Persuasive Speech On Video Games

1253 Words3 Pages

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 …show more content…

This is probably the most engaging thing that can be done in a spoken presentation. Showing picture, encouraging audience participation for understanding of the topic and draw attention to the subject at hand is an excellent idea. She shows on a screen the same research method she used on the gamers and control group. Words in color opposite of what they are such as: blue, yellow, red. . The correct answer is the color of the ink rather than the word itself. Her research has shown that those who play a lot of action games are better at doing this task faster showing increased attention span. She also uses a game of rotation of shapes to show overall effect of video games on training the mind “After two weeks of training on action video games, they actually perform better” at the task “and the improvement is still there five months after having done the training”. She again after explaining the benefits qualifies her statements. Clearly, one who plays video games all day every day may have a limit to these benefits that can be received. She explains this well once again appealing to …show more content…

We should develop games that people want to spend time on that are also educational, increasing the attention span of people, visual acuity, and multitasking abilities of all generations. The author very effectively portrays her message of by connecting with her audience charismatically, visually, personally, and logically. In the age of technology we must come to terms with the changing hobbies and daily activities around us. Rather than passing them off as bad campaigning for them to be cut back, censored, we should be focusing on the good that is already done by video games and how we could continue to improve

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