28 April 2016
Audience Analysis
The target audience are parents and young adults. More specifically, my audience will encompass parents and children coming from all walks of life without certain biases towards specific gender, race, or socioeconomic class. I am a young adult with a bourgeois background, which are likely characteristics shared by at least half of my audience. My readers may or may not be familiar with my topic on violence and video games. It would be determinant upon each individuals' experiences with video games, especially ones violent in nature. My audience would likely share differing views on this subject because it can be interpreted from many points of view. My audience with vary in opinion based on their positions on human morality and personal experience with the subject at hand. I am reasonably positive that some of my audience can personally relate to the topic at hand, whether it is playing a video game or reacting to news involving violence. There is likely to be dissent and conflict between the opinions of my audience, as this topic is often the center of controversy. My goal is to be able to address my audience in a direct manner while placing an emphasis on the expression and flow of ideas. I do not intend to persuade or convince any of my audience to listen and believe. Rather, I am objectively presenting an issue with enough factual and anecdotal evidence for my audience to be able to make informed decisions on their opinions and beliefs.
Deadly or Friendly? The Video Game Controversy
Ever since I was a young boy, I have been awed by the magnificence of video games. The constant adventure, problem solving, narrative, and graphics kept my eyes beguiled to the pixels on the screen. For time immemorial it seems, video games have been an essential part of my daily life. They brought a sense of unity and comfort. Whether it bringsĀ friends and family together or provides entertainment to relieve my exercised mind, they have been an integral part of my life. When I hear talk of video games possibly having links to mass shootings like Sandy Hook, I begin to question my own sanity. What if I were doomed to become one of these vile creatures who showed no remorse in ending the lives of young children ? It never occurred to me that the very games I play to have fun would possibly get blood on my hands. Life went on from day to day, and never have I once thought to be a violent human being. Something was not right. If video games caused violence, why is it not ubiquitous in our society just as video games are? Are video games always bad and never good? These are but a few of the many questions that keep me up at night.
The murderous violence in our great nation of America is becoming an epidemic. Like disease, it has claimed the lives of many people, including the innocent first grader and the hardworking father of three. In order to hope for instituting change, factors that may be linked to these violent atrocities must be examined. Scholars and ordinary people alike have generally come to a consensus that video games have psychological and societal impacts on its players. There are arguments from various sides of this issue that resonate with validity and authenticity. Adam Lanza, the infamous shooter of Sandy Hook, was a player of video games mostly violent in nature. This serves to create the anecdotal implication that video games are the cause of gun violence. However, there is evidence, both statistical and anecdotal that can contradict claims made by proponents who believe video games affect its players negatively. In my experience, violent video games that I have played and enjoyed do not trigger me to become more violent in reality. The premise of this argument would be that ā€˜correlation does not necessarily imply causation.' Some scholars even hold the alternative perspective that video games may have positive aspects on the minds and decisions of people. Guns and blood can become fairies and pixie dust. If video games are meant to be fun, why then, do people link this seemingly harmless