graded_with_comments.pdf

Running head: ARGUMENTATIVE PAPER 1

Ebony McLane

MLS500

Professor Dutkowsky

November 27, 2016

McLane 2

Argumentative Paper

Abstract

Video games have failed to influence violent behavioral behaviors among the users in the

society. Few studies have proved that video games escalate to high violent rates. The paper takes

a step to determine the above cases. It uses some research studies done on the topic to draw

certain data that builds knowledge concerning the thesis statement. It concludes by summarizing

the problem and giving way forward on the research topic.

Thesis Statement

The society comprises of many video games controversies based on scientific/social

arguments on their content and impact to the early development of human beings. The debates

state that the games alter attitudes and behavioral traits of the young players. The controversies

have existed for the past three decades; with many video games advocates saying that they

possess an emotional status, and somehow act as education tools. Some of the detractors

continue to argue that video games have a harmful effect and should undergo regulations. The

above controversies have and continue to suffer a scientific study to disapprove them.

Some of the known effects of video games include aggression, addiction, social

development, violence, stereotyping, sexual morality, mental and physical and health problems.

However, the effects have a questionable status (Carnagey, Anderson and Bushman, 490). The

paper tries to prove that the aspect of playing video games does not impact violence in any given

society but may lead to factors such as addiction and other related health problems.

Introduction

According to the social learning theory; human beings acquire behavior through

observation and social interaction with those around them. About video games, scientists have

SANDRA DUTKOWSKY
SANDRA DUTKOWSKY: Can you set up your writing program so that your paragraphs are left justified? These are justified to the center. Academic papers are left justified.
SANDRA DUTKOWSKY
SANDRA DUTKOWSKY: I see what you are trying to say here, but it is confusing as written. Can you say the same thing in a more clear and direct way?
SANDRA DUTKOWSKY
SANDRA DUTKOWSKY: You do not need this. The thesis statement should just be stated in the paper as one clear and concise line.
SANDRA DUTKOWSKY
SANDRA DUTKOWSKY: I encourage you to avoid using semicolons unless you are positive you are using them correctly. If used incorrectly they lead to long awkward sentences. It is best to write short, clear and concise sentences.
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SANDRA DUTKOWSKY: this is awkward and unclear as written.
SANDRA DUTKOWSKY
SANDRA DUTKOWSKY: ok, I think the idea in this line is good. But can you convey it more clearly in a more concise sentence?
SANDRA DUTKOWSKY
SANDRA DUTKOWSKY: Now the question is, do all of the ideas in this paper support the idea in this thesis?
SANDRA DUTKOWSKY
SANDRA DUTKOWSKY: please avoid using semicolons. Apply this feedback throughout the rest of the paper when ever it applies.
SANDRA DUTKOWSKY
SANDRA DUTKOWSKY: This is an awkward beginning to this sentence. I encourage you to run your papers through the College's free editing service before submitting them for a grade. They can identify these types of errors before your teachers see them and they are factored into your grade.

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failed to come up with conclusive evidence to support the aspect of learning violent behavior

from playing the video games. As much as most video game players have depicted instances of

aggressiveness thoughts from a study in Singapore; video games only affect health problems and

addictions.

Violent behavior does not escalate from having too much video games. However, the

aspect of playing video games influences stress relief, teamwork, and improved mental

functioning among other benefits. The problems related to video games have a minimal status as

compared to the advantages (Bartholow, Bushman and Sestir 435). Studies have failed to link the

above-stated notion of playing video games and influencing violent behavior among the youth.

Advantages of Playing Video Games

As stated in the introduction and the thesis statement, many types of research have come

to the conclusion that video games possess many advantages as compared to disadvantages on

the psychological and physical well-being of children as they continue growing and developing

(Ferguson 475). The first benefit of video games includes the aspect of improved coordination

between the mind, eyes, and hands. It provides entertainment for children growing up;

eliminating boredom. The following comprises of the benefits found in playing video games:

Overcoming Dyslexia and Autism

Dyslexia in most has an impact on the status of attention among children. Dyslexia

reduces concentration and the process through which individuals acquire information from their

surroundings. Studies have continued to show that big gaming actions have improved reading

comprehension and attention in the classroom. Due to the intense focus needed in achieving

levels in video games; the users have continued to become attentive, influencing them to

overcome dyslexia and their related causes.

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SANDRA DUTKOWSKY: playing
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SANDRA DUTKOWSKY: playing video games too much.
SANDRA DUTKOWSKY
SANDRA DUTKOWSKY: awkward phrasing. However means that the sentence is going to transition into a different idea. This sentence builds on the one before it, therefore you need a different transition word. Again, the editing service can help with this.
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SANDRA DUTKOWSKY: long sentence
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SANDRA DUTKOWSKY: try to find another way to say you are going to talk about these issues. This should not read like an outline. You will want to write it in such a way that one point clearly flows to the next
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On the other hand, the gamers that use systems incorporating their entire body so as to

control onscreen movement tend to engage more celebrating victories with their buddies which

counter autism. Several studies involving gamers sharing space with more than two players

showed that it led to increased social communication and interaction for the gamers suffering

from the disorder.

Boosting Intellectual Capabilities

Most of the users of video games possess high intellectual capabilities. Video games have

milestones that require wits and patients. The users have to spend time thinking on how to cover

discoveries without starting from the beginning. As the milestone advance, so does the game

become hard; individuals have to combine algorithms in their minds for them to achieve the

milestones and earn some points. Research has it that continuous video playing influences

thinking abilities in a positive manner and the users turn out to be intelligent individuals taking

courses in mathematics, statistics, engineering and so on.

They prove to be the problem solver in the society due to their high thinking abilities and

problem-solving personalities (Walkerdine 21-25). Video games also influence individuals to

think fast because the games display new information in a constant manner during the playing

session; forcing the player to adapt quickly. Research undertaken on video gamers and non-video

gamers proved that video gamers had a 25% reaction to questions concerning an image as

compared to non-video gamers.

Influence Team Spirit among Gamers

Video games require individuals working together to achieve milestones. The users have

to sit in groups of two or more to enable them to win a milestone. Users that have played video

games for an extended period tend to work well in teams in their physical activities and

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SANDRA DUTKOWSKY: long sentence structure.
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SANDRA DUTKOWSKY: Talk about the study and reference. The focus should be on your voice, but using a line to support what you are talking about specifically is a good idea.
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SANDRA DUTKOWSKY: I think you mean a different word here.
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SANDRA DUTKOWSKY: I am unclear what you mean here as written.
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SANDRA DUTKOWSKY: milestones
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SANDRA DUTKOWSKY: awkward sentence structure. At this point I am going to stop pointing out every awkward sentence structure that I see. What I encourage you to do is first use the writing services. You can also find these types of sentences by asking someone to read your paper out loud to you. You will see your reader struggle to get through the sentences as they are reading.

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situations that require efforts from many participants. Such individuals know how to interact and

communicate with those they work with in their respective teams. They also know how to divide

roles while undertaking milestones in group activities (Anderson and Dill, 773). Most of them

tend to become team leaders and focus on achieving goals without any conflicts.

Improving Eye Sight

Research has disapproved the notion that sitting close to the television destroys an

individual’s vision. According to scientists and researchers, video games improve the vision of

the users. Studies done over a period of 10 weeks on users playing video games during the study

period showed improved vision. The above means that children who tend to spend most of their

time playing video games have their eyes improving as they continue to take part in the activity.

Stress Reduction

However the stance has an uncertain status, researchers have proved that action games

reduce the motivation to acquire bullying behavioral traits. From one study, that had the players

assume the hero’s and villain’s role showed that the players that controlled the villain’s behavior

showed remorse over their depicted actions. They used the video games and the several

milestones to reduce their stress. The video games made them concentrate on the milestones;

influencing them to forget their problems.

Disadvantages of Playing Video Games

The disadvantages of playing video games have a limited status; they comprise of the

following:

Addiction and Computer Vision Syndrome

Video games have an addictive influence on the users because of the many exciting and

challenging milestones undertook. The users sit for several hours and fail to conduct other

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SANDRA DUTKOWSKY: where?
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SANDRA DUTKOWSKY: in MLA there is no comma between the author name and the page number. Please apply throughout.
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SANDRA DUTKOWSKY: See my previous feedback about structuring the paper this way.

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activities. The relationship between playing video games and time spent on the activity has a

relative status. One may not know how time moves quickly until they stop playing. The users

stop all the other events to take part in the games. The computer vision syndrome originates from

the act of continuously staring at the screen for longer periods. Individuals acquire eyestrain and

pain due to the frequent use of the computer. It increases straining to the eye muscles (Carnagey,

Anderson and Bushman 491). The above may lead to eye irritation and headaches among other

problems. However, the above has limited proof.

Escalating Anti-social Behavioral Traits

Many game users spend most of their time playing video games and fail to have a social

life. They spend much time communicating with their computer screens through the games they

play. They also have few friends that have the same habits like them. Due to the enormous

amount of time spent on the games; most of the users tend to have lonely lives characterized by

poor communication with those around them.

Health Problems

Playing video games require one to sit in one place and only move their fingers and

thumbs around; an adverse health influencing factor. The continuous playing of video games in

affect health problems such as diabetes, arthritis, heart diseases and so on. It also affects weight

gains since one does not take part in physical activities leading to a status of high blood pressure.

Research on Playing Video Games and Violence

The correlation between playing video games and violence influence have a vague status.

Limited research has occurred to prove the above case. Some of the scientists have proposed that

specific conditions such as the antisocial personality disorder may show the individuals with

high risks of acquiring great traits after spending much time playing video games. Some studies

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SANDRA DUTKOWSKY: OK. The ideas that you are talking about are supporting your thesis.

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have shown that video games increase the state of addiction, which increases their anxiety levels

and status of depression. Video games may also affect people with a predisposition to violent

behavior on a greater scale as compared to the ones with a calm behavior (Funk, Baldacci and

Pasold 30).

On the other hand, biological theories related to hurt and aggression have disapproved

video games as the major influence of violence. They state that limited evidence concerning the

above case exists. The catalyst aggression theory originates from the diathesis-depression

perspective indicating that assault occurs from combining environmental strain and genetic risks

in individuals. Aggression arises from the combination of stress and antisocial personality. It

continues to agree that peers and the family among other social factors influence the status of

aggressiveness. Video games and media have a limited impact towards aggressiveness among

individuals.

The general aggression theory states that the violence stimulated by video games may

affect the feelings, thoughts, and physical arousal on a short-term basis (limited long-term basis).

Statistics from research in the Federal Department shows that juvenile crime lacks a connection

to video games and the media. The criminals in the above-stated category have committed their

crimes without any relation to video games. According to some research, young gang members

who have taken part in school gun shooting in one way or another play video games (C.

Anderson 115). However, the hypothesis lacks a certain status because most of the young people

in the United States of America play video games; meaning that all of them possess as violent

personalities. People confuse impact of video games to mental instability and poor life quality in

the homestead. Violent crime may occur when people undergo socioeconomic challenges in the

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home environment, and also when they experience unstable mental disorders that distort their

thinking.

Conclusion

Video games have come a long way to change how people think and also contribute to

the economy of many countries. Many gaming companies continue to build sophisticated gaming

hardware and software which sell highly in the market. The above contributes to employment,

socioeconomic development, and impacts innovation in a positive manner. Limited research has

occurred to relate video games and violence. The paper and other research conducted show that

video games have more advantages as compared to disadvantages; violent outcomes among

video gamers remains at a lower rate as compared to other factors. Extensive research needs to

be undertaken to enable researchers to come up with well-defined data proving the relationship

between video games and violence in the society.

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Work cited

Anderson, A C, A D Anderson and E K Buckley. Violent Video Games Effects on Children and

Adolescent. Theory, Research and Public Policy. Oxford: Oxford University Press, 2007.

Anderson, C. A. "An update on the effects of playing violent video games." Journal of

adolescence 27.1 (2004): 113-122.

Anderson, C. A and K. E Dill. "Video games and aggressive thoughts, feelings, and behavior in

the laboratory and in life." Journal of personality and social psychology 78.4 (2000):

772-775.

Bartholow, B. D, B. J Bushman and M. A Sestir. "Chronic violent video game exposure and

desensitization to violence: Behavioral and event-related brain potential data." Journal of

Experimental Social Psychology 42.4 (2006): 532-539.

Carnagey, N. L, C. A Anderson and B. J Bushman. "The effect of video game violence on

physiological desensitization to real-life violence." Journal of Experimental Social

Psychology 43.3 (2007): 489-496.

Ferguson, C. J. "Evidence for publication bias in video game violence effects literature: A meta-

analytic review." Aggression and violent behavio 124 (2007): 470-482.

Funk, J. B, et al. "Violence exposure in real-life, video games, television, movies, and the

internet: is there desensitization?" Journal of adolescence 27.1 (2004): 23-39.

Walkerdine, V. Children, gender, video games: Towards a relational approach to multimedia.

New York: Palgrave Macmillan, 2007.

SANDRA DUTKOWSKY
SANDRA DUTKOWSKY: Works Cited