Effects of violent video Games on Children

Paper 5: EditorialIn our final paper this semester, we will use the knowledge we have acquired over the course of the term about persuasive writing, rhetoric and rhetorical appeals (ethos, pathos, logos) to compose a persuasive argument. Our purpose in writing this editorial is to persuade a general audience (imagine the editorial would be published in a major newspaper like the New York Times or Washington Post) that a). the problem we have been researching needs to be addressed and solved as soon as possible, and b). our proposed solution is the most effective and efficient plan to resolve this problem.When writing this paper, keep in mind the genre conventions of an editorial. Because editorials are published in newspapers and magazines, they must be written in a way that grabs the attention of a casual reader of the newspaper. Therefore, the title should not only convey your main argument, but also work to catch the attention of a casual reader. Likewise, your opening must grab the attention of a casual reader, so you will need to consider the best way to do this. Because column space in most news outlets (more so in print form) is limited, another convention of editorials is their conciseness. The length requirement for this paper is 3+ pages, not including a Works Cited list, so you will need to think about what evidence and appeals are the strongest and most effective to persuade your audience in a short amount of space/time to accept your solution.FormatParagraph 1 – IntroductionProvide background on the overall issue, then transition into the specific problem within the issue that you will propose a solution to. Remember that the opening sentence or two should be attention-grabbing and draw the reader in.Paragraph Two –thesisIn a short paragraph, articulate and explain your solution to the problem and why it will work.Paragraph Three through Five – Supportive Arguments for your solutionThese paragraphs are where you sell your solution. You must use examples, strong facts, and details to support your stance. Each paragraph should contain a different argument for your solution.Paragraph Six – address counterargumentsIn this paragraph, address any counterarguments or concerns with your proposed solution. Who – ie what stakeholders or stakeholder groups – would take issue with your proposed solution? Why? What is their argument against your solution? Do they have a valid point? Why/why not? Why is your solution the best option overall?Paragraph seven – ConclusionEnd with an appeal to the readers. What specifically do you want them or officials to do? Where can readers go online to learn more about the problem? How can readers act to help solve the problem? Provide specifics.Assignment RequirementsTitle that a. catches the reader’s attention, and b. accurately and succinctly conveys your main argument. A good idea is to take a few minutes to read some of the titles of editorials on the opinion page of a major newspaper or news outletOpening that successfully grabs the audience’s attentionClear statement of your main argument that includes your potential solution in the second paragraphOrganization: generally follows above outlineEditorial incorporates at least three sources via paraphrase and/or quotation. Remember to include your strongest and most persuasive evidence and how the types of sources that you include can contribute to your ethos!Editorial successfully uses rhetorical appeals like ethos, pathos, and logos to persuade a general audience to accept solutionLength of 3+ pages not including a Works Cited listEditorial written for a general audience of casual newspaper readersMake sure to read the brainstorming for the editorial also, I’ll attach my previous work (research report) about the same topic just to have idea in what I am writing about.and the citation should be in MLA8 format
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Abdullah Alzayer
Prof. Melanie Moroz
English 102- 052
21 March 2019
Effects of violent video Games on Children
Research has demonstrated that about 80 % of school children play video games, most of
which are considered to be violent, and perhaps a third to a half of those players have had a habit
of 9 hours a week or more (Gallagher, 10). In spite of the fact that computer games are common
in children, there can be negative impacts when acquainted with violent video games. There is a
great link between violent video games and children’s aggression. These games impact kids’
conduct on the grounds that their attitudes turn out to be more aggressive. The accessibility of
violent games has turned out to be simple for kids, and with the assistance of technology the
illustrations of the computer games make them appear to look one and the same with real life.
Children are at stake of suffering the long-term psychological impacts generated through
exposure to violent games as a result of the age factor (Gee & James, 41).
Prolonged exposure to violent images desensitizes children to the cruelty of violence. In
addition to that, addiction to video gaming with violent contents undesirably affects the
children’s emotional, mental, physical, or social resilience towards irresponsibility (Gee &
James, 41). Parents, teachers and the government have a part in regulating violent video games in
the society. Parents and guardians ought to be the final deciders of what they need their children
to play and watch. They should be vigilant of what their children play and they should to have
the capacity to control or limit them. Also, they have a role in watching what types of games are
played in their screens. They should be the ones restricting the gameplay or simply instructing
the children about what to take from these games and what not to. They are additionally obliged
to prevent violent computer games among kids in the society to ensure proper development of
kids. It is likewise critical that parents watch out for all the computer activities. Teachers should
explain to the children the negative effects of such behavior and provide alternative games to the
children. They have a duty to prompt the elimination of violent video games from children for
healthy growth and development. The government on the other hand should enforce effective
laws that govern the kind of games that children play. It should also any video game that is not
suitable for people just like any other entertainment media (Gallagher, 10).
Parents are the essential factor in deciding the social qualities and inclinations of a child. The
perception and train of kids by their parents is the essential effect on a kid’s conduct in general. It
is the absence of such parental contribution that ends up being a standout amongst the most
replicated indicators of aggressive conduct. In the event that parents administer, take part, and
instruct their children about violent games, they won’t be at risk. (Gallagher, 10).
When teachers introduce other educational games to children, they will help them
develop in a better way (Lobel,2014). The best way that a teacher can make a child enjoy
learning is by making it more fun. This can be done by introducing to them more interactive
games that would, in a way help them understand some concepts at school.
Some psychologists would argue that violent video gaming would be a perfect growth
tool for children. A research published by American Psychological Association showed that
playing violent video games may boost children’s learning, health and social skills. According
to this research, a player’s ability to think about objects in three dimensions, spatial navigation
and reasoning is enhanced particularly by playing violent shooter games. This is not found when
playing other types of games, for instance, puzzles or role-taking games.
We indeed have a reason to worry. There’s really no parent who would like to see their
children adopt an aggressive behavior just as a result of violent video games. It is evident that
violent video games are detrimental to children in many ways. They lead to aggressive
behaviors, cause mental disruption in children, cause psychosocial problems and so on.
Therefore, this is an issue that seeks a solution with immediate effect and it is time to act and
stop the adverse impacts of violent video games which are physical, psychological, and
psychosocial. Helping children to control what they play, watch and hear in the media is very
vital to a child’s growth (Bryant, 2011)
Work Cited
Bryant, J. Alison. “Children and the Media: A Service-Learning Approach.” Integrating ServiceLearning Into the University Classroom (2011): 53.
Gallagher M. “Violent Video Games: Should Kids Be Able to Buy Them?” U.S. News & World
Report, U.S. News & World Report, 7 May 2010, 10:20 a.m.
Granic, Isabela, Adam Lobel, and Rutger CME Engels. “The benefits of playing video games.”
American psychologist 69.1 (2014): 66.
Kowert, Rachel, and Thorsten Quandt. The Video Game Debate : Unravelling the Physical,
Social, and Psychological Effects of Digital Games. Routeldge, 2016.
Effects of violent video Games on Children
Part I: Intro/Definition of Problem
Most children learn about video games at the age of 2-5 years. They spend most of their
time watching television as well as playing video games and 80 % of them are not supervised. This
is according to a research conducted by the USA Today Magazine. Some are playing video games
even before they are able to speak properly. This is mainly brought about by the use of
smartphones. Parents not only have video games applications for their kids to play with on their
phones, but also children in middle school have phones that are capable of doing more than sending
texts and making calls (Kowert, Rachel & Thorsten, 57). In the United States of America, 80% of
children play video games at least once a month. 9 % are addicts of video games and average of
5- to 10 years-old play 14 hours of video games weekly (Kowert, Rachel & Thorsten, 57). Research
shows that about 80 % of school children play video games, most of which are considered to be
violent, and perhaps a third to a half of those players have had a habit of 9 hours a week or more
(Gallagher, 10).
Part II: Stakeholders/Audience
Exposure to video games at a young age can a make a child exhibit dangerous behavior in
adulthood. There are alternative games that children can engage in other than violent video games.
These may include Play board games or card games such as scrabble or chess. Scrabble games
helps in building vocabulary as well as word skills. When children become more absorbed in the
words being used around them, it helps to build their language skills. Basically, scrabble is a
chance to get children involved in the English language without telling them they are about to
receive a word lesson. Most children are interested by their very nature and therefore, inspiring
interest in the English vocabulary and a reason to learn is important (Gallagher, 10).
Research reveals that kids who play violent video games are likely to acquire aggressive
behavior later in adult life as compared to those who do not engage in violent video games
(Gallagher, 10). Violent video games are alleged to decrease pro-social behavior such as empathy
among children and this may lead to a greater probability of awkward behaviors later in middle
age. Children and teenagers who are exposed to undesirable images such as gender and racial
typecasts linked with violence are more likely to fuss bigoted attitudes later in life. These aspects
cause children to grow into adults who act or behave violently (Lee & Finley, 47). Children who
are more aggressive may consequently perform poorly in terms of academics and suffer behavioral
conduct problems as well as social issues. According to Lee & Finley, intensified aggression can
make individuals to go through a horde of issues into adult life. Job prospects, family, and romantic
relationships may all suffer if a person responds violently to negative life experiences (Kowert,
Rachel & Thorsten, 57).
Prolonged exposure to violent video gaming have adverse outcomes on the individual
players. Research reveals that kids are especially at stake of suffering the long-term psychological
impacts generated through exposure to violent games as a result of the age factor (Gee & James,
41). Prolonged exposure to violent images also desensitizes the players to the cruelty of violence.
In addition to that, addiction to video gaming with violent contents undesirably affects a person’s
emotional, mental, physical, or social resilience towards irresponsibility (Gee & James, 41).
According to Gallagher, behavior changes, antagonism, and desensitization to violence are
some of the permanent consequences connected with violent video gaming in childhood as well as
adolescence age. Gallagher explains that, frequent exposure to violent video games fortifies
aggression-related expertise structures such as aggressive expectation schema, aggression
desensitization, aggressive beliefs and attitudes, and aggressive behavior scripts. All of these
knowledge structures may cause a more aggressive behavior into adult life (Gallagher, 10).
Part III: The Solution
Parents, guardians, teachers, and government have a role in regulating violent video games
in the society. Parents or guardians should be the final deciders of what they want their children
are playing, watching, and doing. They should be on the lookout of what their children are playing
and they should be able to control or restrict them. They must always watch what games is coming
into their home and should be the ones limiting the game play or just teaching the kids about what
to take from these games and what not to. They are also obliged to eliminate violent video games
among children in the society to guarantee appropriate growth of children. It is also important that
parents keep an eye on all the computer activities. Additionally, making it a habit to check a child’s
technology equipment for signs of video game usage is very imperative. If parents supervise,
participate, and educate their children about these games, then the children would not be at risk
(Gallagher, 10).
Teachers should explain to the children the negative effects of such behavior and provide
alternative games to the children. They have a duty to prompt the elimination of violent video
games from children for healthy growth and development. The government on the other hand
should enforce effective laws that govern the kind of games that children play. It should also any
video game that is not suitable for people just like any other entertainment media (Gallagher, 10).
Part IV: Conclusion
It is evident that violent video games are detrimental to children in many ways. They lead
to aggressive behaviors, cause mental disruption in children, cause psychosocial problems and so
on. Therefore, this is an issue that seeks a solution with immediate effect and it is time to act and
stop the adverse impacts of violent video games which are physical, psychological, and
psychosocial. Helping children to control what they watch and hear in the media is very vital to a
child’s growth. This can be achieved through educating children about media effects as well as
about violent video game consequences so that they can be able to make well-informed decisions,
encouraging them to play pro-social as well as educational video games as opposed to violent
games, and helping them to limit their time playing video games. Parents should also participate
in playing video games with their children so that they are aware of the content inside those game
and so that they can well discuss the consequences of playing certain types of games and prohibit
the harmful ones. It is also important to introduce the technology to the children at the suitable age
and with appropriate manner. All these actions will help curb the negative impacts of video
gaming.
Work Cited
Gallagher M. “Violent Video Games: Should Kids Be Able to Buy Them?” U.S. News & World
Report, U.S. News & World Report, 7 May 2010, 10:20 a.m.
https://www.usnews.com/opinion/articles/2010/05/07/violent-video-games-should-kids-be-ableto-buy-them
Gee, James Paul. What Video Games Have to Teach Us About Learning and Literacy. Rev. and
updated ed. ed., Palgrave Macmillan, 2007.
https://libwvu.on.worldcat.org/oclc/172569526
Kowert, Rachel, and Thorsten Quandt. The Video Game Debate : Unravelling the Physical,
Social, and Psychological Effects of Digital Games. Routeldge, 2016.
https://libwvu.on.worldcat.org/oclc/907132953
Lee, M. and Laura Finley. “Counterpoint: Video Games Are Addictive and Promote
Irresponsible Behavior.” Points of View: Video Games, Jan. 2017, p. 3. EBSCOhost,
https://search.ebscohost.com/login.aspx?direct=true&db=pwh&AN=28675350&site=pov-live
“Violent Video Games Spur Child Aggression.” USA Today Magazine, vol. 143, no. 2835, Dec.
2014, p. 6. EBSCOhost,
https://search.ebscohost.com/login.aspx?direct=true&db=pwh&AN=100092468&site=pov-live

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