That Dragon, Cancer is a unique video game: it offers us the experience of our powerlessness.
Does consuming violent media lead to a greater propensity toward violence? If anything, the data points in the opposite direction.
In a blog post at the Wall Street Journal, Conor Dougherty describes a video game behavior that demonstrates what Century writer Scott Paeth calls "a distaste for playing evil." According to Dougherty, gamers are finding ways to take some of the most violent games and tweak characters or characters' behavior so that they participate in the game with one notable difference--they don't kill.
Video games have the potential to aid in forming us as moral beings, for better and for worse.
Much of the most delightfully silly online humor follows a particular formula: a single good idea that alters or plays on a pop-cultural artifact; execution that relies on computer technology, but not too much (some simple Photoshop work, a couple lines of code); loads of nostalgia.