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Times when children would spend their entire free time playing with peers in the streets have mostly gone. Modern children and teenagers prefer calmer forms of entertainment, such as watching television, or in a large degree, playing video games. Although video games can contribute to a child’s development, many of them, unfortunately, are extremely violent. Moreover, games propagating murder and violence, such as Mortal Kombat, Outlast, Grand Theft Auto, and so on, are popular and are being advertised everywhere, making teenagers willing to play them; the fact that they are marked by the ESRB (Entertainment Software Rating Board) does not help much. However, considering the nature of such games, they should not be allowed for teens to play.

For the human brain, there is no big difference between a real-life situation, and an imaginary one; this is why we get upset even if we think about something unpleasant. For children and teens, who usually have a rich imagination, everything is even more intense. Virtual experiences for them may feel as real as daily life; this happens due to advanced technologies, making computer graphics look extremely close to reality, and also because players take a first-person role in the killing process (often with the view “from a character’s eyes”). If they would passively watch a violent game, it would make less harm than acting as a character who makes progress through a plot by murdering people and destroying what is in the character’s path. This situation is negative, as a child’s or teen’s brain forms new connections every day—they actually learn and memorize what is going on in their favorite games ( HuffingtonPost ).

Moreover, violent games directly reward violent behavior; many modern games do not simply make make players kill virtual reality characters of other players online, but also grant them with scores (experience) or points for successful acts of violence. These points are usually spent on making a player’s character even more efficient in killing, unlocking new cruel ways of murdering, and so on. Sometimes, players will be even praised directly, verbally; for example, in many online shooters, after conducting a killing, players hear phrases like “Nice shot!” encouraging further violence. This is much worse than watching TV, as TV programs do not offer a reward directly tied to the viewer’s behavior, and do not praise viewers for doing something anti-social ( ITHP ).

According the American Psychological Association, violent video games increase children’s aggression. Dr. Phil McGraw explains, “The number one negative effect is they tend to inappropriately resolve anxiety by externalizing it. So when kids have anxiety, which they do, instead of soothing themselves, calming themselves, talking about it, expressing it to someone, or even expressing it emotionally by crying, they tend to externalize it. They can attack something, they can kick a wall, they can be mean to a dog or a pet.” Additionally, there’s an increased frequency of violent responses from children who play these kinds of video games ( Roanna Cooper ).

Unfortunately, many modern games incorporate violence. Having youth play these video games are dangerous, as teenagers and children usually take a first person role in the killing process, and even get rewarded or praised for doing so. According to numerous studies, this leads to an increase of aggression in them.

John, Laura St. “8 Ways Violent Games Are Bad for Your Kids.” The Huffington Post. TheHuffingtonPost.com, n.d. Web. 09 Apr. 2015.

“The Effects of Violent Video Games. Do They Affect Our Behavior?” ITHP. N.p., n.d. Web. 09 Apr. 2015.

“Children and Violent Video Games.” Dr. Phil.com. N.p., n.d. Web. 09 Apr. 2015.

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Sample Persuasive Speech: Video games do/do not promote violence

I am not a video game addict but many of my acquaintances are. I am not a video game fan simply because I am not good as others at playing with the same enthusiasm and commitment. My acquaintances like playing video games because it helps them relax and feel as if they were kids again. Their children also play video games developed specifically for their age group. Video games develop reaction, problem-solving abilities, attention, and concentration. None of my acquaintances has ever committed a violent act. Video game exists in its virtual space, which does not make claims on real life. Video games get the brunt of the criticism. Our government is anti-video game. Yet, market forces can be the only regulatory mechanisms of violence in video games. Only two or three of the top best-selling video games are violent. Video games have no violent impact on a video gamer. Younger players may be vulnerable to the violent game content when the play video games that are not suitable for their age. Although first person shooter violence is common to video games, it is not likely to promote aggressive behavioral models. Kids play with toy soldiers but nobody thinks that this teaches them violence. Video games cannot be considered violent in relation to age, gender, socio-cultural belonging, and educational level. The reaction to the game’s content depends on the individual’s personal traits. Girsl do not react with greater arousal to violent content than boys. At least, no research has found any significant difference. It is unlikely that performing violent actions during the play may cause aggression in kids. Although Grand Theft Auto 3 was banned in Australia because of its graphic violence, it does not mean that it could have influenced the increase in crime rates. The problem is that minors often have uncontrolled access to adult games with violent content. Boys aged 7-12 like “action adventure”. They develop “killing instinct” only in virtual games but also in the games they play outdoors. Nevertheless, children’s exposure to violent content targeted at mature video gamers should be restricted by their parents and caregivers. I am defending video gaming on behalf of long-time gamers whose hobby has not turned them into psycho-terminators. Video gamers live in their own world of established video game rules, and they wish they could play safely without being disturbed. We’re in the habit of regulating our most innocent activities.

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Video Games and Violence Speech

Video Games and Violence Speech

In today’s society, the vast majority of adolescents spend their free time indoors. Many of those hours are enjoyed playing video games, a habit which teenagers will never hear the end of from their parents. “These games will ruin you”, they say, “It makes you angry and violent”, they say, but does it really? Media often portrays videogames as detrimental to mental health, and this topic is especially scrutinized today because of the sudden popularity of the recent public mass shootings and gun violence; however, past and more recent studies show that this is absolutely not true.

In fact, the positives of gaming seem to massively outweigh the negatives. Lately there has been a surge of gun violence, and because the shooters have been relatively young, many news stations link videogames as a partial reason for their actions. Since there is already a general belief that violent videogames lead to aggressive behavior, the public would readily accept the fact that games are contributors to hostility. It seems logical; every time a new form or fashion which the current generation does not understand, appears, it is always easy to blame them. Think about it.

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In the 1950s, it was the comic book that people claimed to have brought the inner violence out of children. (Karlinsky, and Przygoda) Then it was rock music, followed by television, and now videogames. So I do not blame the public. I do not blame you, your family, or friends. I blame the media – the bringer of news, the skilled craftsman of emotions, twisting words in just the right way to convince others. But that makes them no different from me, except I aim to shed light on the truth. Ever since the late 1980s, playing video games – even for short periods of time – has been proved to improve reaction time and boost hand-eye coordination.

Even new research, suggests that game-playing can bring noteworthy progress in visual perception. People who regularly play FPS (first person shooter) games have better vision than non-gamers. According to Dr. Daphne Bevelier, a cognitive scientist at the University of Rochester, “gamers can decide small details in the context of clutter… and are able to determine various levels of gray. ” The latter is the more significant because it could potentially save a life out in the real world, whether the scenario may be during rush hour, at home, or on the job (Travis Korte).

Many of us here have reached an age where we are experiencing with more freedom and responsibility. Be liberated with that newfound power, and the next time your parents tell you to quit the gaming habit and be more conscientious, respond and tell them in return that you are learning and keeping up with your responsibility. People say that gory games cause aggressive acts, and that is simply not true. Yes, it has the possibility to make violent people even more so, but when it comes down to the bare facts and statistics, there is no mistake that the social media is portraying it in an exaggerated manner.

You see, over the years, our country’s crime rates have dropped drastically. In fact, the arrest rate for juvenile murders fell 71. 9% and the arrest rate for all juvenile violent crimes declined 49. 3% in 1995 – 2008. (procon. org) If videogames were produced to be progressively more and more gory and fearsome, why would crime rates plunge? – Unless, of course, there was no correlation between the two topics, which there definitely is not. Even through all the numerous, intense studies of videogames and violence, not a single scientist has yet to prove that these games are directly causing acts of aggression.

These studies have been occurring since the 1980s (Travis Korte). Even the Supreme Court stands by that knowledge. In 2011 when California decided to ban minors from purchasing games with mature content, the Supreme Court overruled that decision by 7:2, based on the fact that it violated our first Amendment and that the judges saw no correlation between the subjects, going so far as to state that the “connection between exposure to violent video games and harmful effects on children do not prove that such exposure causes minors to act aggressively.

Any demonstrated effects are both small and indistinguishable from effects produced by other media. ” (Suzy Khimm) In the midst of everything that is happening right now, people need a scapegoat. They need something to take all the blame, and unfortunately, videogames are just here at the wrong place and the wrong time.

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video game violence persuasive speech outline

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Do violent video games contribute to youth violence?

  • Introduction
  • Attention Strategy – Show images of video games
  • Orienting Material – 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?
  • 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.
  • Preview – Negative impacts v. positive impacts of violent video games
  • Violent Video Games are a negative product to society.

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.

  • Use of Pathos and Logos

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.

  • Use of Logos and Pathos

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.

  • Use of Ethos and Pathos
  • Violent Video Games are a positive product to society.

i.      Playing violent video games reduces violence in teens by serving as a substitute for rough and tumble play. Playing violent video games allows teens to express aggression and establish status in the peer group without causing physical harm.

ii.      Playing violent video games provides a safe outlet for aggressive and angry feelings. A 2007 study reported that 45% of boys played video games because “it helps me get my anger out” and 62% played because it “helps me relax.”

  • Use of Logos

iii.      Violent video games provide healthy and safe opportunities for children to virtually explore rules and consequences of violent actions. Violent games also allow youth to experiment with issues such as war, violence and death without real world consequences.

  • Reflection/Evaluation

i.      (Care-Based Approach)- Violent video games should be banned within the United States in order to reduce the violence in our society. These games can lead to violence amongst each other and damage against humanity.

i.      (Utilitarian Approach)- Violent video games provides people with the opportunity to explore and experiment on violence without physically doing it to our society. This is better for society.

  • Summary – In the world of video gaming, the debate about violence is perennially argued and never quite resolved. One faction contends violent games invite real-world brutality, and the other faction defends violent games as innocuous. Advocacy groups  are formed , advocacy groups  are mocked , and the debate swirls on –no closer to reaching a conclusion.
  • Concluding Remark – Some people say video games rot your brain, but I say they work different muscles that maybe you don’t normally use.

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

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Work on stronger writing. Use the writing or speaking center to help you if you need it.

Be careful not to confuse Logos with extrinsic proofs. Be sure that you explain HOW something represents an appeal to logos or ethos or pathos; don’t just say that it does.

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The topic is expanded on well and definitely has enough content for a speech. You tie the topic and main points together with the information from the reading very nicely.

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A Speech on Do Video Games Promote Violence?

A very warm welcome to one and all present here. Today, I have taken it upon myself to address you all regarding the various aspects that promote violence. In the light of the recent events it has become a necessity to address these issues at its roots. Violence has become an issue that needs to be eradicated but it has proven that no one nation is able to keep this control.

From organised terrorist activities to random incidents of gun violence, this issue has caught the world in its clutches and is making it harder for each country to ensure safety to its citizens.  When a violent crime occurs and people are trying to make sense out of the chaos, most of them find reasons as to why this happened in the first place. Most people are quick to point fingers at the violence depicted in the video games and use it to answer the questions in their minds.

Video games have been in mainstream entertainment since the 1970’s and yet it wasn’t blamed for violence until lately and keeping this mind I would like to say that I don’t think that video games promote violence. Video games, on the other hand, cause problems in behavioural patterns and even if it may seem like it glorifies gun violence and other forms of violence, studies have shown that criminals don’t get influenced and provoked to use these methods when exposed to video games and rather it is issues like child abuse and sexual abuse that leads these people to take up this extreme method.

Video games acts as an facade that can be blamed for the violent crimes that is happening, because we as a community or we as a society fail to recognise and does not prefer to address the issues like child abuse and sexual abuse because addressing them might bring out some real stories that are bound to make all of us uncomfortable, and we choose to blame it on video games as it is easier for us to blame something that is in the mainstream.

Since video games are already considered to be mainstream there is no need for a real discussion before branding it as the “real reason” behind the increased number of violent crimes in the country whereas the real and actual reasons are hiding in plain sight and pulling them out means addressing the places where we failed as a country.

Even though television and other media also portrays violence, the case of video games is considered to be a more serious problem as it includes role playing and is quite interactive. It is considered to encourage children to express their ideas in violent scenarios and this is believed to pressure children into thinking like a violent person whereas it can be caused by any depiction of violence in television as well. In conclusion, there is no scientific proof regarding how video games promote violence and it is high time that we address the same.

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