gaping eye sockets, and mutilated bodies. Movies rated X with tamer covers are generally not available in many video stores and, if they are, are in separate, adults-only rooms. But the horror videos are displayed for every child to see. Here breasts are taboo if they are on a live woman, but permissible on a mutilated corpse?

When Mussolini and his mistress were publicly executed and hung upside down, the mistress’s dress flopped over her head to display her legs and underwear. One woman in the crowd subsequently had the decency to walk up and tuck the corpse’s dress between its legs in a show of respect for the dead woman: she may have deserved to die, but she did not deserve to be so degraded after death.

Where did we lose this sense of propriety toward the dignity of death? How did we become so hardened?

The answer to that question is that we, as a society, have become systematically desensitized to the pain and suffering of others. We may believe that tabloids and tabloid TV make us exceedingly conscious of the suffering of others as they spread the stories of victims. But the reality is that they are desensitizing us and trivializing these issues as each year they have to find increasingly more bizarre stories to satisfy their increasingly jaded audiences.

We are reaching that stage of desensitization at which the inflicting of pain and suffering has become a source of entertainment: vicarious pleasure rather than revulsion. We are learning to kill, and we are learning to like it.

CHAPTER THREE

B. F. Skinner’s Rats and

Operant Conditioning at the Video Arcade

When I went to boot camp and did individual combat training they said if you walk into an ambush what you want to do is just do a right face — you just turn right or left, whichever way the fire is coming from, and assault. I said, “Man, that’s crazy. I’d never do anything like that. It’s stupid.”

The first time we came under fire, on Hill 1044 in Operation Beauty Canyon in Laos, we did it automatically. Just like you look at your watch to see what time it is. We done a right face, assaulted the hill — a fortified position with concrete bunkers emplaced, machine guns, automatic weapons — and we took it. And we killed — I’d estimate probably thirty-five North Vietnamese soldiers in the assault, and we only lost three killed….

But you know, what they teach you, it doesn’t faze you until it comes down to the time to use it, but it’s in the back of your head, like, What do you do when you come to a stop sign? It’s in the back of your head, and you react automatically.

— Vietnam veteran quoted in Gwynne Dyer, War

Conditioning Killers in the Military

On the training bases of the major armies of the world, nations struggle to turn teenagers into killers. The “struggle” for the mind of the soldier is a lopsided one: armies have had thousands of years to develop their craft, and their subjects have had fewer than two decades of life experience. It is a basically honest, age-old, reciprocal process, especially in today’s all-volunteer U.S. Army. The soldier intuitively understands what he or she is getting into and generally tries to cooperate by “playing the game” and constraining his or her own individuality and adolescent enthusiasm, and the army systematically wields the resources and technology of a nation to empower and equip the soldier to kill and survive on the battlefield. In the armed forces of most modern armies this application of technology has reached new levels by integrating the innovations of operant conditioning into traditional training methods.

Operant conditioning is a higher form of learning than classical conditioning. It was pioneered by B. F. Skinner and is usually associated with learning experiments on pigeons and rats. The traditional image of a rat in a Skinner box, learning to press a bar in order to get food pellets, comes from Skinner’s research in this field. Skinner rejected the Freudian and humanist theories of personality development and held that all behavior is a result of past rewards and punishments. To B. F. Skinner the child is a tabula rasa, a “blank slate,” who can be turned into anything provided sufficient control of the child’s environment is instituted at an early enough age.

Instead of firing at a bull’s-eye target, the modern soldier fires at man-shaped silhouettes that pop up for brief periods of time inside a designated firing lane. The soldiers learn that they have only a brief second to engage the target, and if they do it properly their behavior is immediately reinforced when the target falls down. If he knocks down enough targets, the soldier gets a marksmanship badge and usually a three-day pass. After training on rifle ranges in this manner, an automatic, conditioned response called automatically sets in, and the soldier then becomes conditioned to respond to the appropriate stimulus in the desired manner. This process may seem simple, basic, and obvious, but there is evidence to indicate that it is one of the key ingredients in a methodology that has raised the firing rate from 15 to 20 percent in World War II to 90 to 95 percent in Vietnam.

Conditioning at the Video Arcade

In video arcades children stand slack jawed but intent behind machine guns and shoot at electronic targets that pop up on the video screen. When they pull the trigger the weapon rattles in their hand, shots ring out, and if they hit the “enemy” they are firing at, it drops to the ground, often with chunks of flesh flying in the air.

The important distinction between the killing-enabling process that occurs in video arcades and that of the military is that the military’s is focused on the enemy soldier, with particular emphasis on ensuring that the U.S. soldier acts only under authority. Yet even with these safeguards, the danger of future My Lai massacres among soldiers drawn from such a violent population must not be ignored, and, as we saw in the section “Killing and Atrocity,” the U.S. armed forces are taking extensive measures to control, constrain, and channel the violence of their troops in future conflicts. The video games that our children conduct their combat training on have no real sanction for firing at the wrong target.

This is not an attack on all video games. Video games are an interactive medium. They demand and develop trial-and-error and systematic problem-solving skills, and they teach planning, mapping, and deferment of gratification. Watch children as they play video games and interact with other children in their neighborhood. To parents raised on a steady diet of movies and sitcoms, watching a child play Mario Brothers for hours on end may not be particularly gratifying, but that is just the point. As they play they solve problems and overcome instructions that are intentionally inadequate and vague. They exchange playing strategies, memorize routes, and make maps. They work long and hard to attain the gratification of finally winning a game. And there are no commercials: no enticements for sugar, no solicitation of violent toys, and no messages of social failure if they do not wear the right shoes or clothes.

We might prefer to see children reading or getting exercise and interacting with the real world by playing outside, but video games are definitely preferable to most television. But video games can also be superb at teaching violence — violence packaged in the same format that has more than quadrupled the firing rate of modern soldiers.

When I speak of violence enabling I am not talking about video games in which the player defeats creatures by bopping them on the head. Nor am I talking about games where you maneuver swordsmen and archers to defeat monsters. On the borderline in violence enabling are games where you use a joystick to maneuver a gunsight around the screen to kill gangsters who pop up and fire at you. The kind of games that are very definitely enabling

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