57 pages • 1 hour read
Dave GrossmanA modern alternative to SparkNotes and CliffsNotes, SuperSummary offers high-quality Study Guides with detailed chapter summaries and analysis of major themes, characters, and more.
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Aggressive assault, or “assault with intent to kill or for the purpose of inflicting severe bodily injury” (303), is increasing at “an astounding rate” (303) in the US. The rate is increasing despite the mass imprisonment of violent individuals, and the murder rate is increasing despite advances in medical technology. Without those two factors, rates of violent death would be worse. Grossman argues that the root cause of this propensity toward assault and murder is media violence. The same processes that have been used to condition soldiers to kill have been applied to the civilian population without the safeguards of the military.
Specifically, three major psychological processes facilitate violence: classical or Pavlovian conditioning, operant or Skinnerian conditioning, and observation and imitation of role models. Young people watch violent movies, with brutal killings and suffering, and associate them with entertainment, candy, dating, and pleasure. Additionally, they receive operant conditioning with rewards when they play video games that reward kills with targets downed and points. The role models in film are often lawless killers. To be sure, other factors, such as gangs, the loosening of family and religious ties, racism, and availability of weapons, are also responsible for the surge in violence. What is distinct in the late 20th and early 21st centuries, though, is the systematic conditioning to repress the normal inhibition against killing a member of one’s own species.
The military uses classical conditioning to desensitize soldiers to violence. They are forced to watch gruesome films, and, while the military no longer does this, at one time they had them chant that they wanted to rape, kill, pillage, and burn.
The movies classically condition adolescents by depicting suffering and violence repeatedly and associating it with pleasure. Villains are characters who look like human beings, no longer far-fetched monsters such as Dracula and Frankenstein. The result is the desensitization of citizens to the pain and suffering of others. Infliction of pain is a source of entertainment (315).
The military uses operant conditioning to overcome a soldier’s resistance to killing. The soldier is rewarded with badges and passes for shooting down targets that resemble human beings. The reflex to shoot becomes automatic. When children stand behind guns and shoot down human enemies that emit cries of pain repeatedly in video games, they too are being conditioned to defeat the inhibition to kill.
To be sure, not all video games are bad, as some encourage creativity and problem-solving. However, the ones simulating shooting are encouraging violence.
Humans learn via the observation and imitation of role models. Role models are effective when there is vicarious reinforcement or the learner can experience the role vicariously: They are similar to the learner, they have social power or the power to reward, and they generate status envy (322). The military uses drill sergeants in basic training as role models. Drill sergeants have impeccable credentials as decorated soldiers, eliciting envy. They are similar to their charges in their manner of dress and have social power. They teach their charges that physical aggression is the “essence of manhood and that violence is an effective and desirable solution” (323) for problems on the battlefield. Crucially, however, they also teach obedience: Soldiers must not fire unless commanded to do so or they will be severely punished.
The movies offer roles models to children that are unrestrained by obedience to the law. Initially, the heroes of movies killed within the law, then movies presented vigilantes as heroes, then “vicarious role models who killed in retribution for adolescent social slights” (326), and finally those who kill for no reason at all. These new role models fill a void for boys without stable male role models in their lives.
An understanding of killing in combat sheds light on the increase in killings in American society. Race, gender, and sex provide emotional distance in the US, with the media often the only point of connection. Grossman argues that the modern media divides the citizenry, creates violent stereotypes, and teaches violence. Essentially, the country’s children have been taught to kill in the same way that soldiers have, only without the safeguards.
There is a need to reverse this desensitization. Greater control must be exercised over what children see. There is an overwhelming body of scientific evidence linking violence in the media with violent crime. Small percentage increases in violence among those with an aggressive predisposition can have an enormous impact on murder rates. Each act of violence generates greater levels of violence.
It is possible to stop this onslaught of violence, just as the country de-escalated the nuclear arms race. If the country fails to do so, there are two possibilities: The US will either go the route of the Mongols and the Third Reich and ultimately fall or go the route of Lebanon and Yugoslavia by immersing itself in civil war.
With the revised version of this book published in 2009, Grossman addresses the problem of mass shootings and gun violence in the US. Since 2009, the problem has only grown worse. There were 383 mass shootings in 2016 versus 647 in 2022. Since the Columbine school shooting in 1999, there were the most school shootings in 2022, totaling 46. According to the Gun Violence Archive, gun violence claimed over 20,000 lives in 2022, excluding deaths by suicide. Grossman is on solid ground in claiming the dire need to reverse this deadly trend.
However, his argument that media violence is to blame for these murders is more controversial. In essence, he maintains that the same training and conditioning that has been so effective in increasing the ratio of fire in the military is being given to children and adolescents via exposure to media violence. When children watch gruesome murders on the screen, they are not only desensitized to violence but are also associating the violence with pleasurable activities. In playing video games in which they shoot human-like targets, they are learning to kill reflexively and are rewarded for their efforts. Role models in film are increasingly killers. Grossman cites The Impact of Training and Conditioning for Violence as the cause of the increased violence in society, claiming that the research unequivocally demonstrates a link between violent crime and violent media.
Other scholars are more skeptical of media violence as a cause of shootings and emphasize different factors. There are inconsistent findings regarding the link between violent media and crime. For example, South Korea has the highest video game rate, including violent games, and yet a low rate of violence. Many countries, in fact, allow children and adolescents to view violent movies and play violent video games, and those countries do not have high rates of mass killings and murders.
Indeed, the US is an outlier among high-income countries with populations exceeding 10 million. For this reason, many point to the ease of availability of guns in the US as an aggravating factor. School shooters, for example, are most likely to acquire weapons at home. There are higher rates of gun violence in states with more relaxed gun control laws as well. Others suggest that mental health issues and bullying are major contributors to gun violence. In short, there is debate about the cause of gun violence and violent crime in the US. Grossman downplays the factors besides media violence in his argument, but the debate remains ongoing.
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