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The Dangers of Gaming A Rhetorical Analysis Revised
The Dangers of Gaming A Rhetorical Analysis Revised
The Dangers of Gaming A Rhetorical Analysis Revised
Lovella Santos
English 1301.127
01 December 2021
Children used to enjoy their youth by playing outside, but as video gaming was brought
into the globe, children gradually lost interest in the outside world and began to play video
games instead. Video games have been a part of the globe "since 1952, when professor A.S.
Douglas invented the OXO, better known as Tic-Tac-Toe," according to History (The Early
Days). Children nowadays waste time playing computer games and disregard the relevance of
their everyday life. In an article titled "Computer Game Addiction and Loneliness in Children,"
Hülya KK EREN and Özlem ÖRSAL employ ethos, logos, and pathos to convince their audience
by providing evidence that shows gaming is not beneficial for children of a specific age.
To begin with, gaming has evolved throughout the years and so do children and not for
the better. Nowadays, games are all about violence win which it affects the social development
of children causing them to be physically and mentally unhealthy. According to Hülya KÖK
EREN and Özlem ÖRSAL, “the social development of the children, who widely use the internet
and spend this time with computer games, has slowed significantly, the self-confidence of these
children is low, whereas their social anxiety level and aggression behavior were found to be
high” (1504). In other words, children who play video games to an extent are affected with
anxiety, depression, become violent and more. It is evident that Hülya KÖK EREN and Özlem
ÖRSAL are using pathos and logos as their main rhetorical appeal to persuade and overall show
the audience that the children who play video games have a high risk of getting depression,
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anxiety and other mental illnesses. Mentioning these mental health disorders trigger the emotions
of the audience to feel empathy towards the children who play video games for an extended
amount of time.
Furthermore, Hülya KÖK EREN and Özlem ÖRSAL conduct their research on gaming
addiction and loneliness within families in children. For example, on pages 1506-1507 there are
two tables in which they show Hülya KÖK EREN and Özlem ÖRSAL’s research. These tables
illustrate the children which the research was conducted on, by showing their suffrage from
game addiction and loneliness amongst families. In the first table on page 1506, both male and
female children revealed similar personal information in which it showed the percentages of
loneliness within their families. This feeling of loneliness was caused by the absences of their
family members which resorted to their escape to gaming. On the second table it is seen the
number of hours that were played, the number of hours slept, the emotions felt when restricted
from gaming, and lastly difficult encounters. The data shown in the second table shows the
dangerous outcomes that children can experience if they play too many video games. The two
tables help the authors’ article by letting them see the records that were taken as well as observe
if games do or do not affect kids. It will also help their audience have a deeper understanding
about gaming addiction and loneliness in families by using logos and pathos as their main
rhetorical appeal.
As mentioned before, both tables provide evidence in which the results show that males
have a higher negative effect towards gaming than females. According to Hülya KÖK EREN and
Özlem ÖRSAL, the “outcomes of our study, performed to determine the level of computer game
addiction and loneliness among children, computer game addiction scores for the males are
higher than females” (1508). As stated by Hülya KÖK EREN and Özlem ÖRSAL, “The average
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score that males obtained from loneliness scale were greater than females” (1507). Both Hülya
KÖK EREN and Özlem ÖRSAL use logos as their main rhetorical appeal to persuade and show
their audience their results in which they both found out that male children have a higher risk on
game addiction and loneliness within their families than female children. In these two quotes
Hülya KÖK EREN and Özlem ÖRSAL use logos and ethos to show their audience the results
that were found based on their research by showing them that gaming does affect kids specially
males. Making the audience feel concerned for these children since they are suffering from
"Our study indicated a substantial association between students' game addiction and
loneliness, in other words, when game addiction develops, loneliness increases," Hülya KK
EREN and Zlem RSAL write in their conclusion to "Computer Game Addiction and Loneliness
in Children" (1509). Meaning that when children play video games, they get lonelier, and in
order to intervene in children's gaming addiction, a solution must be devised to address these
difficulties. Children can attend "a rehabilitation treatment among school-hospital-family for
abnormal instances" (1509), as mentioned in their conclusion, to cease any hazardous behavior
produced by gaming. Hülya KK EREN and Zlem RSAL employ logos, ethos, and pathos as
rhetorical appeals in both statements, demonstrating that their study was successful while also
proposing a remedy for children who suffer from gaming addiction and loneliness in their
homes. In conclusion, gaming is played form all ages from adults to teenagers to kids, but
playing to much video games can cause to not be active and create unhealthy habits such as
depression, anxiety, aggressiveness, social development issues and loneliness. And so Hülya
KÖK EREN and Özlem ÖRSAL use ethos, pathos, and logos in their article titled “Computer
Gaming and Loneliness in Children” to effectively show their audience that gaming can be bad
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for children on certain ages. Both Hülya KÖK EREN and Özlem ÖRSAL are not against
children playing video games, but by their research they recommend for children who are young
to not play video games due to the fact that they can be affected with mental and physical health
issues.
Work Cited
History.com Editors. “Video Game History.” HISTORY, A&E Television Networks, 21 Aug.
2021.
Hülya KÖK EREN, and Özlem ÖRSAL. "Computer Game Addiction and Loneliness in
Children." Iranian Journal of Public Health, vol. 47, no. 10, 2018, pp. 1504-1510.
ProQuest, https://tamiu.idm.oclc.org/login?url=https://www.proquest.com/scholarly-
journals/computer-game-addiction-loneliness-children/docview/2351545070/se-2 .
Accessed 27 Oct.