Reading critically means being an active rather than a passive reader. Being an active reader means participating in the reading process by taking the time to preview a source and then to read it carefully, highlighting and annotating it. This process will prepare you to discuss the source with others and to respond in writing to what you have read.
When you approach an argument for the first time, you preview it, skimming the argument to help you form a general impression of the writer’s position on the issue, the argument’s key supporting points, and the context for the writer’s remarks.
Begin by looking at the title, the first paragraph (which often contains a thesis statement or overview), and the last paragraph (which often includes a concluding statement or a summary of the writer’s key points). Also look at the topic sentences of the essay’s body paragraphs. In addition, note any headings, words set in boldface or italic type, and bulleted or numbered lists in the body of the argument. If the argument includes visuals—charts, tables, graphs, photos, and so on—look at them as well. Finally, if an argument includes a headnote or background on the author or on the text, be sure to read this material. It can help you to understand the context in which the author is writing.
When you have finished previewing the argument, you should have a good general sense of what the writer wants to communicate.
Now, you are ready to read through the argument more carefully. As you read, look for words and phrases that help to shape the structure of the argument and signal the arrangement of the writer’s ideas. These words and phrases will help you understand the flow of ideas as well as the content and emphasis of the argument.
After you read an argument, read through it again, this time highlighting as you read. When you highlight, you use underlining and symbols to identify the essay’s most important points. (Note that the word highlighting does not necessarily refer to the underlining done with a yellow highlighter pen.) This active reading strategy will help you to understand the writer’s ideas and to see connections among those ideas when you reread.
How do you know what to highlight? As a general rule, you look for the same signals that you looked for when you read the essay the first time—for example, the essay’s thesis and topic sentences and the words and phrases that identify the writer’s intent and emphasis. This time, however, you physically mark these elements and use various symbols to indicate your reactions to them.
Underline key ideas-for example, ideas stated in topic sentences
Box or circle words or phrases you want to remember.
Place a check mark or a star next to an important idea.
Place a double check mark or double star next to an especially significant idea.
Draw lines or arrows to connect related ideas.
Write a question mark near an unfamiliar reference or a word you need to look up.
Number the writer’s key supporting points or examples.
Here is how a student, Katherine Choi, highlighted the essay “When Life Imitates Video” by John Leo, which appears below. Choi was preparing to write an essay about the effects of media violence on children and adolescents. She began her highlighting by underlining and starring the thesis statement (para. 2). She then circled references to Leo’s two key examples, “Colorado massacre” (1) and “Paducah, Ky.” (7) and placed question marks beside them to remind herself to find out more about them. In addition, she underlined and starred some particularly important points (2, 8, 9) as well as what she identified as the essay’s concluding statement (11).
This essay first appeared in U.S. News & World Report on May 3, 1999.
Marching through a large building using various bombs and guns to pick off victims is a conventional video-game scenario. In the Colorado massacre, Dylan Klebold and Eric Harris used pistol-grip shotguns, as in some video-arcade games. The pools of blood, screams of agony, and pleas for mercy must have been familiar—they are featured in some of the newer and more realistic kill-for-kicks games. “With each kill,” the Los Angeles Times reported, “the teens cackled and shouted as though playing one of the morbid video games they loved.” And they ended their spree by shooting themselves in the head, the final act in the game Postal, and, in fact, the only way to end it.1
Did the sensibilities created by the modern, video kill games play a role in the Littleton massacre? Apparently so. Note the cool and casual cruelty, the outlandish arsenal of weapons, the cheering and laughing while hunting down victims one by one. All of this seems to reflect the style and feel of the video killing games they played so often.2
No, there isn’t any direct connection between most murderous games and most murders. And yes, the primary responsibility for protecting children from dangerous games lies with their parents, many of whom like to blame the entertainment industry for their own failings.3
But there is a cultural problem here: We are now a society in which the chief form of play for millions of youngsters is making large numbers of people die. Hurting and maiming others is the central fun activity in video games played so addictively by the young. A widely cited survey of 900 fourth- through eighth-grade students found that almost half of the children said their favorite electronic games involve violence. Can it be that all this constant training in make-believe killing has no social effects?4
Dress rehearsal. The conventional argument is that this is a harmless activity among children who know the difference between fantasy and reality. But the games are often played by unstable youngsters unsure about the difference. Many of these have been maltreated or rejected and left alone most of the time (a precondition for playing the games obsessively). Adolescent feelings of resentment, powerlessness, and revenge pour into the killing games. In these children, the games can become a dress rehearsal for the real thing.5
Psychologist David Grossman of Arkansas State University, a retired Army officer, thinks “point and shoot” video games have the same effect as military strategies used to break down a soldier’s aversion to killing. During World War II, only 15 to 20 percent of all American soldiers fired their weapon in battle. Shooting games in which the target is a man-shaped outline, the Army found, made recruits more willing to “make killing a reflex action.”6
Video games are much more powerful versions of the military’s primitive discovery about overcoming the reluctance to shoot. Grossman says Michael Carneal, the schoolboy shooter in Paducah, Ky., showed the effects of video-game lessons in killing. Carneal coolly shot nine times, hitting eight people, five of them in the head or neck. Head shots pay a bonus in many video games. Now the Marine Corps is adapting a version of Doom, the hyperviolent game played by one of the Littleton killers, for its own training purposes.7
More realistic touches in video games help blur the boundary between fantasy and reality—guns carefully modeled on real ones, accurate-looking wounds, screams, and other sound effects, even the recoil of a heavy rifle. Some newer games seem intent on erasing children’s empathy and concern for others. Once the intended victims of video slaughter were mostly gangsters or aliens. Now some games invite players to blow away ordinary people who have done nothing wrong—pedestrians, marching bands, an elderly woman with a walker. In these games, the shooter is not a hero, just a violent sociopath. One ad for a Sony game says: “Get in touch with your gun-toting, testosterone-pumping, cold-blooded murdering side.”8
These killings are supposed to be taken as harmless over-the-top jokes. But the bottom line is that the young are being invited to enjoy the killing of vulnerable people picked at random. This looks like the final lesson in a course to eliminate any lingering resistance to killing.9
SWAT teams and cops now turn up as the intended victims of some video-game killings. This has the effect of exploiting resentments toward law enforcement and making real-life shooting of cops more likely. This sensibility turns up in the hit movie Matrix: world-saving hero Keanu Reeves, in a mandatory Goth-style, long black coat packed with countless heavy-duty guns, is forced to blow away huge numbers of uniformed law-enforcement people.10
“We have to start worrying about what we are putting into the minds of our young,” says Grossman. “Pilots train on flight simulators, drivers on driv-ing simulators, and now we have our children on murder simulators.” If we want to avoid more Littleton-style massacres, we will begin taking the social effects of the killing games more seriously.11
Look carefully at Katherine Choi’s highlighting of John Leo’s essay on pages 68–70. How would your own highlighting of this essay be similar to or different from hers?
Reread “Violent Media Is Good for Kids” (pp. 64–67). As you read, high light the essay by underlining and starring important points, boxing or circling key words, writing question marks beside references that need further explanation, or drawing lines and arrows to connect related ideas.
As you highlight, you should also annotate what you are reading. annotating means making notes—of your questions, reactions, and ideas for discussion or writing—in the margins or between the lines. Keeping this kind of informal record of ideas as they occur to you will prepare you for class discussion and provide a useful source of material when you write.
As you read an argument and think critically about what you are reading, use the questions in the following checklist to help you make useful annotations.
The following pages, which reproduce Katherine Choi’s highlighting of John Leo’s essay on pages 68–70, also include her marginal annotations. In these annotations, Choi put Leo’s thesis and some of his key points into her own words and recorded a few questions that she intended to explore further. She also added notes to clarify his references to two iconic school shootings. Finally, she identified arguments against Leo’s position and his refutation of these arguments.
This essay first appeared in U.S. News & World Report on May 3, 1999.
Columbine H.S., 1999
Marching through a large building using various bombs and guns to pick off victims is a conventional video-game scenario. In the Colorado massacre, Dylan Klebold and Eric Harris used pistol-grip shotguns, as in some video-arcade games. The pools of blood, screams of agony, and pleas for mercy must have been familiar—they are featured in some of the newer and more realistic kill-for-kicks games. “With each kill,” the Los Angeles Times reported, “the teens cackled and shouted as though playing one of the morbid video games they loved.” And they ended their spree by shooting themselves in the head, the final act in the game Postal, and, in fact, the only way to end it.1
Thesis His position: “video kill games” can lead to violent behavior
Did the sensibilities created by the modern, video kill games play a role in the Littleton massacre? Apparently so. Note the cool and casual cruelty, the outlandish arsenal of weapons, the cheering and laughing while hunting down victims one by one. All of this seems to reflect the style and feel of the video killing games they played so often.2
Opposing arguments
No, there isn’t any direct connection between most murderous games and most murders. And yes, the primary responsibility for protecting children from dangerous games lies with their parents, many of whom like to blame the entertainment industry for their own failings.3
Refutation
True?
Date of survey?
(He means “training” does have negative effects, right?)
But there is a cultural problem here: We are now a society in which the chief form of play for millions of youngsters is making large numbers of people die. Hurting and maiming others is the central fun activity in video games played so addictively by the young. A widely cited survey of 900 fourth- through eighth-grade students found that almost half of the children said their favorite electronic games involve violence. Can it be that all this constant training in make-believe killing has no social effects?4
Opposing argument
Refutation
Dress rehearsal. The conventional argument is that this is a harmless activity among children who know the difference between fantasy and reality. But the games are often played by unstable youngsters unsure about the dif ference. Many of these have been maltreated or rejected and left alone most of the time (a precondition for playing the games obsessively). Adolescent feelings of resentment, powerlessness, and revenge pour into the killing games. In these children, the games can become a dress rehearsal for the real thing.5
Quotes psychologist (= authority)
Psychologist David Grossman of Arkansas State University, a retired Army officer, thinks “point and shoot” video games have the same effect as military strategies used to break down a soldier’s aversion to killing. During World War II, only 15 to 20 percent of all American soldiers fired their weapon in battle. Shooting games in which the target is a man-shaped outline, the Army found, made recruits more willing to “make killing a reflex action.”6
1997
Video games are much more powerful versions of the military’s primitive discovery about overcoming the reluctance to shoot. Grossman says Michael Carneal, the schoolboy shooter in Paducah, Ky., showed the effects of video-game lessons in killing. Carneal coolly shot nine times, hitting eight people, five of them in the head or neck. Head shots pay a bonus in many video games. Now the Marine Corps is adapting a version of Doom, the hyperviolent game played by one of the Littleton killers, for its own training purposes.7
More realistic touches in video games help blur the boundary between fantasy and reality—guns carefully modeled on real ones, accurate-looking wounds, screams, and other sound effects, even the recoil of a heavy rifle. Some newer games seem intent on erasing children’s empathy and concern for others. Once the intended victims of video slaughter were mostly gangsters or aliens. Now some games invite players to blow away ordinary people who have done nothing wrong—pedestrians, marching bands, an elderly woman with a walker. In these games, the shooter is not a hero, just a violent sociopath. One ad for a Sony game says: “Get in touch with your gun-toting, testosterone-pumping, cold-blooded murdering side.”8
These killings are supposed to be taken as harmless over-the-top jokes. But the bottom line is that the young are being invited to enjoy the killing of vulnerable people picked at random. This looks like the final lesson in a course to eliminate any lingering resistance to killing.9
SWAT teams and cops now turn up as the intended victims of some video-game killings. This has the effect of exploiting resentments toward law enforcement and making real-life shooting of cops more likely. This sensibility turns up in the hit movie Matrix: world-saving hero Keanu Reeves, in a mandatory Goth-style, long black coat packed with countless heavy-duty guns, is forced to blow away huge numbers of uniformed law-enforcement people.10
Recommendation for action
“We have to start worrying about what we are putting into the minds of our young,” says Grossman. “Pilots train on flight simulators, drivers on driv-ing simulators, and now we have our children on murder simulators.” If we want to avoid more Littleton-style massacres, we will begin taking the social effects of the killing games more seriously.11
Reread Gerard Jones’s “Violent Media Is Good for Kids” (pp. 64–67). As you read, refer to the “Questions for Annotating” checklist (p. 71), and use them as a guide as you write your own reactions and questions in the margins of Jones’s essay. In your annotations, note where you agree or disagree with Jones, and briefly explain why. Quickly summarize any points that you think are particularly important. Look up any unfamiliar words or references you have identified, and write down brief definitions or explanations. Think about these annotations as you prepare to discuss the Jones essay in class (and, eventually, to write about it).
Exchange books with another student, and read his or her highlighting and annotating. How are your written responses similar to the other student’s? How are they different? Do your classmate’s responses help you to see anything new about Jones’s essay?
The following letter to the editor of a college newspaper takes a position on the issue of how violent media—in this case, video games—influence young people. Read the letter, highlighting and annotating it.
Now, consider how this letter is similar to and different from Gerard Jones’s essay (pp. 64–67). First, identify the writer’s thesis, and restate it in your own words. Then, consider the benefits of the violent video games the writer identifies. Are these benefits the same as those Jones identifies?
In paragraph 4, the writer summarizes arguments against her position. Does Jones address any of these same arguments? If so, does he refute them in the same way this writer does? Finally, read the letter’s last paragraph. How is this writer’s purpose for writing different from Jones’s?
This letter to the editor was published on October 22, 2003, in Ka Leo o Hawai’i, the student newspaper of the University of Hawaii at Manoa.
Entertainment and technology have changed. Video games today are more graphic and violent than they were a few years ago. There is a concern about children being influenced by the content of some of these video games. Some states have already passed laws which ban minors from the viewing or purchasing of these video games without an accompanying adult. I believe this law should not exist.1
Today’s technology has truly enriched our entertainment experience. Today’s computer and game consoles are able to simulate shooting, killing, mutilation, and blood through video games. It was such a problem that in 1993 Congress passed a law prohibiting the sale or rental of adult video games to minors. A rating system on games, similar to that placed on movies, was put into place, which I support. This helps to identify the level of violence that a game might have. However, I do not believe that this rating should restrict people of any age from purchasing a game.2
Currently there is no significant evidence that supports the argument that violent video games are a major contributing factor in criminal and violent behavior. Recognized universities such as MIT and UCLA described the law as misguided, citing that “most studies and experiments on video games containing violent content have not found adverse effects.” In addition, there actually are benefits from playing video games. They provide a safe outlet for aggression and frustration, increased attention performance, along with spatial and coordination skills.3
“[T]here actually are benefits from playing video games.”
Some argue that there is research that shows real-life video game play is related to antisocial behavior and delinquency, and that there is need for a law to prevent children from acting out these violent behaviors. This may be true, but researchers have failed to indicate that this antisocial and aggressive behavior is not mostly short-term. We should give children the benefit of the doubt. Today’s average child is competent and intelligent enough to recognize the difference between the digital representation of a gun and a real 28-inch military bazooka rocket launcher. They are also aware of the consequences of using such weapons on real civilians.4
Major software companies who create video games should write Congress and protest this law on the basis of a nonexistent correlation between violence and video games. If the law is modified to not restrict these games to a particular age group, then these products will not be unfairly singled out.5
The following document, a statement on media violence released by the American Psychological Association (APA) in 2015, includes a list of specific recommendations. What position does this document take? Draft a thesis statement that summarizes this position. Then, consider how Gerard Jones (pp. 64–67) would respond to this thesis—and to the APA’s specific recommendations.
This document was posted to APA.org to replace the outdated 1985 resolution on violence on television.
On the recommendation of the Board of Directors and the Board for the Advancement of Psychology in the Public Interest, Council voted to adopt the following resolution, as amended, as APA policy, replacing the 1985 resolution on television violence:1
Whereas the consequences of aggressive and violent behavior have brought human suffering, lost lives, and economic hardship to our society as well as an atmosphere of anxiety, fear, and mistrust;2
Whereas in recent years the level of violence in American society and the level of violence portrayed in television, film, and video have escalated markedly;3
Whereas the great majority of research studies have found a relation between viewing mass media violence and behaving aggressively;4
Whereas the conclusion drawn on the basis of over 30 years of research and a sizeable number of experimental and field investigations (Huston, et al., 1992; NIMH, 1982; Surgeon General, 1972) is that viewing mass media violence leads to increases in aggressive attitudes, values, and behavior, particularly in children, and has a long-lasting effect on behavior and personality, including criminal behavior;5
Whereas viewing violence desensitizes the viewer to violence, resulting in calloused attitudes regarding violence toward others and a decreased likelihood to take action on behalf of a victim when violence occurs;6
Whereas viewing violence increases viewers’ tendencies for becoming involved with or exposing themselves to violence;7
Whereas viewing violence increases fear of becoming a victim of violence, with a resultant increase in self-protective behaviors and mistrust of others;8
Whereas many children’s television programs and films contain some form of violence, and children’s access to adult-oriented media violence is increasing as a result of new technological advances;9
Therefore be it resolved that the American Psychological Association:10
urges psychologists to inform the television and film industry personnel who are responsible for violent programming, their commercial advertisers, legislators, and the general public that viewing violence in the media produces aggressive and violent behavior in children who are susceptible to such effects;
encourages parents and other child care providers to monitor and supervise television, video, and film viewing by children;
supports the inclusion of clear and easy-to-use warning labels for violent material in television, video, and film programs to enable viewers to make informed choices;
supports the development of technologies that empower viewers to prevent the broadcast of violent material in their homes;
supports the development, implementation, and evaluation of school-based programs to educate children and youth regarding means for critically viewing, processing, and evaluating video and film portrayals of both aggressive and prosocial behaviors;
requests the television and film industry to reduce direct violence in “real life” fictional children’s programming or violent incidents in cartoons and other television or film productions, and to provide more programming designed to mitigate possible effects of television and film violence, consistent with the guarantees of the First Amendment;
urges the television and film industry to foster programming that models prosocial behaviors and seeks to resolve the problem of violence in society;
offers to the television and film industry assistance in developing programs that illustrate psychological methods to control aggressive and violent behavior, and alternative strategies for dealing with conflict and anger;
supports revision of the Film Rating System to take into account violence content that is harmful to children and youth;
urges industry, government, and private foundations to develop and implement programs to enhance the critical viewing skills of teachers, parents, and children regarding media violence and how to prevent its negative effects;
recommends that the Federal Communications Commission (FCC) review, as a condition for license renewal, the programming and outreach efforts and accomplishments of television stations in helping to solve the problem of youth violence;
urges industry, government, and private foundations to support research activities aimed at the amelioration of the effects of high levels of mass media violence on children’s attitudes and behavior (DeLeon, 1995).