Refutation and Decision Making Paper
In this paper I would like to develop a refutation of an argument presented in class. I have chosen to refute the argument presented by XXXXX. The argument made was that video games in common are "good" for children. I would like to explain why I don't agree with this claim. I do not fully disagree with this, but I feel it is generally an untrue statement. I'll clarify.The argument that video games are good for children was presented in a very broad way. The student presented statistics in a sense that all video games are good for children and spoke in terms of all video games throughout the speech. There were several good points that were brought forth, however they were not in proper context. In order to have gained adherence, the student would have needed to convince the audience that every single video game is good for every single child. I would like refute this claim and present a counter-claim. At question by the given argument is whether or not video games can be harmful or constructive and "good" for kids. Before diving into the matter, I must consent that there are games available to children which can be very educational and constructive for children. I believe the issue lies in the games which can prove to be da
I have chosen to include this chart from the National Institute's study which clearly suggests that playing violent video games makes a significant measure of difference in the behavior of a child. I would also like to add content from a current event. Last Friday the 19th of April 2002, a student in a German public school, armed with two guns and ammunition marched through the halls opening fire on students and teachers. Hours later, 17 people were dead. It is reported that this student much like the Columbine students, enjoyed playing violent video games. Eric Harris and Dylan Klebold killed themselves after killing a dozen classmates and a teacher. Both spent their spare time playing Doom. The boys accused of the school shootings in West Paducah, Kentucky, and Springfield, Oregon also played ultra-violent games. However, many more studies have shown relationships between playing video games and unhealthy outcomes, such as isolation and loneliness, obesity, belief in gender stereotypes and increased aggressive behavior. I think that video games' realistic graphics and sounds may make them even more likely to influence children's attitudes, beliefs and behaviors than more traditional forms of media. This study also finds that video games also reinforce unhealthy gender stereotypes and messages. Not only are females severely under-represented, they are generally cast in either unimportant or stereotyped roles. Even when the female characters break out of the role of the helpless victim, their powers and strengths are overshadowed by their sexualized bodies and by the way they are clothed. While male characters significantly outnumber the female characters, they are also often cast in stereotypical roles and given unrealistic over-muscular bodies. These types of portrayals send strong negative messages to children that there are certain ways that males and females are supposed to look and act. The Children Now study finds that often violence is depicted without consequence to the victim or perpetrator, sending the message to children that violence is an acceptable way to achieve one's objectives, is funny or harmless, or that players could be heroes if they used violence successfully. These findings are quite powerful because some children internalize these messages and, as a result, may act aggressively or become desensitized to violence. The study finds that children who play violent video games "see the world as a more hostile place, argue with teachers more frequently, are more likely to be involved in physical fights, and d
Some common words found in the essay are:
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Approximate Word count = 1724
Approximate Pages = 7 (250 words per page double spaced)
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