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To Game or Not to Game

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To Game or Not to Game
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



References: Gentile, D. A. & Gentile, J. R. (2008). Violent video games as exemplary teachers: A conceptual analysis. Journal of Youth and Adolescence, 9, 127-141 Greder,K. (2010). Obesity and overuse of electronic media. Department of Human Development, Iowa State University, Retrieved from http://www.extension.iastate.edu/publications/PM3002B.pdf Gordon, S. (2011, February). Video game addiction: tied to depression, anxiety in kids. Retrieved from http://www.healthfinder.gov/news/printnewstory.aspx?docID=648899 Harvard Medical School, Initials. (2010). Violent video games and young people. Retrieved from http://www.health.havard.edu/newsletters/harvard_mental_health_letter/2010/october/violent-video-games-and-young-people Longwood, S. (2011, April 19). Cause and effect: video games and the news [Web log message]. Retrieved from http://blogs.longwood.edu/stephen/2011/04/19cause-and-effect-video-games-and-the-news/ Norcia, A. (N.D.). The impacts of video games on children. Retrieved from http://www.pamf.org/preteen/parents/videogames.html Do Violent Video Games (2011, April 29). Do violent video games contribute to youth violence? Retrieved from http://videogames.procon.org?print=true Turner, C. (2010). Physical activity and kids (school age): information for parents. Retrieved from http://aces.nmsu.edu/pubs/_i/I-103.pdf Wang, M. (2002). History of video games. Retrieved from http://cseserv.engr.scu.edu?studentwebpages/mchwang/mchwang_researchpaper.htm Wilson, L (2007) Getting it wrong: slaying myths about video games. Retrieved from http://www.docstoc.com/docs/22732840/getting-it-wrong-slaying-myths-about-video-games

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