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Elc590 Persuasive Speech
Elc590 Persuasive Speech
Elc590 Persuasive Speech
Group : CS246
Specific Purpose : To persuade the concern of exposure to media violence is a significant risk factor
for for aggressive and violent behavior.
Central Idea : A slew of studies claiming to find a link between violence in video games and
real-world aggression, but countervailing studies have found no persuasive link.
ATTENTION
I. (Attention Material) - Hello everyone, ten minutes sounds like a very short time but I would
like to fill in this time with the information that I have gathered as much as I can. Trust me, time
will fly fast as I talk about interesting topics.
II. (Tie to the audience) - Video game culture is a worldwide new media subculture formed by
video games. Video game culture has also evolved, hand in hand with Internet culture and the
increasing popularity of mobile games. Based on wikipedia, video games is an electronic game
that involves interaction with a user interface or input device such as a joystick, controller,
keyboard, or motion sensing device to generate visual feedback for a player.
Back to our topic, violent video games consist of blood and gore action, intense violence, sexual
content, usage of drugs and many 18+ content. However, these kinds of video games are
extremely popular among players. A lot of minor players will illegally download the video games
to play the games.
III. (Credibility Material) - I am one of the people who plays a lot of video games so I am very
familiar with all types of video games especially violent video games. It scares me how a lot of
teenagers would play these kinds of games because it can affect them mentally. Some of the
contents are really horrifying and uncomfortable to watch.
IV. (Thesis and Preview) - A slew of studies claiming to find a link between violence in video
games and real-world aggression, but countervailing studies have found no persuasive link.
(Transition: Let me begin to tell you about the concerns of violent video games towards players.)
NEED
A. Players of violent video games are more violent but correlation is not causation. Based on one
study in 2012 of residents of juvenile delinquency facilities in Pennsylvania found that those who
played violent video games multiple times per week were more likely to have attacked someone
or gotten into a fight. Several studies also have come to similar conclusions.
B. Children will try to live out their fantasy from video games. Based on Jay Hull and colleague
analysis, their analysis found kids who played violent video games did become more aggressive
over time. But the changes in behavior were not big.
C. Emotion of players will be influenced by violent acts in the games. Based on finding mesh by Jay
Hull, social psychologist at Dartmouth College and a co-author on the new paper, with a 2015
literature review conducted by the American Psychological Association, which concluded violent
video games worsen aggressive behavior in older children, adolescents and young adults.
(Transition: As you can see from these concerns, we need to realise how important these issues are
especially towards minors.)
SATISFACTION
A. Age restriction for video games purchasing based on the category such as 18+, 13+ and many
more by verifying their identity card.
B. Every parent must monitor their underage children's video game sessions to ensure that their
children are still under control.
(Transition: Next, I would like to talk about what will happen if violent video games are being regulated
and not regulated?)
VISUALIZATION
A. Violent video games being regulated such as the labelling on the packaging of the video games
must include specific age categories to ensure that purchases from players according to age are
controlled and parents of minors can supervise the purchase of games bought by their child.
B. If violent video games are not being regulated, it may cause the players, especially children to
react violently and psychologically damage children mental and can cause other children who are
physically harmed by the violence that they do.
ACTION
1. Brake light - So, during these 10 minutes I had already packed you some
information about the concern of exposure to the media violence especially violent video games
towards players.
2. Summary - This issue has mostly been informed by studies showing short-term
effects of violent video games when tests were administered immediately after a short playtime of
a few minutes; effects that may in large be caused by short-lived priming effects that vanish after
minutes.
3. Tie back to audience - Violent video games consist of blood and gore action, intense violence,
sexual content, usage of drugs and many 18+ content. However, these kinds of video games are
extremely popular among players. A lot of minor players will illegally download the video games
to play the games.
4. Concluding remarks - From my perspective, violent video games are not suitable for minors
since they consist of a lot of 18+ content.
5. Call to action - Thus, the results presented will help convey a more realistic scientific
perspective on the real effects of violent video games. However, future research is needed to
show the absence of the effects of violent video games on children.
REFERENCES
1. Kühn, S., Kugler, D. T., Schmalen, K., Weichenberger, M., Witt, C., & Gallinat, J. (2018, March
13). Does playing violent video games cause aggression? A longitudinal intervention study.
Molecular Psychiatry.
https://www.nature.com/articles/s41380-018-0031-7?error=cookies_not_supported&code=f583d6
f9-c858-4854-9c60-e0a10e46066d
2. Penttila, N. (2019, October 30). Do Violent Video Games Lead to... Dana Foundation.
https://dana.org/article/do-violent-video-games-lead-to-violence/
3. Moyer, M. W., & Moyer, M. W. (2018, October 2). Do Violent Video Games Trigger Aggression?
Scientific American.
https://www.scientificamerican.com/article/do-violent-video-games-trigger-aggression/
4. Stromberg, J. (2014, September 16). Do violent video games actually make people more violent?
Vox. https://www.vox.com/2014/9/16/6152541/video-games-violence
Over the past few decades, the people behind several different mass shootings —
including Newtown, Columbine, and the 2011 attacks that led to 77 deaths in
Norway — were found to be regular players of violent video games.
This has led many commentators (and the NRA) to blame violent games for real-life
violence. Virtually shooting others on a daily basis, they say, desensitizes people
to violence and makes them more aggressive. Therefore, video games can push
some people over the edge, turning virtual gunshots into the deaths of real
people.
ON THE WHOLE, THE EVIDENCE IS DECIDEDLY MIXED
It's an intuitive idea. But is it true? The short answer: we don't really know.
Some studies have indeed found that, in lab settings, people can become more
aggressive after playing violent games. Some have also found that people who
play violent games are more likely to commit violent acts in real life.
But it'd be just as easy to conclude that inherently violent people are simply
drawn to violent games — and indeed, several studies have come to that
conclusion. Moreover, not all observational studies have found any correlation
between gaming and violence. Perhaps most importantly, there's been no surge
in violence among youth over the past few decades in gaming countries to
accompany the rising popularity of violent games.
On the whole, the evidence is decidedly mixed. Here's a look at what we know —
and what we don't know — about the link between video games and violence.
At the same time, there are a few caveats to keep in mind when considering these
studies. One is that they use aggression and self-control as proxies for real-world
violence, because researchers can't actually allow violence to occur in a lab. The
idea is that, in increasing aggressiveness, these games make it more likely that
someone considering violence will be pushed over the edge and actually commit
it. But there's a huge difference between blasting someone with a loud noise, or
scoring higher on a questionnaire intended to measure aggressiveness, and
actually resorting to violence in the real world.
Additionally, these studies mainly focus on a subset of video games. Just as with
movies, TV shows, or books, some video games are violent, and some aren't.
Further, even violent games often require players to help others at times. And
several other lab studies have found that these episodes can actually reduce
aggressiveness in gamers. A 2013 study, for instance, had participants play a
game in which they killed zombies to protect other players. Afterward,
researchers found, they were slightly less aggressive.
Studies find that players of violent games are more violent, but correlation is not
causation
(Photo by Cate Gillon/Getty Images)
However, still other studies have failed to turn up any positive link between
violent gaming and real-world violence. A three-year study of youth in Texas found
no association between those who played violent games and those who engaged
in violent acts or expressed extreme aggression in interviews. Instead, the
strongest predictors of violence and aggression were exposure to family violence
and antisocial personality traits.
Additionally, even for the studies that do show a correlation between violent
games and violent deeds, the finding could easily be phrased in the opposite
direction: that violent people are attracted to playing violent games in the first
place. "Several longitudinal studies — correlational studies that track people over
time — have found exactly that, especially among kids or teens," says
Christopher Ferguson, a psychiatrist and lead author of the Texas study.
Forty years ago, video games were largely nonviolent and relatively rare: you
could put a quarter into a Pong machine at an arcade and play for a few minutes,
but that was about it. Today, the most popular games are overwhelmingly violent,
and people spend an estimated 3 billion hours each week playing them worldwide.
For many young people, video games have outstripped TV and movies to become
the dominant form of entertainment.
"During the era in which video games soared in both popularity and violence,
youth violence in the US decreased to only about 12 percent of what it was two
decades ago," Ferguson says. Additionally, gun homicides have consistently
declined and despite heavy media coverage, mass shootings are no more common
than they were decades ago. On the whole, American teens are the best-behaved
generation on record.
There also isn't a strong correlation between the countries where people play
violent games the most and the countries where shootings most often occur.
Shortly after the Newtown shooting, Vox's Max Fisher (then at the Washington
Post) compared video game spending per capita with the number of gun-related
murders for the world's ten biggest video game markets. As you can see, there's
no correlation:
The fact that we don't see a correlation between video game popularity and
violence — either in terms of time or geography — doesn't prove that video
games don't cause violence. It's still entirely possible that confounding factors,
like the availability of guns, skew things so powerfully that the relationship
doesn't show up.
But the lack of correlation (along with the mixed results in both lab studies and
observational research) does suggest that, if video games do provoke violence,
their effect is relatively modest compared to other factors. If the US really wants
to get serious about reducing its gun violence problem, video games are not a
logical place to start.
ARTICLE 2
Hull and colleagues pooled data from 24 studies that had been selected to
avoid some of the criticisms leveled at earlier work. They only included
research that measured the relationship between violent video game use
and overt physical aggression. They also limited their analysis to studies
that statistically controlled for several factors that could influence the
relationship between gaming and subsequent behavior, such as age and
baseline aggressive behavior.
Even with these constraints, their analysis found kids who played violent
video games did become more aggressive over time. But the changes in
behavior were not big. “According to traditional ways of looking at these
numbers, it’s not a large effect—I would say it’s relatively small,” he says.
But it’s “statistically reliable—it’s not by chance and not inconsequential.” [
NEED POINT B]
Yet researchers who have been critical of links between games and violence
contend Hull’s meta-analysis does not settle the issue. “They don’t find
much. They just try to make it sound like they do,” says Christopher
Ferguson, a psychologist at Stetson University in Florida, who has
published papers questioning the link between violent video games and
aggression.
Ferguson argues the degree to which video game use increases aggression
in Hull’s analysis—what is known in psychology as the estimated “effect
size”—is so small as to be essentially meaningless. After statistically
controlling for several other factors, the meta-analysis reported an effect
size of 0.08, which suggests that violent video games account for less than
one percent of the variation in aggressive behavior among U.S. teens and
pre-teens—if, in fact, there is a cause-and effect relationship between game
play and hostile actions. It may instead be that the relationship between
gaming and aggression is a statistical artifact caused by lingering flaws in
study design, Ferguson says.
Hull says, however, that the effect size his team found still has real-world
significance. An analysis of one of his earlier studies, which reported a
similar estimated effect size of 0.083, found playing violent video games
was linked with almost double the risk that kids would be sent to the school
principal’s office for fighting. The study began by taking a group of children
who hadn’t been dispatched to the principal in the previous month and then
tracked them for a subsequent eight months. It found 4.8 percent of kids
who reported only rarely playing violent video games were sent to the
principal’s office at least once during that period compared with 9 percent
who reported playing violent video games frequently. Hull theorizes violent
games help kids become more comfortable with taking risks and engaging
in abnormal behavior. “Their sense of right and wrong is being warped,” he
notes.
Hull and his colleagues also found evidence ethnicity shapes the
relationship between violent video games and aggression. White players
seem more susceptible to the games' putative effects on behavior than do
Hispanic and Asian players. Hull isn’t sure why, but he suspects the games'
varying impact relates to how much kids are influenced by the norms of
American culture, which, he says, are rooted in rugged individualism and a
warriorlike mentality that may incite video game players to identify with
aggressors rather than victims. It might “dampen sympathy toward their
virtual victims,” he and his co-authors wrote, “with consequences for their
values and behavior outside the game.”