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Lasa1 Analytical Summaries

Theanalytical summaries are based on two articles namelyShooting in the Darkby Benedict Carey and Focusingon the How of Violence byKirk Hamilton. The two articles offer different views on violence andvideo gaming. Theauthors employ an effective use of language, evidence, and logicconnections to support their claims.


Thefirst article for this analysis is Shootingin the Darkby Benedict Carey. The article relates aggressiveness to the habit ofvideo gaming, which is prevalent among the youth. The article alsolinks the open fire at the Columbine High School and other massacresto the growing habit of video gaming (Carey, 2013). He suggests thatthe video games gave young people exposure to computerized violenceand ignited their urge to practice violence (Carey, 2013). The authorof the article succeeds in using his ways to convince his audiencethat video gaming, especially in the modern times, has significantcontributions in the current cases of violence and massacres.

Thewriter supports his claim by comparing different generations with therates of crime during these periods. He looks back into the time whenvideo gaming had not advanced compared to modern times. He uses thisas evidence to the increased rates of crime in currents times wherehe suggests that video games today are more realistic and bloodier,compared to the ancient times. Carey (2013) also suggests that moreyouths are gaining access to video gaming today compared to the pastand therefore, explaining the reason why crime and violence have beenon the rise in the recent past.

Theauthor also uses gender as evidence for his claim. Benedict Careystrongly suggests that violence has been on the rise and that themale sex is substantially associated with it compared to the femalegender (Mercer &amp Parkinson, 2014). The author also suggests thatthe male youths are the ones who are commonly associated with videogaming and that the boys play more violent games. On the other hand,the author considers girls to be softer, a claim that is supported byHuntemann (2013), and that they play games that have very minimalviolence in them. He also suggests that considering the recent eventsof violence, males have been widely associated with the events andthat this is largely contributed the male’s attraction to videogaming.

Theauthor carefully employs the use of the logical connection in hisargument and uses the same to convince his audience on therelationship between some video games and the increasing rate ofcrime by male youths. He argues that new research has establishedwhat might, or might be not be alleged about the effects of violentgaming. He puts that findings strongly suggest that playing somevideo games trigger hostile urges and mildly aggressive behavior inthe short term after playing the games (Mackey-Kallis, 2012). Theauthor strongly suggests that a child’s behavior can effectively beused to affirm his claim. He puts that by comparing theaggressiveness displayed by children who have been exposed to videogaming and that displayed by those who have not been exposed to thesame one can clearly tell that video games have an influence in thehostile nature of those who have had long-term exposure to violentvideo games. The article also suggests that such is also expressed byhow the kids relate to their peers.


Thesecond article for the analysis is Focusingon the How of Violence byKirk Hamilton. The article also talks about violence and the rolethat video gaming has on the increased rate of violence in most partsof the nation. The author portrays that he was more interested in themanner in which video games affect the youths. Hamilton (2013) alsoquestions what makes the violence in one game more attractive and ofgreater meaning than that of another. He analyses different games andthe violence contained in them. He also talks of how people find funin one video game compared to another just because of the level ofviolence contained in them.

Theauthor particularly examines two games TheLast of Us andBioShock Infinite.Both games contain some level of violence, but they each create mixedfeelings to the writer. He suggests that he is more exhilarated bythe violence in TheLast of Usas compared to BioShockInfinite.He suggests that more violent games tend to be more attractive thatthose with little or no violence (Mackey-Kallis,2012).He puts that violence in games comes in a variety of shapes and sizesand that he was pleased with how video games explored violence withattention and honesty.

Theauthor provides different assertions on the effects of violence in avideo game. He suggests that those games that have a high degree ofviolence are more attractive compared to the ones that have lessviolent scenes. He bases his assertions on his experience withdifferent games such as TheLast of Usand BioShockInfinite. Thewriter clearly analyses these games and the level of satisfactionthat each offered (Mackey-Kallis,2012).He puts that according to him, violence in a game should be moretransforming and powerful as it was in TheLast of Usrather than being gratuitous.

Thearticle contains informed evidence that supports the author’sclaims. Most of the evidence is fetched from the games provided. TheLast of Usis truly violent as the players have the ability to use firearms andimprovised weapons to fight cannibalistic creatures. The author alsosupports his claim on the varied nature of violence in video games,which he suggests is not a real representation of violence as it is.He also uses the game designer’s – Merritt Kopas – comment thatgames don’t provide the right version of violence as it happens inthe real world, to support his claim.

Theauthor’s choice of words in the article also plays a critical rolein bringing out and supporting his argument. Some of the words usedare descriptive thus, explain and give greater emphasis to the pointbeing aired. Hamilton(2013),for example, uses the words such as “vacuous” to emphasize on theemptiness of GrandTheft,and therefore express dissatisfaction that the author finds in thatparticular game. On the other hand, he uses words such as“exhilarated” when he speaks of TheLast of Us toshow his attraction towards the game.

Insummary, the two articlesShooting in the Darkby Benedict Carey and Focusingon the How of Violence byKirk Hamilton present their arguments in a laudable manner. They bothoffer differing views on violence in video games. In Shootingin the Dark, violencein the video games is associated with the increased rate of violencein the nation. The author of Shootingin the Dark suggeststhat most youths are influenced into practicing violence by theclose-to-real video games containing violence. On the other hand,Kirk Hamilton, through his articleFocusing on the How of Violence, speaksof how games with a high concentration of scenes with violence aremore attractive and enjoyable compared to those with little violence.The authors effectively support their claims through the use ofevidence, logical connections and choice of words.


Carey,B. (2013). Benedict Carey: The New York Times – October 31, 2016, from

Hamilton,K. (2013). Game Theory: Exploring Meaningful Violence – The New York… Retrieved October 31, 2016, from

Huntemann,N. B. (2013). Women in Video Games. GamingGlobally,23-53. doi:10.1057/9781137006332.0007

Mackey-Kallis,S. (2012). Video Gaming: Violence. Encyclopediaof Gender in Media.doi:10.4135/9781452218540.n171

Mercer,D., &amp Parkinson, D. (2014). Video Gaming and Sexual Violence.Journalof Forensic Nursing,10(1),27-35. doi:10.1097/jfn.0000000000000017