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ARGUMENTATIVE

BY:
GROUP 5 (B-4)

ELMARIYANTI MARBUN
LISNA RIFKA DIANA
MARITA SARI SITANGGANG
MUHAMMAD HASRIL FAKHRURROZI



THE CHARACTER BUILDING UNIVERSITY OF MEDAN
POST GRADUATED PROGRAM
2014
I. Translating the text
Games and Violence
Introduction: Computer games have seriously caught the attention of Mass Media and nowadays
every channel considers its duty to remind people how much damage these games cause to
children and adults. The increasing amount of games with violent scenes socks the society and
makes it very aware of them. It is already common knowledge that violent games cause violence
in people. This fact is not even doubted by the majority of people. Every other person says that
the reason lies in games being too close to reality. The opinion that games make violent actions
normal for the player and therefore make the player pitiless can be often heard. In this case the
game is the cause of violence and the act of violence by itself is a consequence. And can real-life
violence exist in the reality of a game? Is the transfer of the definition of violence with all its
peculiarities from one world to another justified only according to the external similarity of these
two worlds?
Games originally are entertainment. Contemporary games are very realistic and for this reason
they are a source of great experience for the player and develop the imagination. Games are
entertainment and even more than that. In addition, the statistics of the New York University
lead by Green and Bavelier claim that the player preferring active games get an improvement of
some types of brain activity, related to processing of visual information. In particular, game
players cope with problems of simultaneously tracking several moving objects at the average
level of 30% better than people who do not play active computer video games. The gaming
violent experience may not be the cause of violent behavior in reality. None of the playing
experience will become the priority in making important decisions concerning problems in real
life. A game is an abstraction. A player gets abstract tasks and acts according to abstract rules.
Games are also the possibility to be however a person wants to be and to rest from the outside
world for some time. But what if a person gets so much excited with the game scenes that he
becomes violent in reality? Then, it proves that the games cause people to become violent. Let us
stop for a moment right at this point. Those who do not participate in this type of activity usually
make the conclusion of presence of violence in the game-world.
Conclusion: Nobody will ever hear this kind of statement from those who play, from those who
know the rules of the game and understand that it is just a virtual world. A psychologically
healthy person will never confuse or connect these two different worlds. A game is a virtual
world with visual images very similar to human.
These images represent by themselves nothing but simple playing obstacles. A game may
potentially give the opportunity to destroy the obstacles that may not be destroyed according to
the rules but it is more about personal choice whether to do it or not. This leads us to the
conclusion that violence is not a consequence but the cause. People who are originally prone to
violence may get irritated by games and perform violence in the real world. But in this case
violence in games is a simple justification of the violent nature of the player.


Permainan dan Kekerasan

Pembukaan : Permainan yg ada di komputer sudah benar benar menyita perhatian media
massa dan saat ini setiap saluran TV menganggap sudah semestinya mengingatkan masyarakat
tentang sejauh mana permainan permainan yg ada di komputer menimbulkan masalah bagi
anak - anak dan orang dewasa. Meningkatnya sejumlah permainan yg mengandung adegan
kekerasan sudah meninju masyarakat dan mereka sadar akan hal tersebut. Sudah umum diketahui
bahwa permainan dengan unsur kekerasan menyebabkan kekerasan terhadap manusia. Fakta ini
bahkan tidak diragukan lagi oleh sebagian besar masyarakat. Masing - masing dari mereka
mengatakan penyebab terjadinya kekerasan tersebut adalah bahwa permainan-permainan tersebut
sangat mirip dengan kenyataan. Sering terdengar pendapat bahwa permainan - permainan
tersebut menjadikan tindak kekerasan kerap terjadi terhadap pemainnya dan oleh karena nya
menjadikan si pemain menjadi kejam. . Dalam hal ini permainan merupakan penyebab kekerasan
dan aksi kekerasan itu sendiri menjadi akibatnya. Dan bisakah kekerasan dalam kehidupan nyata
hadir dalam permainan. Apakah pertukaran definisi kekerasan dengan segala kepelikan nya,
dari dunia permainan ke dunia nyata atau sebaliknya, dianggap benar hanya berdasarkan atas
kesamaan eksternal dari kedua dunia ini?

Permainan sejatinya merupakan sebuah hiburan. Permainan jaman sekarang benar - benar nyata
dan karena alasan ini lah permainan tersebut menjadi sumber pengalaman yg luar biasa bagi si
pemain dan imajinasi pun berkembang. Permainan merupakan hiburan dan bahkan bisa lebih
dari itu. Terlebih lagi, data statistik oleh Green dan Bavalier dari Universitas New York
menyatakan bahwa pemain yang lebih menyukai permainan yang aktif memperoleh peningkatan
beberapa jenis aktifitas otak, terkait dengan proses informasi visual. Dalam keadaan tertentu, si
pemain yang mengatasi masalah pengikutan secara serempak jalan nya objek bergerak berada
pada level rata rata 30 % lebih baik dari pada orang yang tidak memainkan video permainan
aktif komputer.
Pengalaman kekerasan main-main tersebut mungkin bukan penyebab perilaku kekerasan
dalam kehidupan nyata. Tak satupun dari pengalaman bermain tersebut bisa menjadi prioritas
dalam membuat keputusan penting mengenai masalah dalam kehidupan nyata. Permainan adalah
sesuatu yang abstrak. Seorang pemain mendapatkan tugas abstrak dan bertindak berdasarkan
peraturan yang abstrak. Permainan juga merupakan kemungkinan untuk menjadi apapun yg
diinginkan seseorang dan untuk beristirahat dari dunia luar selama beberapa saat. Tapi
bagaimana jika seseorang benar benar tertarik dengan adegan permainan yang lantas menjadi
kekerasan dalam kehidupan nyata? Kalau begitu, hal tersebut membuktikan bahwa permainan
membuat orang menjadi kasar. Mari kita berhenti sejenak pada poin ini. Mereka yang tidak ikut
dalam jenis aktifitas ini biasanya memberi kesimpulan tentang adanya kekerasan dalam dunia
permainan.
Kesimpulan : Pernyataan seperti ini tidak akan terdengar dari mereka yang bermain., dari
mereka yang mengetahui aturan permainan dan memahami bahwa permainan tersebut hanya
dunia maya. Secara psikologis, orang yang sehat tidak akan pernah membingungkan atau
menghubung hubungkan dua dunia yang berbeda ini. Permainan hanyalah dunia maya dengan
gambar gambar visual yang begitu mirip dengan manusia. Gambar gambar ini dengan
sendirinya menunjukkan sesuatu yang tak lain dari sekedar rintangan bermain sederhana.
Permainan secara potensial memberi kesempatan untuk menghancurkan rintangan yang
mungkin tidak bisa dihancurkan berdasarkan peraturan tetapi lebih kepada pilihan pribadi apakah
mau melakukannya atau tidak. Hal ini membawa kita pada kesimpulan bahwa kekerasan bukan
lah sebuah akibat, melainkan penyebab. Orang yang sejatinya cenderung pada kekerasan bisa
terganggu dengan permainan dan menunjukkan kekeraasan dalam dunia nyata. Tapi dalam hal
ini kekerasan dalam permainan merupakan perwujudan sederhana kekerasan bawaan dari si
pemain.

I. A. Intention of the text
The intention of the text is to show the different opinions about the effect of computer games
towards the presence of violence.
B. Intention of the translator
The intention of the translator is to show a point of view from the writer stating that the
computer games is actually not the cause of the act of violence, And that the nature of
violence is originally exist in particular persons without any influence by the computer
games.
II. Readership
This text is addressed to all walks of life. Either parents, teacher, law official or policy
maker may read this text. The language used in the text is the standard language. There is no
scientific or unusual or uncommon term in this text, so every reader can easily comprehend
it.
III. Attitude
Effective Communication
The author discusses the topic by using the communicative language style. He asks some
question and gives his point of view.
Content related to the title
The title of the text is suitable to the content of the text discussing whether the computer
games influence the violence.
Accepted to the culture
This kind of text is accepted to the culture as the topic discussed is a general topic. This
topic is well-known by all the people and is a common problem in society. So this text is
accepted to the culture.
Purpose of the text
This text aims to prove the presented point of view is the correct one and possesses more
truthful arguments than any other opinions. The author through proper reasoning,
inducting and making conclusions, must prove the assertions or the theories of the
argumentative essay.
Text structure
In the text, the writer use generic structures:
Introduction : show the main topic
Body : show the argumentative which support the main topic
Conclusion : make the conclusion, solution, prediction, or recomdation
based on the text, argumentative text.
Language feature
In language features, the writer uses:
Present tense : says, is, are, etc.
Conjunction : In addition, then, but
Planning
The writer develop the topic by involving these steps:
Essay Questions:

Why have computer games caught the attention of Mass Media nowadays?

How can computer games stimulate violence in everyday life?

What does New York University say in relation of computer games?

Thesis Statement:
The opinion that games make violent actions normal for the player and therefore make the player
pitiless can be often heard. In this case the game is the cause of violence and the act of violence
by itself is a consequence.


IV. Setting
This text is suitable to publish in newspaper as this topic is worth reading for all the people
from various fields in the society. Game is well-known by almost all the people in the
society. This topic is a good reading which is suitable to publish in newspaper so that many
people can read it.

V. Register
Field
This text discusses about different opinions of influence of computer games towards the
violence.
Tenor
There are two persons involved in this reading such as game players and the creators of
the game.
Mood
There are two moods involved in this text, they are interrogative and declarative
sentence. We can see from the example of sentence below :

Interrogative :

But what if a person gets so much excited with the game scenes that he becomes violent
in reality?
And can real-life violence exist in the reality of a game?

Is the transfer of the definition of violence with all its peculiarities from one world to
another justified only according to the external similarity of these two worlds?
Declarative :
People who are originally prone to violence may get irritated by games and perform
violence in the real world. But in this case violence in games is a simple justification of
the violent nature of the player.

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