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Argumentative essays negative effects of violent video games both adults and kids
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Do video games cause violence argumentative essay
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It is shocking to believe that just because you like videogames and crime shows you are a bad person. This article is one in which talks about people being obsess with violences. What would happen if just because you went to a story and got the the latest Grand Theft Auto videogame people would run for the hill and accuse you of being crazy.In this artical we are given the idea that if a person liked violent video games, and crime shows, then the person is up to no good.In his article, Violence as Entertainment, Folisi employs a variety of rhetorical devices to divert the reader's attention away from his lack of empirical evidence. The most effective of these devices is the use of multiple tones. To a lesser degree, Folisi also uses anecdotal evidence. This works directly against the author's goals, exposing the weaknesses in his arguments.Folisi alternates between authoritative and speculative tones throughout the article. This is utilized in several different ways.
First, Folisi is able to pass off many of his assumptions as fact. The topic sentences of many paragraphs start with words such as ‘we’ and ‘our’, projecting the author’s personal thoughts and experiences out onto the rest of his audience. In this way, personal observations are subtly transformed into global assumptions. Consider for example the following excerpt:
The fact is, these kinds of news stories fascinate us. But why? Does life in a modern technological world breed individuals who are more criminally incited or inclined? Is it somehow more difficult for us to cope with our lives, with our basic instincts and needs, in societies which are cut off from nature? Through disconnecting and dividing us from our true instinctual inner nature, has modern technologi...
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...ts and outcasts, maladjusted in schools and in society at large.”
Because he is so eager to apply rhetoric from every possible angle, Folisi accidentally provides a counterargument to everything he has said. This goes unaddressed, as the author fails to recognize what he has done. As a result, the reader is left to question the article, possibly more than they would have had no argument been given at all.
In all, Folisi has a strong rhetoric but his lack of practical evidence illuminates the shortcomings in his argument. Additionally, his attempt at using pathos to emotionally engage the reader ultimately flounders and in fact works against him. To make his argument stronger, Folisi desperately needs to rethink his use of pathos and develop stronger evidence. In conclusion readers will be able to expand their thinking and ideas about why people commit crimes.
Finally, within the syntax of the novel, Sedaris has interlocked various arguments together with the choice of his words. He skillfully crafts a very sarcastic and humorous piece through applying an argument that is intermingled with generalizations. Thus, it means that the syntax is direct and declarative. For instance, the author states that the teacher is exhausting him with her foolishness and is rewarding her efforts with barely anything but pain. However, the syntax that the author used in some parts of the essay can be said to be confusing because he is fond of changing the topics or employing a different approach of transition in order to make his point of view clear to the readers. This is evident because at some point of the story, he would insert the earlier events or apply metaphors to describe a given occurrence.
Today’s society thrives on violence. Young children made pretend guns and shot at siblings, teenagers enjoyed video games which praised the player for kills, and adults flocked to see the latest horror movie, few people asked what effect this has on people and society. Some psychologists have started researching this effect. A study by Dr. Ferguson;...
Shootings. Homicides. Bombings. It’s safe to say that crime is very abundant in today’s society, filling our news casts with daily reminders of the negative ora that is associated with criminal behavior. But why do people commit the crimes that they commit? Theologians have been studying crime for years, trying to determine the main reasons as to who commits crime and why. These theologians, such as Edwin Sutherland, Ronald Akers, and Robert Agnew, each take very unique view of criminal behavior, giving society many rationalities for these why people exhibit these behaviors.
The ‘common sense hierarchy of immorality’ is that crimes of intention are more immoral than those of indifference. It can be argued that corporate crimes or crimes of indifference are the real crimes that cause the most human suffering due to official crime statistics. The media can be said to keep the real stories hidden from the public in order to keep it appealing and keep it’s users in fear so that they can maximise their number of users and profit. In my opinion, I believe that the way we view crime through this ‘common sense hierarchy of immorality’ is wrong we are afraid of things that can be said, we have a 90% chance of dying from. We have more of a chance to die from crimes of indifference than those of intention. It can be said that our minds have been constructed to believe that crimes of indifference are less harmful and most of the time mistakes but, it can be argued that when someone does something and has no concern to whom they are harming is more of a problem than someone who intentionally commits a crime. The ‘common sense hierarchy of immorality’ needs to be changed around and base crimes of indifference at the top and intentional crimes at the bottom. It can be argued that in order to start to change people’s way of thinking the media needs to stop portraying the intentional
Eysenck, H.J., & Gudjonsson, G.H. (1989). The causes and cures of criminality. Contemporary Psychology, 36, 575-577.
Criminal justice through “moral panic” is “a condition, episode, person or groups of person emerges to become defined as a threat to societal values and interests; its nature is presented in a stylized and stereotypical fashion by the mass media; the moral barricades are managed by editors, bishops, politicians, and other right-thinking people; socially accredited experts pronounce their diagnoses and solutions; ways of coping are evolved or (more often) resorted to; the condition then disappears, submerges or deteriorates and become more visible.” (Kraska, 2004) Thus by creating this moral panic, which is an emotion, by involves media, government officials, public, politicians and interested parties that exaggerate the problem from how big the problem really is. “The idea of emotion as a kind of cognitive shortcut explains why jurors, like children are more likely to make emotional judgments than judges.” (Bandes, 311, 1999) Society alone has many emotions towards criminals and victims ranging from hate, anger, fear towards ...
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
Although video games can have no urges in young adults and children to commit violent crimes because most all video games are fictional and not based on real life events or moments in history .An example to prove this is “We found that game sales related to a decrease in crimes, and especially violent crimes.” (Carey). This can tell us that because of the increase in sales of video games which lead to a decrease in crimes because of how the games are fictional, so they had no effect on teenagers or people who bought the game on how violent they would become from playing the games. Meanwhile, there are a higher percentage of young adults and children that do play the games such as GTA. An example of how video games can have negative effects on the people who do play the violent games is “In surveys about 80% of High School age boys say they play video games most of which are thought to be violent” (Carey). The quote taken from a survey can tell us that the 80 percent of high school age students that play video games can be connected to the non-fictional aspect of the game by the students committing the crimes or violent actions because of the misconnection between real and fake, so they are then to commit more violent actions in the future. In conclusion that high school age students playing non fictional games will be promoted to violent crimes in future places and
... up information about crime and it is truly sad to think about. Undeniably, crime is all around us, everywhere we go. There is always someone out there committing crime. “Deviance” is not inherent in people, it is a process in which you learn. Yet through many series of socialization, such as parents, friends, class, gender, an individual or group can become “deviant”. The interactionist theories the best sociological explanation due to the fact that it can alter people values and perception in many ways. For instance, supervision of the so called “street” parents, have a huge effect on their children’s development. However, being labeled as a criminal by the society has made people living in the so called “streets” to accept this label as a criminal and obey and commit crime. This semester has enabled me to better understand on how crime is formed and how it works.
Many People have put their attention directly on the influence violent video games have on the bad behavior of children. People believe videogames intensify aggression in children, while others say it can be a safe getaway for a child to express his aggression. Many opinions on this issue are stated still today, and they remain divided amongst the people who claim videogames to be a cause of aggression and those who claim otherwise. A child’s behavior can not be determined by violent video games, but instead is caused by a variety of environmental and domestic factors. It is easy to blame video games on violence, instead of looking at factors such as economic status, familial issues, and exposure to other entities such as television and media. This paper will bring forward the opinions of those who believe in no relationship between violent video games and bad behavior with one counter argument expressing the opinion of those who believe there is a relationship.
Few things in the literary world have the ability to earn and continuing disbelief as readily as the success of Paloini’s plagiarism.
One of the fastest growing sectors in the United States economy, with sales over six billion dollars in 2012 is the video gaming industry ("Games: Improving the Economy’). Technical innovation has given the video industry power to create exciting realistic worlds, turning video games into the vast entertainment business that it is today. Setting sales records, Violent Video Games (VVG) are now a common staple in many households. One of the most argued topics in media studies, investigation on the impact violence has on society from mass media continues to rage on. Parents look to the media for reliable studies to confirm or distinguish the effects VVG has on children. Even more menacing than violence on television or in movie theaters, VVG have created enticing graphic worlds created to slaughter fellow players. Modern video games allow players to take an active role within the game. Enticing players to engage in realistic assault scenes that are meant to be entertaining. Worthy playing is then rewarded with: trophies, bonus points and extra lives.
It is not uncommon to hear others claim that violence in the media is directly correlated to violence within youth. However, the article “Violent Video Games and Movies Causing Violent Behavior” coauthored by Eugene Beresin and Steve Schlozman exposes the truth; the concept of violence in media relating to violence in real life does not have scientific backing. Nonetheless, it has been shown that children prone to violence chose to play engage in violent media sources at a higher level than those with a less violent history. The article “Violent Video Games and Movies Causing Violent Behavior” successfully and convincingly uses Aristotle’s and Toulmin’s concept of argument to state that there is no evidence that violence within media directly affects children.
In summary, both the article and the novel critique the public’s reliance on technology. This topic is relevant today because Feed because it may be how frightening the future society may look like.
In the article “Why we need violent video games,” Gilsdorf draws attention to the fact that violent video games are not the reason for aggressive behavior amongst youths; rather he suggests that they are an outlet for people’s aggression (Gilsdorf, 2013). Ethan Gilsdorf started out in journalism as a Paris-based travel writer and he is the author of the travel memoir investigation Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms. He is known to be a writer, journalist and a critic (“About Ethan Gilsdorf”, n.d.). The author’s purpose in this article is to inform the readers that violent video games are not always related to the violence in reality. This is a timely argument as the article assesses the relation between violence and video games