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One-Point Presentation - COM 218
Violent Video Games

Specific Purpose: To inform my audience about kids, teenagers and adults who play violet video games.

What are the three strongest reasons to support your point of view?

1. Media Habits – Aggressive Attitudes and Behaviors
2. Impact on media violence on kids and young adults on the rise
3. Children and adults alike have become additive

I. Introduction

Video games have been in existed since the 1970’s, but it was not until the 1990’s that violent games came of age. Due to the numerous school shootings since the 1990’s, it attracted the attention of nation. Over the years, violent video games used both by children and adults have increased.

II. Body:

1. Media Habits - Aggressive Attitudes and Behaviors

Expert finding

a. Youth violence resulting in deaths and injuries has direct and indirect costs in excess of $158 billion each year.

b. Video game habits are significantly related to children’s hostile attribution scores, the frequency with which they get into arguments with teachers (by self-report), their grades, and their levels of hostility.

c.

2. Impact on media violence on kids and young adults on the rise?

Statistics

a. 90% of U.S. youth aged eight to 18 play video games, with boys averaging about 19 hours a week and girls 5 hours a week.

b. 70% of fourth to 12th graders report playing “Mature”-rated games (suitable for those 17 and older), which contain the most graphic violence of all.

c. Children & College students who had played the violent children's game displayed a 40% higher aggression rate than those who had played a nonviolent game.

3. Children and adults alike have become addictive.

Testimony

a. 10 percent to 15 percent of gamers meet the World Health Organization’s criteria for addiction.

b. 88% of young people in the U.S. play video games, indicating that up to three million could

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