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Tough Choice: Using Violent Video Games in the Classroom as a Teaching Tool for Improving
Do you play violent video games? Do your friends? Your children? As a teacher, would
you let your students play them in class? What actually is a violent video game? Oxford
dictionary defines violence as behaviour involving physical force intended to hurt, damage, or
kill someone or something. A violent video game is therefore any video game that contains one
or more violent scenes. The definition is simple, yet a sea of conflicting research and media
coverage has caused a divide in public on violent video games. However, many video games
containing violence contain it as one piece of a large web of complex game mechanics, or as a
method of adding tension or drama to a story much like in a novel. When chosen appropriately
these games are not only an acceptable form of entertainment but can act as an educational
technology. This paper will argue that violent video games, such as Starcraft, The Walking
Dead and Papers, Please, are a legitimate classroom teaching tool for developing
situations of moral ambiguity. The high school students considered are primarily those within the
Canadian school system. This argument will unfold through a discussion and research
background of the topic, and an exploration of how a variety of violent video games can improve
First, the following question should be discussed: Should violent video games be used in
the classroom as a teaching tool? Parents and educators shy away from violent video games due
to an assumption that they glorify violence, but this is simply not the case in general. Each game
must be considered individually, judged on its merits and appropriateness, like any classroom
material or educational technology. And, as John Dewey once advised, everything depends on
the way games are employed (Dewey, 1997). It is not enough to simply introduce a violent video
TOUGH CHOICE: VIOLENT VIDEO GAMES IN THE CLASSROOM 3
game into a classroom and assume it will be beneficial to students. The learning environment
must be considered and the game must fit somewhere within the curriculum guidelines. Finally,
we should choose games, and design their accompanying lessons, with an eye towards
facilitating desirable mental and moral growth (Dewey, 1997). Just because a video game
contains violence should not automatically negate its potential as a teaching tool. Be this as it
may, very few teachers in the world have used violent video games in their classrooms as a
teaching tool. This stance is likely due to conflicting research and media coverage on the topic,
Video games have been given a bad reputation in the past, heavily due to news media
claiming that video games, especially those containing violence, increase the tendency of the
people playing them (the players) to become violent or aggressive. The truth is that we simply
have not reached a point in the research to make a definitive judgement of their effect on violent
behaviours. Research exists all along the spectrum, with conflicting results, making a definitive
violent video games, each research team controls their own sets of variables during data
For example, some researchers claim that playing interactive violent video games leads to
higher short-term aggression (Lin, 2013), with one team citing that playing violent video games
is a risk factor for future physically aggressive behaviour and that this effect exists across a
variety of cultures (Anderson et al., 2008). Meanwhile, other researchers have concluded the
opposite, concluding that video game consumption is associated with a decline in youth violence
rates (Maylie, 2015). A seemingly even greater number of researchers suggest no correlation,
TOUGH CHOICE: VIOLENT VIDEO GAMES IN THE CLASSROOM 4
finding that violent video game exposure was not found to be predictive of delinquency or
bullying (Ferguson, Olson, Kutner, & Warner, 2010), with one team of researchers stating that
the assumptions made by popular media and policymakers may be exaggerated at best and
erroneous at worst. These researchers concluded by stating that a causal link between video
To muddy the waters further, the 2000s brought a sharp shift in tone from the news
articles covering media violence and aggression to more extreme, near-alarmist stances toward
more neutral conclusions. A supposed reason for this shift is that there are expert sources on both
side of the debate and journalists, in an effort to present an objective stance, consistently include
the other side of the coin no matter the stance of the research spurring the article (Martins et
al., 2013). This overall ambiguity in the areas coverage has led some researchers to advocate for
a critical debate on the subject based only on scientific evidence (Elson & Ferguson, 2014).
Although the scientific community nor general public cannot seem to agree on how
violent video games affect behaviour while speaking in generalities, enough literature exists
covering their positive effects on cognition to suggest they can be used as a classroom teaching
tool. Consider StarCraft, for example, a sci-fi real-time strategy game. In this game, players
build armies and vie for control of the battlefield, observe the battlefield from a top-down
perspective and issue orders to units in real time, while carefully managing the collection and
distribution of resources to military units and buildings (Blizzard, 2016). The game revolves
around producing massive armies to outwit and kill your opponents, making it a violent game,
yet it has clear potential as a powerful teaching tool. It could be used in history classes to study
the military strategies used in wars they are studying, in math classes to understand the statistics
TOUGH CHOICE: VIOLENT VIDEO GAMES IN THE CLASSROOM 5
of resource management, or and in economics classes to understand the dynamics of supply and
demand. In terms of psychological effects, studies have shown that StarCraft helps develop agile
switch between one task or another (Glass, Maddox, & Love, 2013), or adapt to new and
unexpected conditions in the environment (Caas, Quesada, Antol, & Fajardo, 2003). It could
also be considered a quick game (games that ask a player to make many decisions extremely
quickly), which have been shown to strengthen a persons ability to translate sensory
information quickly into accurate decisions (Bower & News, 2010). The capability of real-time
strategy games to promote our ability to think on the fly, and learn from past mistakes (Glass,
Maddox, & Love, 2013), makes them a legitimate choice for helping students improve their
decision-making skills. When applied in an appropriate high school setting, the benefits of their
While some games can help students make decisions about how to manage resources,
others can help them decide how to react in a situation of moral ambiguity. Research in this
specific area leaves much to be desired, as very few educators have used video games in this
context. The following discussion will argue that appropriately-chosen games should be used for
this purpose.
taxonomy (Krathwohl, Bloom, & Masia, 1964), but the best games to choose to bolster
decision-making skills for morally complex dilemmas are interactive, story-based video games.
Such games have been shown to appeal not only to cognitive domains but also to the affective
domains of the taxonomy, related to how we deal with things emotionally (Classroom Aid,
TOUGH CHOICE: VIOLENT VIDEO GAMES IN THE CLASSROOM 6
2013). As humans, we love stories. When educational materials are connected to an interactive
story, we give learners a tangible role within it where their actions have consequences. This
transforms the traditional learning process into a personalized experience which can improve
understanding of the material and solidify important concepts that may have otherwise been
beyond the grasp of students. Games containing violence as an organic component of the story
give students a chance to process the complicated feelings and emotions generated by them in a
safe space: the classroom. By avoiding graphic violence in class, we set up our students to
navigate this complicated side of society on their own. Plays such as Macbeth and novels such as
Lord of the Flies or Animal Farm contain numerous scenes of graphic violence, yet are
commonly taught in high schools classrooms across Canada. Using interactive, story-based video
games with a strong narrative in place of some of these violent novels would not only allow
students to explore similarly complex subject matter, but literally allow students to become part
of the narrative. This allows for an entirely new level of student engagement in the classroom,
and this exact teaching method has already been adopted by Tobias Staaby, a teacher at Nordahl
Tobias uses the video game The Walking Dead to teach classes in ethics. In this
adventure game, players assume the role of protagonist Lee Everett, the leader of a group of
survivors during a zombie outbreak. The narrative is heavily affected by dialogue choices and
actions performed by the player during key scenes, many of which are morally complex
dilemmas of which there is no best choice. Tobias displays the game in class on a projector
screen, a student plays through the game, and the class spectates. He introduces ethics theories
piece by piece, in pace with the narrative, and the game is paused during a dilemma. Students are
TOUGH CHOICE: VIOLENT VIDEO GAMES IN THE CLASSROOM 7
broken into groups to discuss the decision they would make in that situation. After discussions,
Tobias uses online polling software, such as Poll Everywhere, to tabulate viewpoints and
facilitate collective decision-making. The most highly-voted decision is chosen as Lees decision
in-game, this choice branches the narrative in a unique direction, and students must deal with any
ensuing consequences, good or bad. This process continues for each large decision in the game
(Darvasi, 2014).
Here I will provide an example of such an in-game decision, for context. One especially
emotional scene sees has a young kid, Duck, dying of a zombie bite that will eventually cause
him to turn, essentially becoming a zombie himself. Ducks parents do not want this fate for
their child, and so they take him into the woods to say their goodbyes with a plan shoot him
before he turns. Ducks mother, Katjaa, cant handle the grief and shoots herself, leaving Ducks
father, Kenny, who has been in denial until this point, to realize there is no longer any way to
save his son. Lee is stuck in the middle of this situation, resulting in a morally ambiguous
decision being placed in the hands of the students. There are three options. They can choose for
Lee to let Kenny shoot his own son and grieve this action forever. They can instead choose Lee
to shoot Duck, as no parent should ever have to kill their own child. Or, as a final choice, the
students can choose to allow Lee and Kenny to leave Duck to die alone in the woods, regretfully
allowing him to reanimate in the woods. Clearly there is no best decision here; all decisions are
Presenting such situations to a group of learners can allow students to consider opinions
and viewpoints they have never encountered before, without having to encounter such moral
dilemmas in their personal lives. In this light we see there is violence in this game, but it exists
TOUGH CHOICE: VIOLENT VIDEO GAMES IN THE CLASSROOM 8
within the context of a larger, emotional narrative similar to how violence exists in the novels
and plays referenced earlier. The difference here is that interactive video games, unlike novels,
appeal to every learning style; auditory, visual, kinesthetic, logical, social, verbal, or others.
Material that could have been given as a simple statement of fact by Tobias is transformed into a
personalized experience; students apply and practice learned ethics theories as opposed to simply
memorizing facts. The potential of violence to result from the decisions simply add an extra layer
general, video games give us a practical space for exploring and understanding topics
(Classroom Aid, 2013). Furthermore, it is interesting to note that Tobias received no complaints
from parents; once the game was shown to them with the premise explained clearly, they were
entirely willing to support his initiative. For those concerned about the option for students to
choose Lee to engage in heinous behaviour, there is still hope. Several studies, as recent as 2014,
have shown that committing immoral behaviours in a video game elicits feelings of guilt in the
players who commit them, leading them to become more sensitive to the moral codes they
Helping students to make decisions in situations of moral ambiguity is not a common part
of Canadian K-12 schooling, yet video games exist as a natural medium for this teaching. Moral
issues are often a matter of fact as well as the attitudes of the interested parties, and to resolve or
work through these dilemmas is unlikely to depend on one special process of moral reasoning
(Bucciarelli, Khemlani, & Johnson-Laird, 2008). The complex nature of these situations of moral
ambiguity makes video games, as interactive multimedia tools, the perfect classroom tool for
helping students develop a varied skill set to deal with problems for which there is no clear, or
TOUGH CHOICE: VIOLENT VIDEO GAMES IN THE CLASSROOM 9
even correct, solution. The classroom acts as a safe space where students can encounter these
difficult choices and occasionally violent situations, develop their decision-making and
higher-order thinking skills, while, again, remaining one step removed from their personal lives
and keeping them safe from real world violence. Essentially the video games can be used as a
digital playground, not dissimilar to how Minecraft can teach real-world building skills, but this
Using Tobias as inspiration, I suggest another video game which could be used in the
Papers, Please. This indie game focuses on the emotional toll of working as an immigration
officer in a bleak, dystopian, and fictional Eastern Bloc country in the 1980s, and as the added
benefit of mimicking event of recent history. It is the perfect game for practicing moral
decision-making under pressure. Each decision made has drastic consequences, although the
nature of the consequence is not always immediately apparent to the player, and no decision is
simple. The player must analyze immigration documents, looking for potential problems,
interrogate applicants, and decide whether to let them in the country or deny their access, all
under a strict time limit (Sooja, 2013). If you do well on a day, allowing just the right number of
immigrants through and refusing entry to others, you get 5 credits; credits are the games
currency. If you dont do well, you get nothing. Not making enough rent money means you fail
the game. No money for heat, or for your family will see them fall ill. Without money for
medication, theyll die. Yet making too much money causes government suspicion, leading to
confiscation of hard-earned credits. Every single second of the game forces you to make a moral
choice, and players simply have to do their level best to survive when every rule, and every new
TOUGH CHOICE: VIOLENT VIDEO GAMES IN THE CLASSROOM 10
game mechanic, works against them (Parker, 2014). The game mixes the benefits of quick
games, which likely improve basic visual processes, attention and vigilance, and executive
functioning (Eichenbaum, Bavelier, & Green, 2014), yet retains the affective domain benefits of
To argue this games potential for improve decision-making skills of students, some
morally ambiguous choices provided in-game should be discussed. For example, should you
refuse an immigrant lacking a vaccination certificate, or detain them? Detaining them would
afford you with credits, finally allowing you to purchase medicine for your sick child, but a
detainee risks death or worse. Or perhaps youve just let a man through, but his wife lacks the
proper papers. Do you refuse her access, single-handedly splitting the family apart forever, or
allow her access while subjecting yourself to a fine that leaves you unable to heat your
apartment? These are complex dilemmas that students would hopefully never encounter
Papers, Please could be used as a jumping-off point for writing assignments and
discussions in a high school English class, or could be installed cheaply on laptops or iPads. An
individual assignment could take the form of being asked to complete up to a given day in the
game as homework, and to document their greatest moral struggle, returning to the following
class to discuss their dilemmas and emotions with classmates. A group assignment could involve
one student controlling the game while others aid their decision-making. A teacher-facilitated
debriefing session could allow students the chance to discuss why they did or did not agree with
the suggestions made by their classmates. Another assignment could be to give Papers, Please as
a companion game to the study of a novel such as Animal Farm, with its common themes of
TOUGH CHOICE: VIOLENT VIDEO GAMES IN THE CLASSROOM 11
communism in a dystopian world. Like Animal Farm, Papers, Please is not about violence;
Both Papers, Please and The Walking Dead contain scenes of violence and are therefore
considered to be violent video games, yet it is important not to disregard their potential to
provide genuinely unique, powerful, and memorable learning experiences to our students. An
appropriate choice of game by the teacher ensures that a games violent content is not glorified.
A well-informed teacher can choose the game based on its merits to their students, whether they
choose real-time strategy games to improve their students cognitive flexibility or choose
interactive, story-based games to allow students to work through complex moral dilemmas
individually or in groups. Not only do these game develop decision-making skills, they also
nurture empathy, an emotion many modern teenagers struggle with developing or understanding.
Games can be chosen so that the situations the games present allow students to process complex
themes in a safe space no more inappropriate, yet vastly more engaging, than reading a novel.
The scientific community and news media cannot agree on the general effects of violent
video games on our psychology. Violent video games have rarely been used in classrooms to
teach anything, so the road for teachers who are interested in this will be a difficult one, filled
with frustrating trial-and-error. Even so, teachers should appropriately-chosen video games are a
legitimate classroom teaching tool for developing decision-making skills of high school students,
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