identify the level of violence that a game might have. However, I do not believe that this rating should restrict people of any age from purchasing a game.

3

“[T]here actually are benefits from playing video games.”

Currently there is no significant evidence that supports the argument that violent video games are a major contributing factor in criminal and violent behavior. Recognized universities such as MIT and UCLA described the law as misguided, citing that “most studies and experiments on video games containing violent content have not found adverse effects.” In addition, there actually are benefits from playing video games. They provide a safe outlet for aggression and frustration, increased attention performance, along with spatial and coordination skills.

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4

Some argue that there is research that shows real-life video game play is related to antisocial behavior and delinquency, and that there is need for a law to prevent children from acting out these violent behaviors. This may be true, but researchers have failed to indicate that this antisocial and aggressive behavior is not mostly short-term. We should give children the benefit of the doubt. Today’s average child is competent and intelligent enough to recognize the difference between the digital representation of a gun and a real 28-inch military bazooka rocket launcher. They are also aware of the consequences of using such weapons on real civilians.

5

Major software companies who create video games should write Congress and protest this law on the basis of a nonexistent correlation between violence and video games. If the law is modified to not restrict these games to a particular age group, then these products will not be unfairly singled out.