“Focusing on the How of Violence” in Video Games

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The article is titled “Focusing on the How of Violence,” and it is authored by Kirk Hamilton. According to the author, the manifestation of violence in video games differs from one game to another. Therefore, the author strives to find out “how video games are violent than why they are” (Hamilton, 2014). In the article, the author draws on his experience as an avid video game player to investigate the element of violence in the games. The main argument in the article is that some games have a generalization of violence while others feature a form of personalized killings. Throughout the article, the author uses his own experiences to prove his argument without the help of outside research, statistics, or opinions.

The use of evidence to support assertions in this article does not feature the common scholarly article trends. One way in which the author uses evidence to support his claims is through the use of his own experiences. The author’s main hypothesis is based on the experiences he has had playing ‘violent’ video games. For example, the author notes that he has become “desensitized to video game violence” (Hamilton, 2014).

This personal observation leads the author to investigate the varying element of violence within the video games he played in 2013. To present evidence, the author also uses the graphic details from the video games he has sampled in this article. Among the sampled video games includes the most popular ones in 2013, such as “The Last of Us” and “BioShock Infinite.” Consequently, the author uses the details of some of these games as evidence for the article’s thesis. One notable example of specific video-game evidence includes the assertion that the violence in the “Last of Us” is “grisly and direct, and it also served a purpose” (Hamilton, 2014).

The author also uses comparisons between two supposedly violent video games to support his argument. Most of this comparison revolves around the premise that not all violence is inviting to video game players. The comparison is hinged on two major games; “The Last of Us” and “BioShock Infinite.” Nevertheless, the comparison between video games does not amount to scientific evidence because it lacks various corroborative elements. For instance, all the assertions are presented as opinions of the author and not as independent pieces of information.

The author also calls upon additional research into the subject matter as a signal that this article is not conclusive. The choice of words in the article indicates that the article is meant for a limited audience that mainly comprises avid gamers.

Some of the details provided in the article can only be clearly understood by gamers who have the ability to make logical connections between the author’s assertions. There is a notable lack of transition between the author’s claims throughout the article and the conclusion. In conclusion, the author continues to review the standards of various video games. On the other hand, the article lacks a clear and pursuable thesis, which could have been reiterated in the concluding section. Overall, the article lacks a notable element of logical connections even in its stature as an opinion piece.

References

Hamilton, K. (2014). Focusing on the how of violence. Web.

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