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Another Bricolage in the Wall: Deleuze and Teenage Alienation

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Computer Games as a Sociocultural Phenomenon

Abstract

After the gruesome murders at Columbine High School in 1999, the news media began to focus considerable attention on computer video games as a possible cause for Dylan Klebold and Eric Harris’s violently antisocial behaviour. Perhaps the most influential statement of the premise that video games serve as training tools for killers came from one Lt Col Dave Grossman, co-author (with Gloria DeGaetano) of Stop Teaching Our Kids to Kill: A Call to Action Against TV, Movie, and Video Game Violence (1999). Colonel Grossman, who routinely offers presentations on a subject that he has named ‘killology’, appeared on the 24-hour news channels and before Congress to ascribe to games such as Doom the power to make murderers, sadists, perverts and suicides out of otherwise normal teenagers (Grossman and DeGaetano, 2006). This thesis has gained in journalistic and talkshow popularity ever since Columbine. Doom (1993), Quake (1996), and numerous other games are widely considered to engender an addiction to violent behaviour.

‘What child is there that, coming to a play, and seeing Thebes written in great letters upon an old door, doth believe that it is Thebes?’

Sir Philip Sidney, Defence of Poesy (1595)

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© 2008 Jeffrey P. Cain

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Cain, J.P. (2008). Another Bricolage in the Wall: Deleuze and Teenage Alienation. In: Jahn-Sudmann, A., Stockmann, R. (eds) Computer Games as a Sociocultural Phenomenon. Palgrave Macmillan, London. https://doi.org/10.1057/9780230583306_6

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