This essay 9 March 2015 has a total of 1968 words and 9 pages.
9 March 2015
The target audience are first year students attending public universities such as the University of Maryland. More specifically, my audience will encompass young people 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 a majority 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
The murderous violence in our great nation of America is becoming an epidemic. Like disease, it has claimed the lives of many people, both young and old. 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 are a major factor for violence. There are arguments from both 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 implication that video games are the cause of gun violence. However, there is evidence, both statistical and anecdotal that can contradict claims from the video-game-causes-violence side of the issue. In my experience, video games that I have played and enjoyed which has violence does not trigger me to become more violent in reality. There is a wide myriad of statistics that contradict the link between video game violence and real violence. The premise of this argument would be that ‘correlation does not necessarily imply causation. ' This particular issue may be worthy of study as it not only is controversial in nature, but also speaks volumes about problem in our society.
If video games are meant to be fun, why then, do people link this seemingly harmless form of entertainment as a link towards violence? The simple fact of the matter is that the na ture of video games has been the center for controversy in the past decade. Ever since the advent of various video games violent in nature such as Mortal Kombat and Doom, the debate over their potential links to real world violence came to fruition . Initially, the mainstream media and concerned parents alike sided with the idea that video games violent in nature create newfound aggressive ness in its pla yers. In recent years , however , public opinion towards the issue have shifted dramatically away from this point of view and towards supreme controversy.
Proponents in favor of the theory that video games cause unchecked violence often cite specific examples of video games to make their case. Take for example, the Grand Theft Auto franchise, a series of video games in which the main character frequently performs criminal acts in order to advance the narrative. Studies derived from criminal-based video games show that there is a likelihood of increased aggressive behavior and criminal thinking if said games primes aggressive thoughts and scripts. (Anderson et al., 154). Video games of this nature that involve stealing cars and