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.
The relationship between entertainment and violence has always been rife with controversy. Today’s debate over violent video games, movies, and television shows is yet another manifestation of this timeless issue. In Confessions, Augustine addresses how humans consume violence as entertainment and proposes two reasons for why they do so. One is an act of pleasure seeking that uses the sight of tragedy or violence to bask in the feeling of false pity. The other is a carnal desire for excitement and adrenaline fueled by primal instincts. According to Augustine, both motivations degrade and dehumanize the viewer of violence. However, Augustine deeply valued the importance of learning from any viable source; Cicero’s Hortensius convinces him “that
Since the 1970 video games have become more popular than ever before. Generating 11.7 billions of dollars of sells every year or more, the video game industry is considered one of the largest industries in this century. However, video games have been a topic of controversy. With the sales of violent video games going up and the increased violence in schools and teenagers, video games are always to blame. Many people speculate that video games are the cause on why many teenagers have developed aggressive and violent behavior, are desensitize to violence, and the increase violence in schools and public places. In contradiction, video games have little or no fault in teenagers’ violent behavior and shouldn’t always be blamed.
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
Desensitization from video games creates a biological response that leads to a lack of empathy and more aggressive behaviors. Furthermore, violence in video games is rewarded, making one more likely to repeat the behavior in real life. Finally, video games allow people to take on roles, and along with one’s inability to separate reality from fantasy, people will take on these roles in real life, leading to many of the recent mass shootings. The debate on video games and violence will carry major significance over these coming years. Although violent video games will not necessarily be banned, there might be moves to educate parents about the dangers of violent video games so that their children can be monitored in the games they choose. However, the debate will not be completely solved. Video games are a multimillion dollar industry and the companies may pay psychologists to agree with their sentiments, prolonging the debate. Although video games are some of the most popular items in the world to own, one must take caution in purchasing them, especially violent
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
Does entertainment influence society's attitude towards violent behavior? In order to fully answer this question we must first understand what violence is. Violence is the use of one's powers to inflict mental or physical injury upon another; examples of this would be rape or murder. Violence in entertainment reaches the public by way of television, movies, plays, music, and novels. Through the course of this essay it will be proven that violence in entertainment is a major factor in the escalation of violence in society, once this is proven we will take all of the evidence that has been shown throughout this paper and come to a conclusion as to whether or not violence in entertainment is justified and whether or not it should be censored.
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;...
Few things in the literary world have the ability to earn and continuing disbelief as readily as the success of Paloini’s plagiarism.
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 ...
The debate about media violence has been going on for hundreds of years. The newest form of media being scrutinized is videogames. I will be taking you through this debate and sharing with you some things that you may find surprising. This is not a new topic and has ...
“They say the criminal—far from being someone who acts for fundamental, intrinsic reasons and who lives in his own world—is actually someone acutely sensitive to his environment, who is alert to all kinds of cues, and who is prompted to commit crimes based on his perception of the world around him” (Gladwell 157). What develops from this is a completely humanistic and empathetic view of human nature. From Gladwell’s perspective, a criminal is not a personality type, just as a Good Samaritan is not either. Neither characters exist within the context of their own emotionally charged vacuum; they are instead produced by the context in which they exist. Gladwell’s narrative accounts provide real-life explanations for this phenomenon. What we observe from the example of Goetz is that while he had issues in his past that provoked him for the violent episode on the subway, the confrontation could have been avoided entirely had the environment itself had not been one infused with violence at every turn. In other words, if the environment in the subway was not infused my graffiti and litter, Goetz violent confrontation with the four teenagers would not have occurred. What this shows is not that humans are devoid of any will, but that their will can be improved by their environment through
The causes of crime seem to be indefinite and ever changing. In the 19th century, slum poverty was blamed; in the 20th century, a childhood without love was blamed (Adams 152). In the era going into the new millennium, most experts and theorists have given up all hope in trying to pinpoint one single aspect that causes crime. Many experts believe some people are natural born criminals who are born with criminal mindsets, and this is unchangeable. However, criminals are not a product of heredity. They are a product of their environment and how they react to it. This may seem like a bogus assumption, but is undoubtedly true.
In the 2014 editorial, “Do Violent Video Games Contribute to Youth Violence?”, Steven Markoff supports the claim violent video games cause violent behavior. He speaks to a curious audience of all ages. The article uses logos throughout creating a set opinion on the topic.
Are video games a negative or positive influence on children’s behavior and actions? Several studies have been pointing out that exposure to violence on television, movies, video games, cell phones and the Internet increases the risk of violent behavior in the viewer, like to grow in an environment filled with real violence increases the risk of violent behavior. Plentiful of the research on current media have focused on the violence spread by TV for experts in developmental psychology and John Murray of Kansas State University, United States, it is difficult to conclude otherwise than that violence on television has increased levels of violence and aggression in the society, and that video games have an effect even more powerful. Violent video games are more distress, than the films of the same sign and that the images of violence shown on television because they are interactive, because they use a technology environment that allows the user total immersion in the situation, while producing new objects cultural. The reason is that video games are not limited to violence to show a passive spectator, but require the person to connect with the character and act for him, while violence in film and television images whose exposure is limited only to visual perception. The video game violence has long-term real effects. Children exposed to high levels of violent entertainment can become more aggressive and develop a tremendous face the suffering of others, also increases the likelihood they interact and respond to violence in their social environment. In violent video games as success is clearly defined as killing or take, and failure as die or loses the good and evil as the wicked: they, different from us, it is just revenged, I mate,...