Summary to essay on topic "Rhetorical Analysis: Do violent video games lead to real violence"
The author of this research selected an article for this paper related to video games` effect on children written by Julia Layton entitled “Do violent video games lead to real violence?”. By analysing the article, author represents his thoughts on the theme…
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The author of this article, Julia Layton, is a writer, who completed her bachelor` s degree in English at Duke University and upholds a degree in professional creative writing from the University of Miami. Layton is a credible writer; she includes authentic examples and findings of researchers to compose an effective and authentic piece of writing (Layton, Let us write or edit the essay on your topic "Rhetorical Analysis: Do violent video games lead to real violence" with a personal 20% discount.. Try it now 2012). Her article about effects of violent game on children`s behavior includes evidence from various case studies and findings of the National Institute of Media and Family along with some other media sources, such as news channels. Layton has the target audience of sensible younger kids who are addicted to playing fighting games, and parents who seem unaware of the diverse influences of action video games (Layton, 2012). As it is not easy to convince parents and other practitioners to agree to factual points, she provided witnesses and survey findings of some good researches. She made particular rhetorical choices while putting an argumentative discussion between psychologists who believed that video games are harmful for younger children, and critics who claim that violent actions of children emerge from various distinguishing factors. The most influencing rhetoric choice made by the author in the text is information about the bond between violent video games and children`s aggressive acts in real life (Layton, 2012). Layton included the case study of an 18-year old youngster named Devin Moore. He had been imprisoned for killing a cop, who had arrested him as a suspect for car theft. However, when Moore was brought to the police station, he stole a police gun, shot the officer, stole the car keys and
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Besides, it is in adolescence (which is the age of discovery) where children prior acquiring the necessary social intelligence normally these impacts affect them grievously. Hence, prompting them to have adverse behaviors that usually culminate into violence in the society and settings in which they interact with fellow peers.
According to the discussion one of the claims of supporters of the violent video games-violence argument is that playing violent video games lead to violent crimes, but they ignore the reality that the relationship between playing violent games and acting violently against others through crimes is weak.
Research has shown that, many young people especially adolescent spend most of their time playing video games. Recent research shows that, girls spend approximately 5 hours playing video games while young men spend approximately 13 hours in a day playing violent video games. Video gaming is a multibillion dollar company.
There is an increasing focus of the young generation in video games which coincidentally is violent. The effect of this in their social life is of significant impact in the overall society. The perpetuity of the community is dependent on sound development of the young generation in their moral life.
Pros and cons come and go. Economic, political, and scientific issues abound. In spite of all the shortcomings and all the nuances arising from the conflicts of interests, scientific research is going through the right direction. Little by little research is validating the common sense understanding that violent video-computer games produce negative effects on children and teenagers.
It would mean, according to Dill, "one game for every teenager on earth, or one game for every person in North America, Europe, and Japan, or enough games that, if laid end to end, would reach around the equator two and a half times." More and more people are really spending their money, time and energy on the video game business either as consumers or capitalists.
Also, in the UK alone, 1.621 billion pounds was spent on video game software with an additional 1.06 billion pounds spent on consoles to play the games at home. This translated into 3.11 billion pounds gross that was made in the first 52 weeks of
The demand for violent video games is constantly increasing and the producers of such games have found this to be a very lucrative business. This paper will throw light upon the effects of violent video games and how the same impacts the society.