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Argument Analysis
Everybody loves video games! With advancements in technology, video games have been available to more people worldwide. While people have been playing these video games many studies have been conducted on them. Are they good are they bad? Well Emily makes an argument that they are actually bad for people. But how good exactly is this argument? In the argument The Violent Side of Video Games author Emily Sohn attempts to support the claim that video games have a negative effect on the people who play them through her use of pathos, ethos, and logos.
Pathos is just one of three persuasive appeals used in this argument. For instance Emily writes "Violence is one of the biggest concerns, especially as [the] graphics and special effects become more realistic."(947)
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The evidence presented strongly supports the claim because it appeals to the emotion of being concerned. If you know people are concerned, it makes one concerned as well. Furthermore she also puts "I still sometimes have trouble falling asleep if I watch the news on TV or read the newspaper right before going to bed."(___) Unlike the first quote this one weakly supports the claim, this is because her personal experience is vague. It does not even talk about video games. Pathos is not used very well in Sohn's argument. Ethos is the second of three persuasive elements used in the argument. One piece of evidence Emily writes is "...says psychologist Craig Anderson of Iowa State University."(___) This quote is strongly supporting the claim. Due to the fact that Craig Anderson has been to college and is a psychologist, he is credible. Another piece of evidence used is "...says child psychologist John Murray..."(___) This is not very reliable evidence because John has very few credentials which can lead one to think he is not very credible, therefore this is weak evidence. Ethos is somewhat supporting Emily's claim. Logos is the last but not least persuasive appeal in the argument.
The first piece of evidence using logos is "Video games might have an even more powerful effect than the brain does."(948) This evidence weakly supports the claim because the use of the word might is an opinion word and can lead one to question if what the author is saying is true. "It's hard to prove that violence on TV leads to violence in real life."(947) This actually weakens the entire argument, for it refutes Emily's claim. Logos is not used very strongly to support her argument.
Emily Sohn attempts to support the claim that video games effect people negatively in her text "The Violent Side of Video Games" through the use of three persuasive appeals. They are pathos, ethos, and logos. As shown many different studies have been conducted on them to either prove that they are good or bad. Emily tries to show that they are effecting people in a negative fashion. Although Sohn has some strong points in her argument, she uses vague language and her presented evidence is simply not sufficient enough to sustain the knowledge needed to truly say that video games are
unhealthy.
Pathos in persuasive writing involves engaging the readers’ emotion. In the article, Carlson’s use of pathos is clearly present. She uses phrases such as “phenomenal takeover”, “commercial conquest”, “alleged discrimination”, and “cultural insensitivity” to describe Wal-Mart. These are powerful words of rhetoric in the sense that this language is used to a pick a side, one against the Wal-Mart franchise. These statements also arouse emotion by personifying the company as an empire, per say, overtaking territories everywhere. This, along with the use of language, such as discrimination and insensitivity, clearly evoke a negative outlook on Wal-Mart. Carlson is also able to conjure up anger amongst the reader by showing how Wal-Mart could care less for the land they are building on, as workers “had orders to hide any archaeological relics they found.” By presenting a side for her audience to take and her jab at Wal-Mart, Laura is able to appeal to the reader’s emotion and successfully includes pathos in her persuasive argument.
...pathos is used as the most persuasive form to support the text of the advertisement.
Video games have gotten a lot of negative attention in the media as a scapegoat for what is wrong with children. Are video games really as bad as they are made out to be? Alice Park, writer of “Little By Little, Violent Video Games Make Us More Aggressive” published on time.com, believes that video games are making people more aggressive. But within her article there are many flaws with her arguments; it makes a poor attempt to blame video games for events like the columbine shooting, racism, and hostile behavior. Park makes poor unsupported claims about the quantity and quality of games being played by children and the effects these games are having on them.
The first video game arrived on the scene in the 1950’s. It began as a rather simplistic form of entertainment including games like “Tennis for Two” and “Ping Pong”. Fast forward 50 years later and current games advanced extremely beyond the basic oscilloscope. Developed animations have lifelike characteristics; some even mimic the movement of the player’s body. Video games have evolved and with evolution come many concerns about its sometimes violent and immoral contents. This presentation serves to educate whether video games have a negative effect on the behavior of youth. We will highlight both negative and positive aspects of the practice and use statistics to help you make an inform decisions when selecting games for loved ones.
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.
“On Tuesday, November 2, while the rest of the country was voting, the Supreme Court of the United States heard oral arguments in Schwarzenegger v. EMA, the landmark case in which the state of California is petitioning for the re-instatement of a California law banning the sale of deviant or morbid violent video games to minors” (Macris). This case is a current example of the opponents of video games trying to prove video games are a bad influence on children and teenagers. Violent video game opponents have always tried to disprove the positive effects of video games. They also have been known to make up and mislead with tales of terrible side effects. This essay will prove to the reader that many of these various statements against video games and their creators are false. Contrary to opposition arguments, video games actually present benefits to gamers by reducing stress, providing entertainment, and helping to develop motivation that could not otherwise be achieved through conventional means.
Primary Audience Outcome: To have the audience see that violence in video games does not correlate to real life violence
Video games. They provide an escape from reality to explore worlds and realms beyond our own. However there is a lot of controversy surrounding wether or not video games are good for you, many people are under the impression that video games turn kids and adults alike into mindless zombies hellbent on violence but in this essay I aim to convince you that not only is this untrue but that video games are actually beneficial. I’d also like to mention that too much of anything is bad for your health,for example extremely high quantities of broccoli can be toxic.
The world we live in has changed dramatically over the last thirty years with the invention of the internet, smart phones, and video gaming systems. The world we live in now was unimaginable and the technology advances we have made are remarkable. Video game consoles and how we as a society play them has changed dramatically since the beginning of gaming in the 1970’s. Over the last decade there have been many arguments concerning video games such as too much violence, obesity, addiction, social wellbeing, and many other health related issues. Video games also have some advantages to include hand eye coordination, a strategic mind set, educational and teach life lessons to the players. However, video games do cause more harm than good because the negative outcomes out weight the positive aspects of playing video games.
One article points out that video games have a big impact on children’s lives and that many of the games played are violent. Researchers have found that “nearly all children spend time playing video games” and studies have found that “8th graders spent an average of 17 hours per week playing video games” (Tamborini 336). Moreover, 68% of the most popular video games contain violence (Tamborini 336). So it is clear that many children have access to violent video games and they have a big impact on their lives simply because of the amount of time spent playing them.
By far the largest concern of technology today is video games. There have been so many experiments and studies to try and figure out if video games have a negative or positive effect on our children. A growing body of research is linking violent video game play to aggressive cognitive, attitudes and behaviors (D.A. Gentile, 2004). Video games can obviously be dangerous for our children causing aggression, bad performances in school and obesity. Although we cant blame all of these problems on the use of video game...
How often do we hear video games are bad for our kids? If you simply google “video games controversy” the results are absolutely polarized articles by major news sources. They are, according to many opponents, at fault for violence and the waning attention span and intelligence of our country 's children. However, there is no real scientific evidence of this. Actually the contrary is true according to Daphne Bavelier of the Bavelier lab of University of Geneva and a cognitive neuroscientist. Bavelier addresses this topic in a positive and scientific light. Her research is posed as how can video games benefit us; rather than how they hurt us. Bavelier uses a variety of methods to appeal to her audience in her engaging speech on video games
Over the past years, video games have been a way to escape reality for some people. Video games vary from fantasy, romance, and role playing games to violent games. However, vicious video games have been blamed for school shootings, growths in bullying, and violence concerning women. Various people argue that these games numb players to violence, recompense players for imitating violence, and educate children that violence is a suitable way to resolve conflicts.
Video games that include violence have become recognized by numerous people and have been linked to the violence that occurs in the real world. Some people believe this statement to be true, but others find a lack of evidence to support these accusations. Not only has video games affected our outlook on violence, but also affected the way children behave. Researchers believe that the increase in aggressive behavior in children has to do with the violent games they play. While some researchers have this ideology that is backed up with their research, others believe it does the opposite. Scientists have become aware that if gamers play action games, their cognitive skills improve. With having more than half of the American population playing video games, multiple movies have become based off video games as a way to attract this audience and increase the popularity of movie industries. Thus, society will continue to be influenced by video games because it has become part of our lifestyle and with the advancement in technology, the influence will only become
Several years ago, technology and child’s play were not such as extremely developed as today. Thousands of teenagers have video game as their primary form of entertainment at home. The disagreement about violent video games is because they focus on several subjects such as violence scenes, pornographic content, racism and other resources. For many years, researchers have been debating if video games can cause dependence or not. However, an expert, Jack Flanagan believes video games have a really negative effect on a person’s life and even for children. Jack states that video game addiction exists, and can have the same effects as drugs and alcohol (Netzley 36-37). This shows that video game addiction can be like other addictions