Video Games Steinberg Summary

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In the article entitled “The Benefits of Video Games,” the author Scott Steinberg presents the positive side of gaming. He claims that video games have a positive impact on the minds and bodies of adolescents. In the articles entitled, “Video Game Addiction a Real Problem, Study Finds,” and “Harmful Effects of Video Games,” the authors Donna St. George and Chandramita Bora highlight the negative side of video games. They present ideas about how gaming can be detrimental to individuals. Based on the information presented in the articles, the positive side presents the more compelling argument. BODY ONE In both negative pieces of writing written by Donna St. George and Chandramita Bora, the unfavorable effects of video games are highlighted. …show more content…

‘For some kids, they play in such a way that it becomes out of balance. And they’re damaging other areas of their lives; it isn’t just one area, it’s many areas.” Douglas Gentile believes that certain adolescents play electronic games so often that it throws off their whole life. He believes that video games are distracting, frivolous, and brutal, but provides little to no evidence on this topic. Source three, “Harmful Effects of Video Games” is greatly alike the second article in the case that no professional sources are presented. In the second paragraph of Article three, a quote that clearly shows the …show more content…

Scott Steinberg clearly proves his case by providing multiple expert opinions, researched studies, and credible statistics. He uses a total of 20 citations. He quotes many experts, including Patricia Vance from ESRB. For Steinberg's article, she said, “Games can definitely be good for the family. There’s plenty of selection. Oftentimes I think parents feel that they’re not because video games in the media are portrayed as violent, and hardcore games tend to get the lion’s share of publicity. But parents also need to be comforted knowing that E for Everyone is by far the largest category [of software]. Nearly 60 percent of the almost 1,700 ratings we assigned last year were E for Everyone, which means there’s a huge selection of games available that are appropriate for all ages.” Another highly regarded person who supplied a quote for this article is Ian Bogost, an associate professor, and founder of software maker, Persuasive Games, from the Georgia Institute of Technology. The article states, “Older children such as teens and tweens can benefit from gameplay as well. Even traditional games teach kids basic everyday skills…” Then Bogost’s quote follows, “Look at World of Warcraft: You’ve got 11-year-olds who are learning to delegate responsibility, promote teamwork and steer groups of people toward a common goal.” Ian Bogost’s quote

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