1. Statistic – “In spite of the violence, the violent video games are also the more popular games on the market” (Paragraph 2) Anecdote – “On April 20, 1999, Eric Harris and Dylan Klebold launched an assault on Columbine High School in Littleton, Colorado, murdering 13 and wounding 23 before turning the guns on themselves. Although nothing is for certain as to why these boys did what they did, we do know that Harris and Klebold both enjoyed playing the bloody, shoot-’em-up video game Doom, a game licensed by the U. S. military to train soldiers to effectively kill…” (Paragraph 3)
Card stacking/Ethos – “More and more children suffer from and are being treated for anger management than ever before. Now, one can’t help but to wonder if these violent video games are even playing a slight part in the current statistics. I believe they do. ” 2. I believe the thesis is explicitly said in the introduction paragraph. It reads “Affecting children age 4 all the way to 45 year-old adults, these video games have called for concern in our society regarding issues such as addiction, depression, and even aggression related to the playing of video games. ” 3. No, I do not agree with the thesis of this essay.
After reading the essay and analyzing the points the author has made to prove her thesis, I can conclude that the facts are bias and/or outdated. The author states “more children suffer from and are being treated for anger management than ever before,” but statistics from the United States Federal Interagency Forum on Child and Family Statistics show just the opposite. The agency reports that youth anger and violence is at its lowest levels in 40 years. I infer this is because of the greater recognition, acceptance, and treatment of common mental problems, like ADHD, that once segregated youth and provided a breeding ground for violence.
If youth violence is at its lowest levels in 40 years and video game popularity is only rising, how could violent video games be responsible for massacres like the Columbine High School shooting? This brings me to debunk another study used as proof by the author. The author references a study that used mentally ill children to see the effects of a violent video game on their brain. Right from the beginning we can see that this study is flawed, as it only used data from children who would be more likely to act out.
If the study had used normal children, I’m sure the data would show that there is little to no difference in the behavior of the child after playing the video game. This invalidates the results of the study. After analyzing and debunking only two studies the author used as proofs in her essay, we can infer that the rest of her essay is inaccurate as well. 4. For the over 40 years video games have been in existence, they have been blamed for causing a handful of mental diseases, and also accused for causing violent behavior among youth.
By analyzing recent and accurate scientific data, we can see these accusations are based on bias and out of date studies and we can concur that violent video games have no negative effect on the mental well-being of humans. 5. Slimily – Video games are like marihuana, they’re a scapegoat for all of society’s social problems. Statistics/Appeal – For one thing, even while video game sales have skyrocketed, youth violence plummeted to its lowest levels in 40 years according to the United States Federal Interagency Forum on Child and Family Statistics.
Irony – Games like Pac man and Frogger have caused a huge problem in today’s society. We have an epidemic of people eating little blue pills, jumping in and out of busy traffic, while listening to repetitive electric music. Rhetorical Question – Will censoring violent video games really stop people from shooting up a school? Didn’t things like that happen before video games? Generalization – With or without video games, violence will always happen. You can censor someone’s imagination no matter how sick and twisted it is.