The keywords include the following: “synthesize,” “at least three of the sources,” and “defends, challenges, or qualifies.” “Synthesize” indicates the kind of essay required. “At least three of the sources” specifies the amount of evidence required in the essay. “Defends, challenges, or qualifies” tells the writer to take a stance on the issue, which is a crucial element of the essay. These words are the most significant keywords because they either give a direct command to the writer or describe how the writer should qualify the essay’s points. The directions ask the writer to defend, challenge, or qualify the claim that video games do not have cultural value and can cause overly aggressive or violent behavior outside of the game. The introduction …show more content…
Source B claims that video games encourage or tolerate violent behavior in the game, probably leading to negative, violent side effects in both children and adults in real life. Source C provides evidence for the opposite, stating that laparoscopic surgeons actually made fewer errors in surgery after playing video games regularly. Source D debunks common video game myths with little-known facts that illuminate some of the negative side effects of violent video games. By comparing the video game producers and consumers with Doctor Frankenstein and Frankenstein’s monster, Source E uses a picture instead of words to illustrate the reality of the video game industry. Source F explores the moral side of the issue, using Grand Theft Auto as an example of how players decide for themselves if they will behave morally or …show more content…
The commentary mentioned that Patrick did not have a unique voice in his writing and he relied on the sources rather than his own reasoning and ideas. He used several statistics in his essay, which provided solid evidence for his argument. Additionally, his ideas were organized well. To improve the essay, some of the informal diction could easily be removed and replaced with academic words. He used first person voice and contractions multiple times, which should also be removed. To improve the essay even more, Patrick could have written a longer conclusion to restate and reemphasize his points for the
Structures the essay into paragraphs, has an introduction and a conclusion, and uses transition words
In my most recent essay I wrote of the violence attributed to video games in light of various shootings and other tragedies that occurred in the past year or so. In this essay I argued that despite their violent content, video games are not completely to blame for acts of violence committed by children. Throughout this essay I tried to convince the reader by, first, establishing my own credibility with video games, then sharing my own experiences with violent games, and providing both empirical data and valuable insight from trusted sources.
Since video games have been introduced, video games have been accused of contributing too many atrocities, and acts of violence. News outlets paint video games as being a source of which some acts of violence happen. Yes, violent video games have become more popular, meanwhile becoming controversial, but still there exist no links between aggression and video games. The University of Bologna says that “owning videogames does not in fact seem to have negative effects on aggressive human behavior” (Koffler par.7). Meanwhile, news outlets keep on missing the point on how beneficial video games are. Video games do not contribute to violence, can be educational, and they can improve us in different ways.
“According to data recently released by The NPD Group, in 2012, U.S. video game software sales reached $6.7 billion (174.8 million units) and computer game sales were $380 million (13.2 million units)” (Improving Economy). To many, the violent video game industry has turned all adolescents into mass murderers. However, they’re absolutely wrong. Very seldom do adolescents who play violent video games commit acts of violence, and the ones who do usually have a mental disorder. Instead of blaming the tragedies that occur on violent video games, the news media should explain to people that a large percentage of young males play violent video games, indicating that the two are uncorrelated. They should alternatively research other possible solutions to the crisis. In lieu of negatively affecting people’s lives, video games could potentially improve their lives!
For example, when talking about the earth running out of room for farming, he asked his neighbor. Although this neighbor does grow vegetables, they are not a professional and could be just running out of room in their back yard. Also, the author failed to mention, the other point of view/other opinions throughout the whole essay. The author only talks about how "cool" and "super important" to move to the moon. The conclusion clincher is extremely poor
Grand Theft Auto 5, one of the year's bestselling titles, allows players to kill prostitutes and torture characters, which sparked fierce debate on whether game makers have a moral responsibility to their audience.” Critics claim that violence in video games creates negative behaviors in reality but yet fail to accept beneficial soothness that these virtual worlds bring to gamers. But those dangers alone shouldn't discourage people from giving games a chance any more than we should shun television because it traffics in adult themes, not when there's so much to celebrate and still so much room for improvement. Video games are profoundly cognitive in an ideal position of having an adverse effect on the production of knowledge and perseverance. Stereotypically, video games disrupt mental awareness, body fitness, and productiveness. In circumstances of neglect and emptiness of oneself’s individuality in society, video games provide genuine warmth and compatibility in a virtual state. For example, in the same article beforehand, Nicholas Lioa makes this argument, “As both games and those who play them keep branching out, the definition of gaming will continue to change. It's true that gaming's qualities have an underside. The same technology that creates experiences of empathy can also offer escape from reality… the advent of more thoughtful
Brandon Nadeau is an anthropology student in his sophomore year at the University of Connecticut and a weekly columnist for UConn’s Daily Camus. On October 21, 2015, he wrote an article “Video Games Make Society Less Violent”. He discusses one man who is a medical malpractice lawyer, Jack Thompson, and this guy hates video games. He think that video games inspire violent behavior in people; however, all of facts are against him. Brandon Nadeau gives us a lot of examples of positive effects of video games. One example that he gives is that since video games became a mainstream industry when PlayStation came out in 1995, the violent crime rate has decreased significantly. This argument is a very important reason that video games have some positive
In the beginning, the challenge I faced while developing my argument understands the topic and argument I wanted to present. I had brainstormed a list of issues around business to get a better understanding and chose the issue that was most important to me. However, I had a hard time summing up my essay in my thesis. If done differently I would have waited to do a reverse outline in order to get my thesis statement instead of wasting time on it toward the beginning. Another obstacle faced was presenting creditable sources. I should have started with more scholarly sources to avoid changing my key
Video Games have come a long way since their first introduction into the main stream. With video games becoming more sophisticated and using advanced technology, it seems as if video games are closing in on the gap between games and reality. However, as video games become ever so life-like it brings up the question of if the violence associated with video games is having a negative consequence. There have been many accusations over the years over the harm video games are causing children and teenagers. Experiments have been conducted trying to associate a link between video games and aggressive behavior. Even the media has been known to point fingers at video games for the cause of children
In Grand Theft Auto V, players are awarded a prostitute’s money once they kill her and forced to enact a torture session on someone to extract information from him; in the Call of Duty Franchise, players are prompted to gun down and bomb innocent civilians. These games are only a few examples of exposure to violence in a rising media form. Considering that “upward[s] of 90 percent of American children between the ages of 2 and 17 play video and computer games regularly” (Funk, 1993), the high content of violence in video games should be re-evaluated. Though not all violence in video games is depicted seriously, “most of the top-selling video games (89%) [contain] violent content” (Knowles et. al, 2001). There have been thousands of studies indicating a
Over the years, the popularity of computer and video games has grown. Specifically violent video games make up more than 50 % of the top selling games. These games include violent themes that involve guns, crime, blood, and gore. There is an ongoing belief that these types of games are to blame for the many acts of violence in society and have encouraged America’s youth to act out in aggression. Several organizations, such as the PTC (Parents Television Council) have moved to discourage the development of violent games while also pushing for stronger regulations when purchasing such games. There is also debate among parents and concerns on how games can negatively influence their children. So is there a direct link between video games and violence? The truth is video games do not encourage violence in society based on several factors which include scientific studies, statistics on crime, and prevention measures adopted by game publishers.
“Recent contents analyses of video games show that many as 89% of games contain some violent contents” (Gentile, Lynch, Linder, Walsh 3). More than half of video games being sold around the world contain some form of violence. All of the violence involved in the video games being played by children is a pattern leading to aggression. Aggression can be caused by many things; however, violent video games are the main cause of aggression in young adults. “If a child began playing violent video games at a young age, then he might think that violence in real life is the same as the game violence and that it doesn’t have a real impact on others” (Gilad, Alto 1). Thinking that violence in the virtual world is the same as in the real world is the first step to showing aggression. Aggression in children caused by video games is the biggest effect parents and researchers worry about. Violent video games teach children that shooting and killing people are
The effect of violent video games is among the most widely discussed topics in media studies today. What are the arguments that violent video games are immoral, and which arguments provide the strongest reasons for regulation? These games are very popular, but many seem morally questionable. Critics attack them for several reasons ranging from their capacity to teach players weapons skills to their ability to directly cause violent actions. This essay shows that many of these criticisms are misguided. In regards to individual morality in a video game, players do not choose to play stealthily because that means that they are a good person or that they succeeded in the test of their own moral fiber; they do it because they want a challenge or because they want the good outcome.
Parents and government officials alike believe that extensive participation in playing violent video games can cause psychological harm and influence aggressive behavior. Does it really? Many psychologists challenge this idea by using scientific research for backing. There has been much controversy over the topic and a lawful debate in California over who is allowed to have access to such vicious content. On the yes side(damage occurs and behaviors are influenced) of the argument is Steven F. Gruel, who stresses the importance of regulating the release of negative or “damaging” media, specifically violent video games, to minors. On the opposing side is Patricia A. Millett, who believes there is no concrete correlation between violent video games and aggressive behavior or cognitive damage. Neither is right or wrong because a great deal of psychology is built upon theories that have been strengthened through extensive experimentation. Nonetheless, studying the effects of violent video games on psychological health and behavior can help narrow understandings of how what humans perceive influences how they think and behave.
Controversy about video games continue to escalate between parents and gamers, regarding the psychological effect of simulated, realistic, and 3D violence on the minds of young children and growing teenagers. Yet, research shows that video games contribute very little to today’s everyday violence, despite complaints and concerns that games influence a child’s normal behavior. Technology is a way of life in today’s world, computers are used by toddlers, adolescents, and adults alike. No matter what career path a person chooses, the computer plays an essential role in the job. The more our technology progresses and as our industry grows stronger, computers and electronic entertainment will grow to be found everywhere around the world. This includes videogames.