In the decades following WW2, a new breed of media made its way into the average American's home via the technology of television. The sheer quantity of modern day programming was reduced down to a handful of options, yet the viewers of yesteryear were left with basically the same content: A sitcom, a quiz show, some cartoons and a news reel. And some of it was violent in nature. Most intriguing and oft forgotten, is the controversy that erupted over the portrayed violence in one of the most popular cartoons of the era; Warner Bros. Wile E. Coyote and The Road Runner. These characters, violently butting heads, stirred the same level of outrage and disgust that permeates our society today from video games. The cartoon showed acts of violence in a comedic light. For instance, the ubiquitous anvil erroneously falling on poor Coyotes head, and Coyote surviving, only to go on striving to achieve other forms of vengeance on Road Runner. Likewise, the video games of today and the recent past portray similar acts of violence albeit in a more graphically realistic way, on an interactive level. Public and critical outcry claims that these violent images desensitize people and predisposes them to violence. That because it's much easier for impressionable youth to get their hands on video games that allow them to ignore social rules, then the games must be at fault. What gives credence to this view are the ever more frequent incidences of serious school violence, mainly shootings. However, such claims fail to acknowledge the existence of any other significant factors that tie into an individual's possible predisposition for murder and violence, such as domestic life or genetics. In fact, every professional study on the subject values these "third party variables and find that "the link between video game violence and aggression is greatly weakened by [their] inclusion (Ferguson). Despite the high frequency of school shootings by young adults of the demographic targeted by video game developers, the violent content of the games does not raise antisocial and savage behavior in their users. Predisposition is an ambiguous phenomena. It's easy to label someone as predisposed to violenc