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Video game violence effects on youth
Violence in video games is directly correlated to youth violence
Impact of violent video games
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Recommended: Video game violence effects on youth
There are claims that violent video games cause violence in kids but there are also people who say they don’t. The people who are in the pro side that are critics of violent video games claim that violent video games start school shootings and violence in youth. The people who are con side who defend violent video games say that violent video games do not cause violence in youth but instead provide a healthy opportunity for children to virtually explore war and violence without bringing it into the real world. So which is right even though I am in favor of one side they both have very compelling claims.
Both sides use different ways to persuade people mostly with facts that they tested or research other did. One way the con tried to persuade people get it stuck in their mind is by using repetition because they always use the phrase violent video games are violent and just keep on repeating it over and over until your annoyed and it gets stuck on your mind. The pro sides way to persuade people is by using facts and statistics because they always explain how what the pros say is bad about violent video games the always prove them wrong. They both have different ways to persuade you but both are good at it but the difference is that one always proves the other wrong.
Both sides use good examples to explain what they are saying. One good example the pro side used was that they said that “the FBI said that playing violent video games was in a list of behaviors associated with school shootings” which is a good example because they are trying to say that the FBI said it so it must be true. This example is good for them to use because the FBI said that school shootings and violent video games are associated. One example from the text t...
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...le argument and were always proving the other side wrong. The con side made a better essay because they used lots of facts and logical things instead of the pro side which used lots of emotional examples and lots of unproven researches. One good example that the con side caught my attention was when they said that “Video games allow youth to experiment with issues such as war, violence and death without real world consequences” because they basically said that kids can experience things without going to jail. I personally don’t think that violent video games cause violence in youth because if it did then there would be a lot more school shootings and more bulling but there isn’t. The con side made a better essay period because they were always contradicting what the other side said and that’s why I side with the con side.
Works Cited
http://videogames.procon.org/
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.
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.
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This device may not appear as much, but it does not lack effectiveness. Logos is the usage of facts and statistics in a piece used to appeal to the audience’s logic. Obama states, “After Connecticut passed a law requiring background checks and gun safety courses, gun deaths decreased by 40 percent -- 40 percent. Meanwhile, since Missouri repealed a law requiring comprehensive background checks and purchase permits, gun deaths have increased to almost 50 percent higher than the national average” (Barack 21). The use of this statistic was the most powerful argument Obama made in his speech as it had demonstrated the effectiveness of gun control. Although conservatives believe freedom of firearms aids in the prevention of tragedy, the fact obviously poses a different perspective. Gun control can significantly reduce the murder rate using
Children today are exposed to more graphic violence in video games compared to any past generations. This is because the media finds that making a profit, surpasses the lives of the adolescents that play these games. However, over time two set of views formed from the violence in video games. James D. Sauer, is a graduate of the School of Phycology. In his article, “Violent Video Games: The Effects of Narrative Context and Reward Structure On In-Game and Postgame Aggression,” Sauer, describes that adolescents gain forms of aggression and violence after playing certain games. Not every video game causes post game aggression, but documented in his article, “Players who enacted in-game violence through a heroic character exhibited less postgame
The first reason why they support gun control is because all types of firearms result in accidental shootings. The evidence they provide is that in the year of 2010 alone, firearms have taken the lives of 31,076 people. The next reason is that firearms cause an increase in emotional killings. Emotional killings can happen at anytime, especially if an individual owns or carries a gun at all times. This is dangerous because if one is suffering from a recent loss of a loved one, lost their job, or a disease they will release their anger on people they do not know. The final reason is that guns create an increased risk to public safety. Public safety is one of the most crucial departments that protect the society from crimes and disasters. Public safety personnel already put their lives on the line to protect and rescue civilians, and guns in the possession of unauthorized civilians will worsen the situation due to their inability to use a
Overall, the best way to write an effective argument is to use the strategies that both Kelso and Saunders used. One used some better than the other, but neither failed to present their argument. Kelso’s credibility and use of facts overpowered Saunders, whereas Saunders use of opposing viewpoints and ongoing clear stance managed to surpass most of Kelso’s methods. In the end they were both engaging articles, who have points worth reading.
James Q. Wilson does an outstanding job at persuading his reader in his essay, “Just Take Away Their Guns.” Wilson cleverly instills fear into the reader while still establishing common ground and remaining unbiased throughout the entire essay. Aside from the lack of sources for his statistical evidence, he applies an exceptional amount of logic to the entire argument, which made the essay a very persuasive
Topic: Supporting that violence in video games is does not cause violence in real life.
Over the past 30 years, playing video games has become one of the most popular hobbies worldwide. Not only has the video game industry become a multi-billion dollar industry, but it has attracted people from all age types. While video games today are played by both kids and adults, there are many issues being raised regarding the effects of video games. More particular, is the effect that violent video games may be having on children. Some critics argue that video games are direct indicators of child aggression while video game supporters argue that there is no direct link between child aggression and violent video games. While many people have their own personal stances, this issue is unique because it is unfolding everyday. Scientists and researchers all over the world are continuously doing research regarding the effects of video games on children. Even though this remains a field of uncertainty for researchers, parents should definitely be involved in being aware of what it is that they’re children are playing when they play video games.
Video games are for players to have fun without causing any harm while they are playing. Why do they believe that behavior problems are caused by violent video games? They do not seem to realize that television and movies also have violent scenes. Some examples of popular violent movies include First Blood, Expendables, Dark Knight, Spiderman, and Superman. All action movies have shooting, explosions, and fighting.
During these past few decades, technology has advanced drastically, especially in the aspects of gaming. At one point in history video games could only be playable at home, but now with all these improvements in technology, games can be easily played on our mobile devices. Likewise, these advancements in gaming have created endless possibilities for people of all ages to participate in this activity. Consequently, video games have influenced society and have impacted us in various ways.
Reading through the essay I felt that Bob Smietana the author was speaking as a reporter. Rather than offering his own opinion he throughout the essay presented opinions from both sides of the arguement.
Violent video games are special games, which negatively influences to the attitude and behavior. These video games are popular between children and teenagers. Since 1980-s years violent games are in political discussion. Because when teenagers usually play violent video games, they are becoming aggressive and then they face with psychological problems. For this, some people claim that violent games are harmful for society and they affect to behavior and health.
The question is, “Do violent video games influence children to act aggressively?” and “Can repetitive killing train a person to be violent himself?” Although the violence in these video games is fictional, research has proven the violence to lead to more aggressive behavior in children. Violent acts depicted in these games allow young children to believe that killing and fighting is acceptable and fun.