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E-Sports

analytical Essay
1921 words
1921 words
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We live in constant violence. It seems like every year there’s a domestic event highlighted by a bloody rampage by crazed individuals armed with weapons that are meant for such frenzies. The most recent that are still in people’s minds would be the Washington Sniper and the Columbine High School shootings. While it may be true that psychologically troubled individuals planned out and executed both events, later investigations pointed out one hauntingly similar coincidence. The killers practiced on simulated violence that comes with video games (http://www.answers.com/main/ntquery?method=4&dsid=2222&dekey=Eric+Harris+and+Dylan+Klebold&gwp=8&curtab=2222_1). And because of that, the gaming industry took massive repercussions, with lists such as the one Mothers Against Violence in America created, in which games such as Warcraft 3: The Frozen Throne, Doom 3, Half-Life 2, and Halo are supposed to be avoided by parents at all costs (Lottie). The Interfaith Center on Corporate Responsibility mentions the same games but takes it a step further stating that “violent interactive media indicates that it has a strong and more lasting effect on violent behavior…in children and adolescents.” (http://www.iccr.org/issues/violence/jointstatement020705.PDF) But is that the truth? Will everyone playing an Entertainment Software Rating Board rated Mature game become a crazed, violent individual who wants to commit mass murders? The mass populace of the United States may say so, but the rest of world seems to disagree (McDonald, 16). Gaming has minimal effects, if not any, on the mental health of its crowd. With legislation pushing for anti-gaming acts, the casual and professional gaming communities are starting to suffer because of a few crazed individuals. Whereas casual gamers will probably complain, American pros will take whatever action they can to slow down the barrage of acts and laws that will hinder their ability to compete at level with foreign professional gaming teams.
One of the ideas that hasn’t taken hold in the United States would be the idea of Electronic Sports or Professional Gaming (commonly known as E-Sports). The rest of the world, namely Europe and Asia, respects and accepts E-Sports, whereas the United States looks down on it. America tries to make attaining competitive games Counter-Strike, Counter-Strike:Source Halo, Warcraft 3 and others difficult for everybody. Europe and Asia on the other hand, have live media coverage at events broadcasted over national television. If a common middle-class mother in America mentions something about games, negative comments would follow suit. If the same case was to happen in Norway, then the responses would be neutral and would wind up with the mothers conversing about their sons/daughters placement in the last major event they were in.

In this essay, the author

  • Argues that gaming has minimal effects, if not any, on the mental health of its crowd.
  • Explains that europe and asia respect and accept e-sports, whereas the united states looks down on it. europeans view it as a cultural artifact.
  • Explains that the cyberathlete professional league is a highly fabled league where high-caliber teams battle it out.
  • Explains that e-sports is just like regular physical sports, with statistics being available for teams and players. it's especially serious in europe and asia where professional gaming can be a full-time job.
  • Opines that if china does include a battery of computer games for the 2008 olympics, then computer gaming would become mainstream, including in the u.s.
  • Argues that the american population sees young men as tough, unbreakable, and unproblematic. the media has this image of how a man is supposed to be.
  • Explains how young boys learn to use their aggressiveness in physical sports, such as football and soccer, to defuse anger and lead to competitiveness and sportsmanship.
  • Opines that competitive games are a way to release the anger and violence inside, and turn it into amazing shows of skill and strategy.
  • Cites mcdonald, thomas, maximum pc, volume 10, no. 3, march 2005, future network usa publications.
  • Explains mcdonald, thomas. maximum pc, volume 10, no. 2, february 2005.
  • Explains kindlon's book, raising cain: protecting the emotional life of boys. ballantine books, 2000, new york.
  • Describes the interfaith center on corporate responsibility's joint statement and signatories on violent video games.
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