The Impact of Video Games on Adolescents

990 Words2 Pages

“The Impact of Video Games”
In the 2013 editorial The Impact of Video Games Adrea Norcia exposes the negative effects of violent video games on adolescents. Norcia writes to an audience interested in the effects of violent video games, while including both sides of the argument. The argument contains sufficient pathos creating a stir of emotions.
In this Norcia argues using logos, however uses outdated information. She recalls the “(2000)” study where, “a majority of teens admitted that their parents do not impose a time limit on the numbers of hours they are allowed to play video games”, worrying researchers because of the negative effects of prolonged time in a violent environment.(Norcia) Although using outdated information the author of this editorial sounds trustworthy because of her use of ethos.
More so, the author of this editorial achieves her goal to convince the reader violent video games have a negative effect on the youth and young adults. As well as revealing the correlation not only to aggression but rage. Norcia uses just enough information so the reader understands the concept and objective of the piece however does not feel berated by information.
“Do Violent Video Games Contribute to Youth Violence?”
In the 2014 editorial, “Do Violent Video Games Contribute to Youth Violence?”, Steven Markoff supports the claim violent video games cause violent behavior. He speaks to a curious audience of all ages. The article uses logos throughout creating a set opinion on the topic.
In the editorial “Video Games Pro Con”, author Steven Markoff gives a compelling argument and uses many ethos and logos. The information he uses helps his argument and his information is current. Using the “(2008) study Grand Theft Childhoo...

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...one of the only arguments for why video games help the youth.(Markoff) However logos is a strong part of this editorial, pathos are scarce hurting the article because the reader feels no connection to the topic.
The editorial does not accurately depict the authors argument because of the lack of ethos. The author seems untrustworthy therefore the supporting evidence is lost in the uncertainty.

Works Cited
Carey, Benedict. "Shooting in the Dark." The New York Times. The New York Times, 11 Feb. 2013. Web. 27 May 2014.

Davisson, Twana. "The Unbiased Truth About Violent Video Games." RSS. N.p., 2 Mar. 2013. Web. 27 May 2014.

Markoff, Steven. "Video Games ProCon.org." ProConorg Headlines. N.p., n.d. Web. 26 May 2014.

Norcia, Andrea. "The Impact of Video Games." Doctors, Patient Care, Health Education, Medical Research. N.p., Aug. 2013. Web. 26 May 2014.

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