Beruflich Dokumente
Kultur Dokumente
A. Introduction
a. Attention Strategy Show images of video games
b. Exigence Our society revolves around technology which causes video games to
become more and more realistic. These violent video games encourages forceful
and violent behavior to the consumers. The main consumers for violent video
games are in fact teenagers. Each year more and more ways of producing and
playing video games are created. This causes people to question video games. Do
violent video games influence young people to act aggressively?
c. Stakeholders The video game industry, the teenagers and kids (the gamers),
families, organizations/companies
d. State Thesis Video games has been arguably one of the most entertaining and
lucrative products of all time with the United States. Despite the success of these
video games, people have complained about these games becoming too violent
and explicit, while others argue that having violent and explicit games are
beneficial to society.
e. Preview Negative impacts v. positive impacts of violent video games
B. Body
a. Violent Video Games are a negative product to society. The future of
entertainment revolves around technology. Video games become more and more
realistic. The main consumers for violent video games are teens. These games
encourage killing and fighting enemies. Overplaying can incite young players to
act violently.
i. Violent video games require active participation, repetition, and
identification with the violent character. With new game controllers
allowing more physical interaction, the immersive and interactive
characteristics of video games can increase the likelihood of youth
violence.
ii. Young children are more likely to confuse fantasy violence with real
world violence, and without a framework for ethical decision making,
they may mimic the actions they see in violent video games.
iii. Video games often reward players for simulating violence, and thus
enhance the learning of violent behaviors. Studies suggest that when
violence is rewarded in video games, players exhibit increased
aggressive behavior compared to players of video games where violence
is punished.
b. Violent Video Games are a positive product to society. Video games have been
blamed for causing numerous acts, however this does not consider the other
factors that could contribute to these incidents such as, abusive families, peer
pressure, exposure to media violence, and so on. In fact, these violent video
games have been linked to improving a variety of skills.
Reference Pages:
Granic, Isabela, Adam Lobel, and M.E. Engels Rutger C. The Benefits of Playing Video
Games. American Psychologist (2013): 66-78. Academic Search Complete. Web.
14 Sep 2014.
Zawacki, Kevin. Playing Violent Video Games Makes You a Better Person, Study
Says. The Daily Beast (2014). Web. 14 Sep 2014.
Do Violent Video Games Contribute to Youth Violence? Violent Video Games (2014).
Web. 14 Sep 2014