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Video games impact on children
Video games impact on children
Video games impact on children
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This essay will describe why, and examine the evidence given in the two chosen articles on video games, and violent behavior. I will provide the evidence given in these articles and, I will decide which article, I believe creates a stronger argument. Moreover, in my opinion, I plan on arguing the stronger article, and giving examples from both articles. Nonetheless, I will identify any logic fallacies that exist in both articles and explain what makes them logic fallacies. The articles that I chose goes as follow: Proposed “Violence in Video Games Labeling Act” Centered around logical fallacy. The second article is Playing Games with Violence. I would like to start by describing what logic fallacies consist of: Logical Fallacies is roughly …show more content…
My first article Proposed “Violence in Video games Labeling Act “Centered around Logical Fallacy, seemed to have the stronger argument than the article, Playing games with Violence. The reason the first article seems stronger, because of the factual evident that the representatives from California presented to the consumers. The first representative from Oklahoma William Fourkiller tried to increase video games by a 1% tax increase on all video violent or non-violent, which clearly was in my opinion, considered unconstitutional. Therefore, Baca, and Wolf, California Representatives decided to intitiate the same concept, except they did it in a more political matter. Moreover, from a non-game perspective, it seems pretty harmless even from a gamer perspective, it’s not likely to change your life one way or another. Nonetheless, failing to treat it with respect it deserves a respect that film, music, and literature all enjoy. So, therefore, the logical fallacies in both of these articles, in my opinion was deception. In California the representatives use software to entice the consumer by selling the software with the intent on raising the 1% tax anyway. Whereas, the representatives in Oklahoma just straight out wanted to increase video games violent or non-violent which, I believe the consumers’ would have not engaged in buying any of his video games. And, the article playing video games with violence tried to link bad behavior while playing this game. The logical fallacies in this article also, displayed deception. The study that was conducted never found any hard factual evident that playing video games lead to violent behavior, so the people of Pennsylvania could were mislead by the State Government Commission’s Advisory Committee on Violence Prevention. In my opinion, I also, believe that if a person already have a violent behavior playing video games
...r easily purchase them without serious consideration for their youths wellbeing and evaluate for themselves if any videogames including violent ones, are beneficial for their children. Take for example “the case of the eight-year-old boy in Slaughter, Louisiana, who over the summer picked up a gun and killed his elderly caregiver after playing Grand Theft Auto IV”. At first glance it seems like the videogame might be the catalyst here, but upon closer inspection we can see that the big issue here is that there was the eight year old child had both unmonitored access to violent media that is intended for ages 17 and up, and unmonitored access to a loaded weapon. Adequate parenting in spite of the lack of supported scientific research being applied to this situation would have more than likely resulted in the survival of the elderly caregiver of the young boy.
In the play Doubt, by John Patrick Shanly, Sister Aloysius is treating Father Flynn unfairly. Sister Aloysius is the principal of St. Nichols School, who is suspicious and always doubt everyone, especially Father Flynn. She thinks that Father Flynn is guilty, but has no proof. Sister Aloysius doesn’t like Father Flynn in the school and his ideas. She treats him unfairly. Sister Aloysius treats Father Flynn unfairly when she still accuses Father Flynn of giving the altar wine to Donald Muller after Father Flynn tells her the truth. She treats him unfairly by forcing him to request the transfer without proving if Father Flynn is guilty or not and also makes him resign by lying about his past.
For example, the author mentions that Lanza liked non-violent video games like Dance- Dance Revolution, yet she was responsible for the Newtown incident. On the contrary, several news articles have reported that Lanza was addicted to violent video game like Call of Duty and Gears of War (Bates & Pow, 2013; Sheldrick, 2012). Maybe Lanza also liked Dance-Dance Revolution, but the author’s use of hasty generalization in ignoring the truth is misleading his audience. Moreover, the author uses oversimplification in the last few paragraphs. Gilsdorf explains clearly that people are becoming more civilized and that they need some place to release their stress and aggression. I completely agree with the fact that we need adrenaline rich experiences but I can’t agree to his idea that video games are a good outlet for aggression. There are various other sports that do the same thing like basketball, badminton, etc. Overall, the article would have been more meritorious if he had limited the use of logical fallacies in his
Many People have put their attention directly on the influence violent video games have on the bad behavior of children. People believe videogames intensify aggression in children, while others say it can be a safe getaway for a child to express his aggression. Many opinions on this issue are stated still today, and they remain divided amongst the people who claim videogames to be a cause of aggression and those who claim otherwise. A child’s behavior can not be determined by violent video games, but instead is caused by a variety of environmental and domestic factors. It is easy to blame video games on violence, instead of looking at factors such as economic status, familial issues, and exposure to other entities such as television and media. This paper will bring forward the opinions of those who believe in no relationship between violent video games and bad behavior with one counter argument expressing the opinion of those who believe there is a relationship.
People have always been looking for a reason why horrible things happen. The media is quick to blame video games as the target and cause of many shootings that have occurred, ever since Columbine and Quake. People have been blaming video games for violence for years now, ever since violent video games have been made. News reports blame video games more and more for each shooting, telling the public how this person played video games for x amount of hours a day, and that video games caused him or her to shoot people, and how video games encourage and reward violence. Anti-video game lobbyists have been campaigning to have violence removed from video games, citing resources that they themselves have created as reasons for such, poorly done studies where they confirm that kids are more aggressive through how much hot sauce they put on someone’s fries. While unbiased studies of video games and their links to violence are hard to come by, recent research has shown that video games do not in fact have a casual link to violence, and may even have the opposite effect. Violent video games have nearly no link to violence in teens or adults.
Most people see a violent video game being sold and do not think twice about it. The sale of violent video games in our current system is normal. In 2008, 298.2 million video games were sold in the US, totaling $11.7 billion in revenue. Six of the top ten best-selling video games included violence, with four of the games carrying a "Mature" rating recommended for persons aged 17 and older (Procon). In June 2011, the case of Brown v. Entertainment Merchants Association California attempted to enforce a statute that gives a punishment for selling violent video games to minors (Herard 515). Entertainment Merchants Association took this statute to court saying it violated rights given to the people under the first amendment. Both sides of the case had a well constructed argument. The Supreme Court had a final decision of seven to two. Even though the decision was not very close, both sides need to be looked at to understand how the decision came about.
A fallacy is defined as a failure in reasoning that renders an argument invalid, faulty reasoning, or a misleading or unsound argument. There are many kinds of fallacies and even websites devoted to describing the various kinds of logical fallacies. Fallacies, though, are slippery little fiends, which do not hesitate to creep in even where they are unwanted. No one wants their argument proved false, but careful, critical readers can spot these shifty deceivers. On the website of the Center for American Progress, there is an article – authored by Catherine Brown and Ulrich Boser – called “The DeVos Family Dynasty.” This article is a poor example of persuasive communication because there are many cases of ad hominem fallacy, the authors repeatedly
Fallacies Fallacies are common errors in reasoning that will undermine the reasoning of your argument. Fallacies have different types like Begging the Claim, Ad hominem, Straw Man and more. and are often identified because they lack evidence that supports their claim. A writer or speaker should avoid these common fallacies in their arguments and watch for them in the arguments of others. Learning to identify and avoid fallacies is crucial for professionals in all fields of life, literature, science, politics, etc.
“Contrary to the claims that violent video games are linked to aggressive assaults and homicides, no evidence was found to suggest that this medium was a major (or minor) contributing cause of violence in the United States.” (Markey, 290)
One of the fastest growing sectors in the United States economy, with sales over six billion dollars in 2012 is the video gaming industry ("Games: Improving the Economy’). Technical innovation has given the video industry power to create exciting realistic worlds, turning video games into the vast entertainment business that it is today. Setting sales records, Violent Video Games (VVG) are now a common staple in many households. One of the most argued topics in media studies, investigation on the impact violence has on society from mass media continues to rage on. Parents look to the media for reliable studies to confirm or distinguish the effects VVG has on children. Even more menacing than violence on television or in movie theaters, VVG have created enticing graphic worlds created to slaughter fellow players. Modern video games allow players to take an active role within the game. Enticing players to engage in realistic assault scenes that are meant to be entertaining. Worthy playing is then rewarded with: trophies, bonus points and extra lives.
Although violent video games are thought to encourage real world violence, they actually help to prevent it. I am focusing on violent video games and how they affect juveniles because I feel that this issue needs to be looked at in the criminal justice community. It is an unnecessary distraction to blame the actions of a disturbed youth on a form of entertainment that has been used by millions of people without incident. A review article published in The Psychiatric Quarterly found that many studies which claim to indicate an increase in aggression due to video games are, in fact, biased! Once the bias is taken into account, the studies no longer find any correlation between youths who play violent video games and youths who demonstrate aggression and violent behavior.
Video games have been a rapidly expanding industry since their inception in the 1970s. Along with their growth have come concerns about violent video games and their effects on aggression and violence in young people. The endless numbers of school shootings have pushed this issue to the forefront. These events brought about the question: do violent video games induce aggression in youth? That’s the question I set out to answer by looking at research. The research shows that there is a link between playing video games and increases in aggression in adolescents. What implications does this fact have ethically? It means that video game producers and distributors need to be held responsible for their releases and the way they end up in the hands of kids.
Some people believe that violent video games can cause behavioral problems. This is not true; it is only their opinion. They may say people that play violent video games start having behavioral problems, and what was that cause? It is only people and it has no effect on them, only their own actions and their mental health issues. The violent video games for computers and consoles’ sales rate went up, but violent crime offenses went down.
Assigning blame has become an increasingly difficult and complex concept to understand, especially in our legal court system. I associate blame with being held responsible for the consequences of one’s intentional actions. In regards to sexual assault cases, I think the blame should not be placed on the victims, but rather on the perpetrators. Victim blaming justifies the perpetrator’s actions, discourages sexual assault reportings, and can have psychological effects on the victim.
“About 76% of parents agree that violent video games does increase aggressive behavior among you teens and children. Arguments say that violent games cause more bulling and fighting in schools (Do violent video games contribute to youth violence).” These young teens and children act out as the carteries form the violent video games. They want to be though and to be the person everyone is afraid of or the popular person.