violence

Collage featuring the titles of TSP’s Partner and Community Pages, all of which afford high-interest and accessible sociological content that’s great for teaching.

Previously we posted “Using TSP to Teach Online.” This week we’re featuring content from our partner and community pages. In addition to producing in-house content, The Society Pages is an online hub for blogs written and curated by other social scientists. We can’t feature them all here, but you can find the full list at the bottom of our homepage.

Sociological Images” is designed to encourage people to exercise and develop their sociological imagination by presenting brief discussions of compelling and timely imagery that spans the breadth of sociological inquiry.

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The NonViolence Project takes its symbol from a sculpture inspired by the shooting death of John Lennon. Photo via nonviolence.com.
The NonViolence Project takes its symbol from a sculpture inspired by the shooting death of John Lennon. Photo via nonviolence.com.

Horrible events, such as mass shootings, typically gain a lot of media attention, with fear and political outrage not far behind. Social scientific knowledge about topics like violence, gun control, and mental illness, however, is often obscured or excluded from these reports and calls for action. This activity, which can be done as a group or individually, helps readers think about how social scientific evidence can influence policy:

  1. Browse the Internet to gather two or three news stories from the weeks following a recent mass shooting in the United States.
  2. What claims are made in these stories about the causes of mass shootings?
  3. What calls for change are made by victims’ families, politicians, experts, or others?
  4. What policies are suggested to address mass shootings?

Next, read “A Broader-Based Response to Shootings” by Chis Uggen and think about how social science evidence compares to media reports. What does the evidence suggest we should be doing to address these crimes?

This case study was written by Jasmine Harris LaMothe, a sociology Ph.D. student at the University of Minnesota.  It should be paired with “Do Video Games Kill?” by Karen Sternheim (Contexts Fall 2006).  As always, here is the pdf as well. 

A masked 18-year-old man stormed Mayberry High School on last Monday in the North Carolina town of Mayberry, killing 14 and wounding as many as 57 people before killing himself. You were in class when the barrage of gunfire began and luckily escaped unharmed because your teacher locked the door in your windowless classroom before the gunman tried to enter. A few of your friends, including your best friend and neighbor, were among the 14 killed when the gunman opened fire on the students eating lunch in the cafeteria.

The young man, identified only as Robert B., was known to authorities and due in court on Tuesday for weapons violations, local police said. According to media reports, he had a fondness for war simulation and computer games. You can personally attest to this as you have had numerous conversations with Robert over the past year regarding your common love for war-themed video games. In fact, you’ve even been to his house to play and never noticed anything strange.  In fact, Robert was pretty well liked among his peers.

The autopsy report indicated high levels of illegal narcotics in Robert’s system. The school guidance counselor reported that Robert had been having difficulty with his parents’ recent divorce but never exhibited behavior to cause concern that he might harm himself or others.  He often talked about his video game play, but he never talked about it in way that seemed obsessive or out of touch with reality. All-in-all, this outburst of violence came as a complete shock. 

The families of the victims have filed a class action suit against the video game company that manufactures the games Robert (and you) played and have personally requested that you testify against the company in a court of law to highlight the excessive violence of the games and the negative impact they may have on already emotionally or mentally fragile youth. The families are hoping this lawsuit will result in a hefty monetary penalty but also a potential state or nationwide ban on games that simulate gratuitous killing.

  1. Would you testify against the video game manufacturer? If so, what would you say?
  2. Should video game manufacturers shoulder some of the blame when youths commit violent attacks that mirror those from their games?
  3. How has the media shaped public opinion on violent video games?
  4. Is this public opinion warranted? Why or why not?