You are on page 1of 6

Running head: VIDEO GAMES AND VIOLENCE

The Role Video Games Actually Play in Acts of Violence


Jonathan Ryan Arrieta
University of Texas at El Paso

VIDEO GAMES AND VIOLENCE

2
Introduction

Video games have always been a controversial topic when it comes to the violent content
they may or may not contain. The argument for this topic always arises when there is a violent
act committed that grabs the publics attention. When these acts have any connection to the
gaming industry then the same question is always asked, Did video games play a part in this
violent deed? and the debating is soon to follow. Through the use of two different genres, a
clearer picture of what role video games play in these situations can be seen. An interview on
CNN, Expert: Video Games Dont Trigger Violence, explains the effect video games do and do
not have on a person and a cartoon, titled Violent Video Games, illustrates that there may be
outside factors contributing to the connection between this recreational activity and violence.
These two genres will be compared in the following analysis.
Audience and Purpose
For the CNN video, the intended audience is the people who believe that the content of
the video game is the cause of the violent outbursts we are seeing more frequently today. This
genre was meant to inform the public of the research being put into this subject, as a way of
raising awareness on the topic. This particular audience is believed to know just how many
individuals play video games as a form of recreation and also how violent these games can be,
while wanting to know if the games themselves are to blame. The expert in the video concludes
that the video games themselves are not the problem, but that a person with psychological health
issues could using these games is what should be questioned. An interview such as this one
always uses formal language, with the interviewee and that interviewer speaking clearly. As for
specialized language, there is very little gamer language and the title of a well-known video
game franchise.

VIDEO GAMES AND VIOLENCE

The second genre, a cartoon, is aimed more for those who do not understand the
reasoning behind violent eruptions such as mass shootings. This image takes an informative
approach to raise awareness as well. An audience of this graphic is believed to know that those
that commit acts of aggression and played video games excessively also have other motivations
that contributed to their actions, but what they want to know is what those motivations are. In the
sketch the adolescent male is first playing video games and in the next window he is showing
signs of hostility. It is inferred that video games directly caused this when, in fact, there are many
emotional factors that are at play. The animation was drawn by a private person so it is somewhat
informal with the language and there is no specialized language included.
These two different genres have their similarities and their differences. They both
promote the idea that some outside issue, either mental or emotional, is usually the primary cause
of violent eruptions and video games were just an outlet for these people could use. The ways
that they differ are in the emotion of the two pieces. While the CNN video was just facts and
research, the cartoon was full of passion and a different perspective on the minds of these
troubled youths. Two different approaches can be found through these two categories, but they
arrive at similar conclusion.
Ethos
It is interesting to see that both the interview and the picture can establish a strong
statement even though they have different levels of credibility, which can be one of the most
important components to an analysis such as this one. The interview has strong ethos because
CNN is widely accepted as a credible source for new, and this makes the first genre highly
believable. On the other hand, the drawing is from an anonymous private person with no clout in

VIDEO GAMES AND VIOLENCE

the political world, although this is not where this genre shines. In the sense of ethos, these
genres are opposites, but not all persuasive devices are needed to make a great argument.
Pathos
Pathos is present in the genres, more obviously in one than the other. The interview has
some pathos in that the two participants show a moderate level of concern, but not much more
compassion than that. For the cartoon, the artists sentiment can be blatantly seen just by
observing the piece. The emotion from the graphic is certainly its strongest feature, and it grabs
the attention of the audience immediately. Whether a piece is chosen to be bold or modest,
pathos is always a huge selling point for persuading an audience.
Logos
The logistics, when analyzing the cartoon and the interview, is only really only existent in
the latter. The expert in the CNN interview based his statements on his findings after conducting
research on the issue. The interviewee also makes it clear that he does not want to overstep his
knowledge of the subject, which is a clear sign that his logos is valid. Inversely, the pathos heavy
illustration has no logistics to it. It may be argued that the statement that the drawing concludes
is logical. In either case logos can be found, although the interview is really heavy on the facts
and research.
Structure and Delivery
Due to the fact that both of the genres reach related conclusions, as before mentioned, it
is really a matter of preference as to which way the audience wants to receive this information.
Since the audience are concerned parents and adults, the partiality may lie with the more credible
CNN interview genre. With a research expert and the footage of such a high profile game, the
appeal is strong for the core audience of this topic. There is also the added bonus that the

VIDEO GAMES AND VIOLENCE

information is given in a simple manner and is easy to understand, no speculation needed. What
the drawing has over this media giant is, again, perspective. It is obvious to see that the artists
who drew this image is familiar with the gaming community and the common misconceptions
that are argued over, though this conclusion must be derived through interpretation. Overall, the
structure is modest and the delivery is solid.
Conclusion
It is apparent that the genre of the CNN interview is able to better convey the message
that video games are not the cause of violence. The information given in the video is easy to
understand and the interviewee, as well as the source of the interview, are highly credible and
have the research needed to back up their conclusions. The criminalizing of the video game
industry for the acts of violence committed by individuals is becoming far too common in our
society. The genres analyzed here are just some examples of ways that gamers and scholars alike
are trying to discredit the attempts of the criminalization of an entire community.

VIDEO GAMES AND VIOLENCE

6
References

Konayashi. (n.d.). Violent Video Games. Editorial.


Markey, P. (2013, September 18). Expert: Video games don't trigger violence. (J. Tapper,
Interviewer)

You might also like