To Game or Not to Game

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To Game or Not to Game…That is the Question.
Julia Tenerowicz
Baker College of Allen Park
Comp II (9am)
Argumentative Research Essay
May 31st, 2012

Title: To Game or Not to Game…That is the Question.
Purpose: Research Essay: To explain the history of violent video game and the affect they may have our youth Thesis: Our youth are spending an exceeding amount of time playing violent video games immersing themselves into a virtual world of violence causing a decrease of physical activity, developing a social awkwardness decreasing their ability to engage in society, and also leading our youth to developing a skewed sense of moral value. I. Introduction

A. Brief history of video game history
B. Potential health problems from violent video games
C. Thesis statement
II. Video games…past and present
A. History and evolution of violent video games
B. Statistics
1. Video game sales
2. How much time children spend playing games
3. Mental and physical problems
III. Video games…Educational?
A. Behavior concerns
B. Decrease of physical activity leading to health problems C. Developing a social awkwardness Conclusion…What do we do now? D. Exposure to violent video games leading to skewed moral values IV. Video games…What do we do now?

A. Parents can best protect their children
B. Check ESRB rating
V. Conclusion
A. Summary of problems and concerns
B. Specific Recommendations

To Game or Not to Game…That is the Question.
To Game or not to game…that is the question many parents and educators are asking themselves. With high definition graphics, multiple levels and players, and even attacks against other players via the internet, video games have reached a new technological level. While video games have some positive effects on children (fine motor skills, mouse/keyboard skills, and visual attention), they have the potential to have negative effects on children. A child’s well-being can be affected in many ways by spending too much time using electronic media (Greder, 2010). In an online article, Getting It Wrong: Slaying Myths about Video Games, the author Lee Wilson (2007) claims that not all games are rife with violence; instead many games challenge players to utilize high-order thinking and problem solving skills (Wilson, 2007). In actuality, our youth are spending an exceeding amount of time playing violent video games, rather than playing outside, engaging in the real world. 97% of youths ages 12 to 17 play some type of video game, and two-thirds of them played action and adventure games containing violence (Harvard Medical School, 2010). Children turn to violent video games as forms of entertainment, rather than educational video games. From the first release of violent video games in the early 1970’s, video games have caused much controversy among parents and educators. Many have debated the negative effects of exposing our youth to such violence on a daily basis. Our youth are spending an exceeding amount of time playing violent video games immersing themselves into a virtual world of violence causing a decrease of physical activity, developing a social awkwardness decreasing their ability to engage in society, and also leading our youth to developing a skewed sense of moral values. Video games…past and present

It has been decades since the first video game has been released, and has caused many debates along the way. With the first home video game system, Odyssey, release in 1972 (Wang, 2010). The main games were a light gun game and a tennis game (Wang, 2002). With the success of Atari, maker of Pong, many game companies were racing to release their own gaming systems. The birth of violence in video games can be traced back to 1976, with a game called Death Race 2000; the main theme of the game is to run people over (Wang, 2010). The game was quick to draw attention. The criticism all over the nation got...
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