Preview

Retorhical Argument

Good Essays
Open Document
Open Document
1077 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
Retorhical Argument
Zoe Mojica
Ryan Grandik
English Comp. II
February 27, 2013

Rhetorical Analysis (why violent video games are good for girls)

Student Carmen Tieu, in her opinionated article, “Why Violent Video Games are good for Girls” expounds upon the idea that violent video games are good for girls. Tieu explains that violent video games boost confidence in women. She goes further on to say that it makes aware of the different socialization processes of men and women.
Tieu begins by telling a short story about her gaming life. She is attempting to give you a peek into her mind about being a girl playing first person shooting games. She begins to reveal that men and women are socialized differently by using the aggressive chatting being done before the game begins. Tieu speaks to us in this manner to help us experience what it is like to be a girl and to be playing the violent first person shooting games. The way she is saying this makes it seem as though all males playing these games all act in such ways. The way that Tieu tells her story in the first paragraph gives us a more biased or more sympathetic affect to her cause.
After Tieu finishes her first person perspective of the shooting games, she begins to say that girls are socialized into more docile activities. The language of the text that the writer is using is trying to make you more sympathetic towards her goal of this paper. Her word choice is meant not only for you to be sympathetic but to cause vexation. Tieu illustrates how society thinks that women shouldn’t and can’t play video games by saying they “objectify women” and the “violent” nature “repulses” girls. Tieu creates this tone by saying “Girls are socialized into activities that promote togetherness and talk, not high intensity competition involving fantasized shooting and killing.” Tieu continues to explain that women can play, and be just as good as men in violent video games.
Carmen Tieu says that playing first person shooting games are

You May Also Find These Documents Helpful

  • Good Essays

    For females, some examples include artistic activities, playing with dolls and make-up, chatting with friends for extended periods of time, and cooking. For males, examples include weightlifting, fighting/wrestling, fishing, shooting, cars/vehicles, video games, and building. These activities are not universally linked with each gender, but are merely social generalizations. Unfortunately, females gain more negative associations in society due to historical, sexual, and psychological factors. These factors force stereotypes on women based on sexual and social generalizations, such as immorality and annoyingness. I think Fallows satisfactorily answers the challenges made by feminists by presenting sufficient evidence for developmental suggestions and psychophysiological phenomena. Fallows evidently does not support the “throw like a girl” phrase, but claims that there is a fundamental reason why the phrase is used. He shows how throwing “like a girl” is simply the lack of experience and practice of throwing. This can be associated with any activity and is not gender dependent. I believe Fallows appropriately refuted the phrase’s stance and presented its lack of credibility, but did not address the reason why the phrase is actually used within society. This could be due to Fallows’s intentional focus on one aspect of the…

    • 438 Words
    • 2 Pages
    Good Essays
  • Good Essays

    Throughout the article, the author successfully utilizes three images that allow the reader to visualize what is written, and ultimately they correspond with both the pro and con sides of the debate. The first image, located on the cover of the article, represents the ‘typical’ gamer that plays violent video games and, as a result, has an increased potential to become aggressive. “Violent games and movies activate areas of the…

    • 617 Words
    • 3 Pages
    Good Essays
  • Better Essays

    “Violent Media is good for Kids” is an article which attempts to persuade the reader that violence (if used in the correct manner) can help children more than it hurts them. Famous comic-book author Gerard Jones claims that gory video games, comics, and cartoons may do a thing or two in helping to increase a child’s self-confidence. Jones says ‘creative violence’ can help by “giving kids a tool to master their rage.”…

    • 1095 Words
    • 5 Pages
    Better Essays
  • Good Essays

    This graphic image taken from a video game is not uncommon. The low-cut clothing on the woman and the large overbearing man behind holding a knife to her depict a sad, but far too common representation of women within video game culture. As discussed in class, women are often presented as objects to which the players may do whatever they wish. This often results in violence and abusive sexual acts geared at what the game creators believe their consumers might enjoy. There are many negative representations of women in the video game industry and it is necessary for steps to be taken in order to improve the quantity and quality of women represented in the games.…

    • 726 Words
    • 3 Pages
    Good Essays
  • Better Essays

    In the introduction Carnagey, Ander and Bushman (2007) address the hot debate that’s developed over the years concerning the impact of video games, particularly violent video games within our society. The article assesses some different reasons that this debate has become so hearted, for instance over 85 percent of video games contain some level of violence currently. Sadly many of these games, even the violent ones, are actually marketed toward children. The article also attributes much of the debate’s escalation to the vast amount of research available that demonstrates a rise in aggression and other negative affects in children exposed to violent media. After addressing the abudance of research concerning negative affects the article points out the shortcomings of that research concerning the impact violent video games have on desensitization. This insight leads into the body of the article and further information on the topic of desensitization.…

    • 1433 Words
    • 6 Pages
    Better Essays
  • Good Essays

    Sexism is the stereotyping and prejudice based on an individual’s gender; primarily sexism is directed towards women. () The idea of women not being allowed to play or getting harassed if they do involve themselves is especially an issue, because then it genders one’s ability to have a hobby or occupation in this industry. Over-sexualization is to make a person, object, or idea excessively sexual. () The attribution of female characters in video games as “being sexual” is not an issue until it becomes their only purpose in the game itself. Objectification is reducing a person to an object. () This commonly goes hand-and-hand with over-sexualization in the context of video games, because women are often over-sexualized and then used as plot devices by being killed or not characterized outside the idea of being a sexual object. The “male gaze,” refers to how the majority of visual art and media are constructed around the male viewer and how women are often structured through the eyes of men. () This applies heavily to the video game industry, because the video game industry is male dominated (Prescott 123). Although the issues I have defined are not new issues (Prescott 123-130), the rationale of Marxist and Freudian principles all while projecting them through a new medium and displays how the…

    • 1292 Words
    • 6 Pages
    Good Essays
  • Good Essays

    In modern society, many people like to play video games. Some people even become addicted to it. They don’t go to work, and they just play video games all day. I think video games are good for killing time and entertainment, but we shouldn’t play too much. Playing video games does not help people for anything. Many people also think that playing violent video games would make people become violent. According to a survey, a whopping 75% of polled parents think violent video games contribute to violence. In my opinion, I think video games do contribute to gun violence.…

    • 678 Words
    • 3 Pages
    Good Essays
  • Better Essays

    enter an imaginary world with a playful frame of mind, something entirely missing from laboratory studies of violent video games. One of the pleasures of play is this very suspension of reality. Laboratory experiments cannot tell us what the effects of playing video games are, because there is no sense in which participants in these studies ‘play’” (Goldstein 43). However Goldstein does believe that violent video games in some way, there is just no clear way to prove it. In Funk’s article, she argues that some children are more vulnerable to…

    • 1704 Words
    • 7 Pages
    Better Essays
  • Satisfactory Essays

    Paragraph 2: When people say that video games are very influential on the youth of today, they are probably right. But this can be easily solved if parents actually pay attention to the age restriction instead of complaining. Violence in also shown in a video game, but, thinking about it, it is shown on many things. Such as TV shows, movies, news, etc. etc. 0Violence in video games can make people feel more aggressive, but, isn’t it better to express anger virtually in a video game, where nobody is getting hurt, than to express anger by knocking someone off with an angry punch? I think so.…

    • 619 Words
    • 3 Pages
    Satisfactory Essays
  • Good Essays

    The video games phenomenon is somewhat new in this modern society. Although they often to be entertaining, the contents have become more violent and disturbing as computing technology has become much more advanced. These days, the popularity of violent video games has caused an increase in controversy. Parents and experts feel that some games are just too violent and they think that the violent will spill over into the real world. However, I strongly believe violent video games do not cause an increase in aggression in adolescents. In fact in many ways violent video games benefit the children that are playing them.…

    • 614 Words
    • 3 Pages
    Good Essays
  • Good Essays

    Final

    • 826 Words
    • 4 Pages

    The scientific debate over media violence effect “is basically over”. Researches are now shifting their attention to video games, which have exploded in popularity and are exploding with increasing brutality (Myers). Educational research shows that “video games are excellent teaching tools” (Myers). In 2007 the video-game industry celebrated its 35th birthday. Since the first video game in 1972, we have moved from Ping-Pong to splatter games. By the turn of the twenty-first century, Americans were purchasing some two hundred million games a year, and the average girl was playing six hours a week and the average boy twelve hours (Anderson). In the popular Grand…

    • 826 Words
    • 4 Pages
    Good Essays
  • Satisfactory Essays

    In today’s society video games can cause many behavior problems. The violence in video games can affect children in many ways. Violent video games affect a person’s brain and health. At last, violent video games also affect the player’s personality in various ways.…

    • 325 Words
    • 2 Pages
    Satisfactory Essays
  • Powerful Essays

    Violent video games are a form of popular culture that is very controversial in the world today. Various professionals and the society members have argued over the issue of violent video games especially on how the games should be restricted or prohibited to limit their use among the youths. These controversial arguments about violent video games make this kind of popular culture an interesting and important topic for popular culture research. For instance, debates have risen over the use of graphic violence in the video games. Studies have indicated that the individuals who participate in playing video games are much likely to be addicted to the games. Moreover, the studies have indicated that the continued participation in violent video games results in individuals developing forms of aggressive behaviors in their real life situations. However, some opposing ideas have come up to indicate that the portrayal of severe aggressions among individuals is not related to video game violence. Further, some studies have also pointed out the exposure of individuals to the video games of violence have positive results, such as enhancing teamwork (Anderson, Gentile, & Buckley, 2008). Therefore, these various perspectives toward the popular culture of violent video games make this topic fascinating and interesting for study. Violent video games have become common in many societies and the games are blamed for various violent behaviors demonstrated by the youth.…

    • 3479 Words
    • 14 Pages
    Powerful Essays
  • Good Essays

    Nowadays, it became a statement of good state, on the part of Bible thumpers and those who refer to themselves as “conservatives,” to think of violent video games as such that encourage young people to indulge in anti-social behavior. For instance, the article “Violent Video Games can Increase Aggression”, which is available on the website of American Psychological Association, implies that it is such games that result in more and more young Americans being deprived of understanding of what the concept of social integrity stands for: “Playing violent video games like Doom, Wolfenstein 3D or Mortal Kombat can increase a person's aggressive thoughts, feelings and behavior both in laboratory settings and in actual life”(APA, 2000). However, Video games do not make kids violent because violence is part of human nature and kids experience much more violence in school and near violence is symptomatic of larger cultural problems.…

    • 878 Words
    • 4 Pages
    Good Essays
  • Good Essays

    Video Game Violence

    • 1399 Words
    • 6 Pages

    “Gamers can usually tell reality from fantasy and have a level of common sense that prohibits them from emulating the violence in media” (Rashawn). Most gamers understand that video games are fantasy and not reality. Instead of increasing or causing violence in gamers, video games tend to release daily frustration and serve as an escape from reality and daily stress. Most people normally do not want to cause harm to other people and they are aware of the consequences if they were to take such violent actions. Also, most people are aware that life is not a game and weapons are not toys that should be played with. “In Japan they play more video games than Americans, but their society is much less violent than America’s” (Gee). Why is it that Japanese society is less violent than American society if they play more games? Some might say that if the Japanese can do it, so can the Americans. It may be…

    • 1399 Words
    • 6 Pages
    Good Essays