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Violent games argumentative essay
Violent games argumentative essay
Violent games argumentative essay
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I would grade Ross Taylor’s paper a B-. My own personal view on paintball is that it is a war-glorifying sport in which kids take pride in hurting one another. I have played paintball once and personally, it was a painful and not very fun experience. Ross Taylor argues that Paintball is a greatly misunderstood sport that offers a certain skillset to players rather than simply promote violence. Taylor’s evidence and points of why people enjoy paintball, especially when he relates the game to building teamwork and being mentally challenging, were rather strong. However, my view on paintball barely changed and what I most took away from this essay was a new understanding and appreciation for why people are attracted to paintball. Taylor says, “paintball is a fun, athletic, mentally, challenging recreational activity that builds teamwork and releases tension” yet, so are most other sports in which the main objective is not to hurt others, and Taylor does not propose a rebuttal to this. Taylor appealed to pathos and logos the best. He shows pathos throughout the entire piece by sharing his personal relationship with the game and appealing to both side’s emotions. Taylor uses logos effectively by using many different types of evidence to support his claim and rebut the opposing views. His logos is portrayed with personal experience, quotes, and statistics and facts. Taylor’s ethos was often strong but it lacked certain clarity.
There can be no question that sport and athletes seem to be considered less than worthy subjects for writers of serious fiction, an odd fact considering how deeply ingrained in North American culture sport is, and how obviously and passionately North Americans care about it as participants and spectators. In this society of diverse peoples of greatly varying interests, tastes, and beliefs, no experience is as universal as playing or watching sports, and so it is simply perplexing how little adult fiction is written on the subject, not to mention how lightly regarded that little which is written seems to be. It should all be quite to the contrary; that our fascination and familiarity with sport makes it a most advantageous subject for the skilled writer of fiction is amply demonstrated by Mark Harris.
Stereotypes are dangerous in today’s society as they force individuals to compromise safety in order to meet society’s want for entertainment. In “It’s Time to Think About Visors,” Ken Dryden explores the idea that society has pressured athletes to sacrifice safety for performance. Furthermore, he uses first hand experience to warn the public of the consequences that can occur when safety is neglected. Dryden’s experiences show a stunning fact that is people will focus on pleasing others stereotypes of risk in entertainment and inevitably reduce the barriers that separate the individual from danger. Ultimately, resulting in an increased rate of preventable injuries due to the influence of the world around them. In the essay
People accumulate different feelings throughout the average day, yet there are usually no ways to adequately and legally let out those pent up frustrations. Dodgeball, luckily provides a solution. The author of an article named “The Weak Shall Inherit the Gym”, Rick Reilly, believes that “Dodgeball is one of the few times in life when you get to let out your aggressions, no questions asked (Reilly 2)”. In other words, this game is a unique and rare way to let out your daily emotions with a simple activity of throwing a ball at others. The effect of this game is only positive. You can throw balls at other people, relieve yourself of stress, and not injure them since the ball is made of a very soft material. There are in fact, much worse ways to release stress. One example is a school shooting. People who hold the opinion of banning dodgeball in order to keep everything safe and fair are being hypocrites since the frustrations which cannot be let out anymore can still be let out in ways that are significantly more detrimental to the school and it’s
Daniel J. Flynn’s argument of why Football Does a Body Good is extremely convincing. The evidence that he presents throughout the essay debunks the counterargument of how dangerous football can be. The essays is full of statistics and examples of how football can positively benefit you. The facts that are presented are effectively used to refute all the negative claims against the dangers of football. He successfully argues toward the benefit of football by presenting appeals to reason, and showcasing his credibility throughout the essay, but he unfortunately does not keep an unbiased tone for the duration of the essay.
Doing so establishes a sense of admiration and curiosity that otherwise would have been lost in the excitement and clamor of the crowd. This, in turn, allows Faulkner and the readers of this essay to resist being swept up from the frantic crowd and instead focus on the beauty of the game.
The imaginative recreation of sport as play has become the world. There is not the slightest sign here of any other reality; even the existence of a creator external to the play-world may now only be inferred (Berman 219).
Research guided by conflict theory generally falls into the following categories: 1) studies of how athletes become alienated from their own bodies; 2) studies of how sports can be used to coerce and control people; 3) studies of sports and the development of commercialism in society; 4) studies of sports and various forms of nationalism and militarism; and 5) studies of sports and racism and sexism. (Coakley, 1998) In the book, Meggyesy provided examples of each of these categories which occurred during his footba...
As a graduate of Radboud University, Isabela Granic brings to light the reasons why the youth actually benefits from playing violent video games. For example, in her article, “The Benefits of Playing Video Games,” Granic illustrates the fact that children gain social skills, highly more efficient motor skills, and the understanding of the humans as a whole. Noted by the author, “Whereas adolescents and adults often use self-disclosure and direct discussion with close friends to resolve emotional issues, children use play to work them out through pretend-based narratives enacted either alone or with others” (Granic 67). What the author means is that children use a different form of actions to get across their feelings. While both Sauer’s cause and effect approach of adolescent gaming and Granic’s physiological approach and their conclusions about the effects on children have led me to observe to a new approach to understand the complexity of the minds of the young players. However, what is the causes of violent video gaming and do they truly result in a negative or positive effect upon the
Coakley, J. J., & Donnelly, P. (2007). Violence in Sports . Sports in society: issues & controversies (9th ed., pp. 198-199). Boston: McGraw-Hill Higher Education.
Carpenter, Eric J. "The Tactical Games Model Sport Experience: An Examination of Student Motivation and Game Performance during an Ultimate Frisbee Unit."Scholarworks.umass.edu. University of Massachusetts Amherst, May 2010. Web. 1 Mar. 2014.
At this day in age we bask in the luxury of having easy access to advanced technology at our disposal. From the World Wide Web, to cell phones, music, movies and video games the human race has thought of any and everything to keep us entertained. Over the years studies have shown reasonable concerns regarding the long-term effects of video games. These games can desensitize gamers to real life violence, which is usually seen in the younger crowd. The studies especially hit on the games containing player-on-player violence. Though these games are extremely entertaining and can get kids to settle down for a while, if not properly supervised, they can produce adverse effects. Other studies have shown that video games can be used as way to yield positive outcomes such as, good problem solving skills, cooperation in a group and the ability to flow. Although there has been psychological research on children learning through the actions of others some believe that children are automatically able to distinguish between what is just a game and what is reality. The longer they are allowed on their game system the more they become convinced that their games are real. Some researchers believe violent video games can channel the aggression of the child but the parents are to blame for what happens to the child after playing an excessive amount over a period of time. Children can become preoccupied with these violent video games which have been proven to be the cause of poor social skills, uncontrollable aggression and a false reality.
Statsky also makes another faulty assumption, which is that competition is an adult imposition on the world of children’s play. She says in her article, “The primary goal of a professional athlete – winning – is not appropriate for children” (629). Children compete to win in the same way that adults do, and they do so on their own without any adult pressure. Common playground gam...
From the early ages in history to the present day, sports have always been an important part of society. It teaches discipline, how to be a team player, how to interact with others and is a good source of physical activity. In specific, football utilizes all of these aspects of sports and it’s a great source of teaching self-restraint and perseverance. Some may say that football is a violent sport or it’s not beneficial in any way, but in reality it gives a person the basic tools needed not only for playing the game, but also how you interact with people in society.
In fact, the introduction of new technological entertainment has served as a gateway for the new generation of athlete culture: video games. As a result of the growth of video games, Esports (short for ‘Electronic Sports’) is slowly being integrated into athlete culture worldwide through its spectacular foundations, overwhelming popularity, vast prize pools, and recognition by official authorities. The birth of Esports can contribute most of its discovery to its original roots from the 19th century era (Bellis). To understand the next generation of athlete culture, Esports, it is necessary for individuals to understand the beginnings of the new breed. During the 19th century era video games were often overlooked due to its funky nature, however, the introduction of new technology that allowed individuals to manipulate and control objects was appealing to some (Bellis).
Sports, a very popular past time today, have been around since ancient times. Greek Olympic Games featured events from chariot races, javelin throws, to wrestling. In addition, a game similar to soccer was played in China by the second century BC. In England, a violent rugby type game was even played to settle feuds between villages. With the development of the industrial revolution and the creation of the first public schools, sports decreased in violence and were played more recreationally and constructively. Basketball was invented to help the youth in New England spend their energy in the winter months. Since the early 1900’s sports have been a key experience in the United States (“History of Sports”). I have played sports for many years, and the experience has helped me grow significantly as an individual.