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For this class you are working on a number of dimensions of good writing, one of which is effectively writing with readers in mind. The book by Graff and Birkensten, They Say, I Say, (hereafter referred as “Graff”) is intended to learn structures for presenting ideas with readers as the point of the writing. Therefore, every week you’ll be assigned chapters to read and, following the reading, exercises to complete.
Below is the next activity.
Read Chapter Seven of Graff (pp 92-100).
Next, write a single coherent paragraph based on the work in your own formal research paper. In this paragraph make use of at least ONE template from pages 95 & 96, and at least ONE template form pages 98 & 99.
Be sure your paragraph captures an important idea you’re writing about and that you use correct MLA style in-text citations.
THIRD SUBMISSION OF PAPER SECTION: remainder of the “Confirmation”
Central thesis: Effects of video game to the users (boys)
Playing violent video games has the potential to cause various negative effects on boys, a specific emphasis being on the aggression these boys exhibit. In elongated hours of play time on the violent video games, the games can cause brain damage to the kids unconsciously affecting their attention span and emotional responses.
It is interesting that although there are many studies on this subject, some still ongoing, controversial findings are made. Like any other form of addiction, violent video games become an addiction over time potentially ruining a part of the human brain, especially among developing brains, which is what the young boys have. The violent video games are a threat to the behaviors of the boys the moment they become an addiction because the brain actively yearns to process and feed on the violence in the video games.
Analyzing the available data, the APA considers that immediately after being exposed to violence in the media, including video games, a tendency of aggressive characteristics is exhibited. They said that those who play violent video games are desensitized, and they become bad and even hurt people, including family members. In my opinion, I would say that the violent video games cause the brain of the boys to take up certain behaviors which essentially exhibit aggression, with a sense of lack of empathy. Aggression strongly kicks in when the loss of empathy has occurred in the boys. The other, who has also seen changes in the boys who play violent video games, interpret them in another way. In my own point of view, I’d say that, unlike people who kill others in the real world, the changes in these boys are superficial and transient. They call them “minor acts of aggression”. They compare them to a little boy sticking his tongue out to another. According to Anderson and Douglas, “the interesting thing is that neither of the two scientists leaves their children to play violent video” (299).
The leading played video games are violent in nature, and the violent the games, the quicker they fly off the shelves. They say that this violence makes young people end up becoming increasingly “ferocious”. In my opinion, I discovered that video games affect the mind of users because of the sense of addiction. Soon after winning a game, the boys are too entangled in experiencing the same pleasure, pushing aside the element of violence into their subconscious mind. In such cases, the brain picks up all elements of the violent games, and slowly into the lives of the boys, the behaviors in the scenes of the games are depicted in real life. Usually, the symptoms start with “minor acts of aggression” like throwing tantrums upon correction, to greater acts like breaking items in anger.
Christopher J Ferguson says “the potential influence of violent video games on youth violence remains an issue of concern for psychologists” stating it as a major area of concern that will continually prompt more research in light of a number of violent games being generated today. This topic appears in television show series or motion picture, and whatever the television portrays as true, it is true. This means that the matter of aggression among boys today is raising brows. In my thought, this is un-neglect able since the aping is not just from the violent scenes of games, but to other aspects of media portrayal like dressing and other lifestyle habits. If seen true, even in my very own experience, then the same truth can be noted in matters violence among boys as a result of violent video gaming.
The Stroop Test has been used in neuropsychological evaluations to measure mental vitality and flexibility since performing well requires strong attention, inhibition and self-regulation capability. The researchers found in subjects who did not play violent video games, a normal delay in the Stroop test and an expected increase in areas of the brain related to emotion. On the other hand, the results of the brain images of the players of violent video games revealed at the beginning of the investigation a normal brain activity, but after 2 weeks of playing violent video games, they exhibited less activation in the cerebral areas related to emotion (Park, p. 154). In my own observation, I would say that the players of violent video games, after a week, showed a decline in activity in the areas that regulate attention and concentration. I would say that the participants who used the violent games showed more aggressiveness against their opponents in the retaliation part of the study than the participants who used the non-violent game,” the authors of the recent study noted. Violent video gamers were less “cooperative” than other children during play period. In my observation, even while playing with other kids, boys actively involved in playing violent video games displayed some sense of anger than the usual emotion displayed by boys that did not play violent video games. I would, therefore, cite that the violent video gaming has an intense impact on the young boys by evoking feelings of aggression when interacting in real life scenarios.
Anderson, Craig A., and Douglas A. Gentile. “Violent Video Game Effects on Aggressive thoughts, feelings, physiology, and Behavior.” Media Violence and Children: A Complete Guide for Parents and Professionals: A Complete Guide for Parents and Professionals (2014): 229.
Ferguson, C. J. (2011). Video games and youth violence: A prospective analysis in adolescents. Journal of Youth and Adolescence, 40(4), 377-377-391.
Concession and Refutation
Playing violent video games could cause various negative effects on the boys who are actively playing on it, in the way that they would become more aggressive and it is also a danger in mind, and it would damage the brain.
According to Ganic, Lobel and Engels (1), the debate on video games, especially violent ones tends to emphasize its negative effects. Most of the research that has been conducted about video games only shows the negative impact it has on those involved. No one has ever perceived the benefits of playing video games. In an attempt to balance the perspective of research on video games, Ganic, Lobel and Engels (1), argue that video games have positive impacts from negative ones. Ideally, I find their argument to be a valid one. Everything in life ought to have its positive and negative sides. Therefore, video games are subject to the same school of thought.
The three authors argue that video games may benefit the player in a variety of ways. In this instance, the impact of video games is analyzed from a social, motivational, cognitive and emotional point of view. There happens to be some real-world social benefits attributed to the activity of playing video games (Ganic, Lobel and Engels 2). Video games are therefore a significant drive to achieving enhanced mental health and well-being in adolescents and children. I agree with the notion that playing video games has a positive impact on the mental well being of children as well as adolescents. It is prudent to note that while playing, children are able to discover problem-solving techniques that allude to gaining mastery in playing the games. This enhances their cognitive abilities in various ways. Thus, video game playing impacts positively the emotional, mental, social and motivational perspectives of the life of the involved individuals.
Conversely, video game playing has become a popular activity in the United States if not the whole world. Ideally, Greitemeyer and Mugge (2) argue that video games can have both helpful and aggressive consequences on the individual’s characters. These two aspects of an individual’s character are significantly enhanced through playing video games. The authors provide evidence of their claims in their findings that point to the learning ability of individuals from the content of the video games being played (Greitemeyer and Mugge 3). Initially, violent video games were the focus of research. Only recently has a small growing body of research focused on the potential benefits of video games. Researchers now agree that video games have both negative and positive impacts. The perspective in which an individual is impacted with depending on the context of the content of the video game. I refute the part of the notion that video games affect the individual based on content. Content has less to do with the video games as much as the name of the video game is, but the motive behind playing video games is what matters most to the individual. For instance, one may play a prosocial video game that has helpful rather than violent content. However, if the motives of the individual alluded to the violence of negative actions, the individual becomes affected in a corresponding manner. Therefore, content may be twisted for the pleasure of the player, and thus the eventual learning outcome is based on the individual’s inclinations or motives when playing the video game. Therefore, video games can impact an individual in a particular way only if he or she is willing to enhance their motivational, social, cognitive and emotional aspects to fit the contents of the video game.
Granic, I, A Lobel, and RC Engels. “The Benefits of Playing Video Games.” The American Psychologist. 69.1 (2014): 66-78.
Greitemeyer, T, and D.O Mugge. “Video Games Do Affect Social Outcomes: a Meta-Analytic Review of the Effects of Violent and Prosocial Video Game Play.” Personality and Social Psychology Bulletin. 40.5 (2014): 578-589.
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