On Killing: The Psychological Cost of Learning to Kill in War and Society (34 page)

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Authors: Dave Grossman

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BOOK: On Killing: The Psychological Cost of Learning to Kill in War and Society
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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

B. F. S K I N N E R ' S R A T S

313

Conditioning Killers in the Military

On the training bases of the major armies of the world, nations struggle to turn teenagers into killers. T h e "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. T h e 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 automaticity sets in, and the soldier then becomes conditioned to respond to the appropriate stimulus in the desired manner. This process 314

KILLING IN A M E R I C A

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. W h e n they pull the trigger the weapon rattles in their hand, shots ring out, and if they hit the " e n e m y " 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. T h e 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 neighbor-hood. 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 commer-cials: no enticements for sugar, no solicitation of violent toys, and B . F . SKINNER'S RATS 315

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
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 violence are the ones in which you actually hold a weapon in your hand and fire it at human-shaped targets on the screen. These kinds of games can be played on home video, but you usually see them in video arcades.

There is a direct relationship between realism and degree of violence enabling, and the most realistic of these are games in which great bloody chunks fly off as you fire at the enemy.

Another, very different type of game has a western motif, in which you stand before a huge video screen and fire a pistol at actual film footage of "outlaws" as they appear on the screen. This is identical to the shoot-no shoot training program designed by the FBI and used by police agencies around the nation to train and enable police officers in firing their weapons.

The shoot-no shoot program was introduced nearly twenty years ago in response to the escalating violence in our society that was resulting in an increase in deaths among police officers who hesitated to shoot in an actual combat situation. And, of course, we recognize it as another form of operant conditioning that has been successful in saving the lives of both law-enforcement officers and innocent bystanders, since the officer faces severe sanctions if he fires in an inappropriate circumstance. Thus the shoot-no shoot 316

KILLING IN A M E R I C A

program has served successfully to both enable
and
constrain violence among police officers. Its video arcade equivalent has no such sanctions to constrain violence. It only enables.

The worst is yet to come. Just as movies have become successively more realistic in their depiction of violence and death, so too have video games. We are now entering an era of virtual reality, in which you wear a helmet that has a video screen before your eyes. As you turn your head the screen changes just as though you were within the video world. You hold a gun in your hand and fire it at the enemies who pop up around you, or you hold a sword and hack and stab at the enemies around you.

Alvin Toffler, author
of Future Shock,
says, "This manipulation of reality may provide us with exciting games, entertainment, but it will substitute not a virtual reality, but a pseudo reality, so subtly deceptive as to raise the levels of public suspicion and disbelief beyond what any society can tolerate." This new "pseudo reality"

will make it possible to replicate all the gore and violence of popular violent movies, except now you are the one who is the star, the killer, the slayer of thousands.

Through operant conditioning B. F. Skinner held that he could turn
any
child into
anything
he wanted to. In Vietnam the U.S.

armed forces demonstrated that Skinner was at least partially correct by successfully using operant conditioning to turn adolescents into the most effective fighting force the world has ever seen. And America seems intent on using Skinner's methodology to turn us into an extraordinarily violent society.

Chapter Four

Social Learning and Role Models in the Media
The basic training camp was designed to undermine all the past concepts and beliefs of the new recruit, to undermine his civilian values, to change his self-concept — subjugating him entirely to the military system.

— Ben Shalit

The Psychology of Conflict and Combat

Classical (Pavlovian) conditioning can be done with earthworms, and operant (Skinnerian) conditioning can be conducted on rats and pigeons. But there is a third level of learning that pretty much only primates and humans are capable of, and that is what is called social learning.

This third level of learning, in its most powerful form, revolves primarily around the observation and imitation of a role model.

Unlike operant conditioning, in social learning it is not essential that the learner be directly reinforced in order for learning to take place. What is important in social learning is to understand the characteristics that can lead to the selection of a specific individual as a role model.

The processes that make someone a desirable role model include:


Vicarious reinforcement.
You see the role model being reinforced in a manner that you can experience vicariously.

318 K I L L I N G IN A M E R I C A


Similarity to the learner.
You perceive that the role model has a key trait that makes h i m / h e r similar to you.


Social power.
The role model has the power to reward (but does not necessarily do so).


Status envy.
You envy the role model's receipt of rewards from others.

An analysis of these processes can help us understand the role of the drill sergeant as a role model in violence enabling in military training, and it can help us understand why a new type of violent role model is so popular among America's youth.

Violence, Role Models, and Drill Sergeants in Basic Training
From this time on
I
will be your
mother,
your
father,
your sister,
and
your
brother. I
will be your best friend and your worst enemy.

I
will be there to
wake
you up in the morning, and
I
will be there to
tuck
you in at night. You
will jump
when I say
"frog"
and when I tell you to s your only
question
will be
"What color." IS

THAT CLEAR?

— Drill Sergeant G., Fort Ord, California, 1974

Lives there a veteran w h o cannot close his eyes and vividly visualize his drill sergeant? Over the years a hundred bosses, teachers, professors, instructors, sergeants, and officers have directed various aspects of my life, but none has had the impact that Drill Sergeant G. had on that cold morning in 1974.

T h e armies of the world have long understood the role of social learning in developing aggression in their soldiers. In order to do this their venue has been basic training, and their instrument has been the drill sergeant. The drill sergeant is a role model. He is the ultimate role model. He is carefully selected, trained, and prepared to be a role model w h o will inculcate the soldierly values of aggression and obedience. He is also the reason that military service has always been a positive factor for young people from delinquent or disadvantaged backgrounds.

SOCIAL L E A R N I N G AND R O L E M O D E L S

319

He is invariably a decorated veteran. T h e glory and recognition bestowed on him are things that the trainees deeply envy and desire.

Within the young soldiers' new environment the drill sergeant has enormous and pervasive authority, giving him social power. And the drill sergeant looks like his charges. He wears the uniform.

He has the haircut. He obeys orders. He does the same things.

But he does all of them well.

The lesson that the drill sergeant teaches is that physical aggression is the essence of manhood and that violence is an effective and desirable solution for the problems that the soldier will face on the battlefield. But it is very important to understand that the drill sergeant also teaches obedience. Throughout training the drill sergeant will not tolerate a single blow or a single shot executed without orders, and even to point an empty weapon in the wrong direction or to raise your fist at the wrong time merits the harshest punishment. No nation will tolerate soldiers who do not obey orders on the battlefield, and the failure to obey orders in combat is the surest route to defeat and destruction.

This is a centuries-old, perhaps millennia-old, process that is essential to ensuring that our soldiers survive and obey in combat.

In the Vietnam era the drill sergeant communicated a glorification of killing and violence of an intensity never before seen. We did it intentionally. We did it calculatingly. And as long as we have armies we must continue to provide some form of appropriate role model if we want our sons and daughters to survive on future battlefields.

Role Models, the Movies, and a N e w Kind of Hero
If such "manipulation of the minds of impressionable teenagers"

is a necessary evil, accepted only reluctantly and with reservations for combat soldiers, how should we feel about its indiscriminate application to the civilian teenagers of this nation? For that is what we are doing through the role models being provided by the entertainment industry today. But while the drill sergeant teaches and models aggression in obedience to law and authority, the aggression taught by Hollywood's new role models is unrestrained by any obedience to law. And while the drill sergeant has 320 KILLING IN AMERICA

a profound one-time impact, the aggregate effect of a lifetime of media may very well be even greater than that of the drill sergeant.

It has long been understood that movies can have a negative effect on a society through this role-modeling process. For example, the movie
Birth of a Nation
has been widely and plausibly credited with the revival of the Ku Klux Klan. But in general, throughout its golden age Hollywood intuitively understood its potential for doing harm and acted responsibly by providing positive role models for society. In the war movies, westerns, and detective movies of the past, heroes only killed under the authority of the law. If not, they were punished. In the end the villain was never rewarded for his violence, and he always received justice for his crimes. The message was simple: No man is above the law, crime does not pay, and for violence to be acceptable it must be guided by the constraints of the law. The hero was rewarded for obeying the law and channeling his desire for vengeance through the authority of the law. The viewer identified with the hero and was vicariously reinforced whenever the hero was. And the audience members left the theater feeling good about themselves and sensing the existence of a just, lawful world.

But today there is a new kind of hero in movies, a hero who operates outside the law. Vengeance is a much older, darker, more atavistic, and more primitive concept than law, and these new antiheroes are depicted as being motivated and rewarded for their obedience to the gods of vengeance rather than those of law. One of the fruits of this new cult of vengeance in American society can be seen in the Oklahoma City bombing, and if we look into the mirror provided by the television screen, the reflection we see is one of a nation regressing from a society of law to a society of violence, vigilantes, and vengeance.

And if America has a police force that seems unable to constrain its violence, and a population that (having seen the videotape of Rodney King and the LAPD) has learned to fear its police forces, then the reason can be found in the entertainment industry. Look at the role models, look at the archetypes that police officers have grown up with. Clint Eastwood's Dirty Harry became the archetype for a new generation of police officers who were not SOCIAL LEARNING AND ROLE MODELS 321

constrained by the law, and when Hollywood's new breed of cop was rewarded for placing vengeance above the law, the audience was also vicariously rewarded for this same behavior.

Feeding their audience a steady stream of vicarious reinforcement through such vengeful, lawless role models, these movies prepare our society for the acceptance of a truly hideous and sociopathic brand of role model. The essence of this new brand of role model is a brutal and usually supernaturally empowered murderer who is depicted as graphically torturing and murdering innocent victims.

In these movies there is usually no real attempt to paint the victims as being criminals; it is generally acceptable to justify their deaths as deserved due to the snobbery or social slights they have inflicted on others (as in the classic horror movie
Carrie,
which has spawned dozens more, cast from the same mold) or due to their membership in some social group or class held in scorn by the bulk of the youthful target audience. In these movies the viewers receive reinforcement by vicariously killing the people in their lives who have socially snubbed or otherwise "dissed" (shown disrespect to) them. And, in real life, the youth and the gangs of America escalate violence in our nation as they learn to take the law into their own hands and mete out "justice" to those who

"diss" them.

At a lower level are the vicarious role models who kill without even the tissue of any apparent justification whatsoever. Having been desensitized by the kinds of movies outlined above, a portion of our population is then willing to accept role models who kill entirely without reason. The vicarious reinforcement here is not even vengeance for supposed social slights, but simply slaughter and suffering for its own sake and, ultimately, for the sake of power.

Notice the sequence in this downward spiral of vicarious role models. We began with those who killed within the constraints of the law. Somewhere along the line we began to accept role models who "had" to go outside the law to kill criminals who we know "deserved to die," then vicarious role models who killed in retribution for adolescent social slights, and then role models who kill completely without provocation or purpose.

322 KILLING IN AMERICA

At every step of the way we have been vicariously reinforced by the fulfillment of our darkest fantasies. This new breed of role models also has social power: the power to do whatever they want in a society depicted as evil and deserving of punishment. These role models transcend the rules of society, which results in great

"status" to be envied by a portion of society that has come to adore this new breed of celebrity. And of course we have observed a similarity to the learner in the role model's rage. A rage felt by most human beings toward the slights and perceived crimes inflicted upon them by their society, but which is particularly intense in adolescence.

The increase in divorces, teenage mothers, and single-parent families in our society has often been noted and lamented, but a little-noted side effect of this trend has been to make America's children even more susceptible to this new breed of violent role models. In the traditional nuclear family there is a stable father figure who serves as a role model for young boys. Boys who grow up without a stable male figure in their lives are desperately seeking a role model. Strong, powerful, high-status role models such as those offered in movies and on television fill the vacuum in their lives. We have taken away their fathers and replaced them with new role models whose successful response to every situation is violence. And then we wonder why our children have become ever more violent.

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