Gaming: A Force for Good? In the past decade, video gaming has become increasingly popular. 1

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1 Gaming: A Force for Good? In the past decade, video gaming has become increasingly popular. 1 The gaming community has grown considerably, and organized tournaments, that may be viewed worldwide and in which winners may earn thousands of dollars, are becoming increasingly prevalent. While video games have frequently been viewed as a detriment to society, some recent studies claim that gaming actually provides several benefits such as creating a sense of community, teaching gamers how to strategize and think critically, and providing entertainment and relieving stress. 2 However, a close examination at some of the positive qualities of gaming brings many of these benefits into question. 3 One often mentioned benefit of video gaming is that video games can increase a person s IQ. 4 Some video games do require players to 1 In the introduction, you want to introduce the topic, but not your thesis. Start broadly 2 Narrowing down to side with the audience: examining their argument and motives behind playing games (Argument from Motives). This strategy helps the readers who may like gaming to keep reading, because they agree with these points. 3 However is the turn: Actual thesis. And the diction like examination and question creates an objective tone. 4 Starts with the audience s argument. rapidly process information, devise intricate strategies and think quickly; these types of games undoubtedly require a significant mental prowess, and likely improve gamers fluid intelligence. Moreover, a study at Michigan State found that children who game are more creative than those who do 5 Expanding on argument and actually providing solid evidence to show understanding of the opposing side s view. not (Richmond 1). 5 Certainly, gaming may help individuals develop certain cognitive functions; however, claiming that gaming makes a person more intelligent is an inaccurate interpretation of the findings. 6 Although gaming may promote creative thinking, it hinders other qualities of intelligence, 6 Beginning of counter argument. 7 Although is a good strategy to start a qualifier. Good scientific evidence. including attention span: studies have demonstrated a relationship between gaming and attention deficits (Klein 1). 7 Some experts believe that the fast pace of gaming makes schoolwork seem dull in comparison (Klein 11). As one might expect, distracting students from schoolwork hinders academic achievement; this is confirmed by Gentile, Lynch and Walsh, 8 By itself, this claim may cause the audience to have questions; but the writer backs this claim by scientific evidence.

2 who found that high levels of gaming are correlated with poorer academic performance (Gentile et al. 2004). 8 While gaming may improve certain mental capacities, it detracts from academics, arguably the most routinely used benchmark for intellectual ability. 9 If someone is serious about becoming more intelligent, he or she is better off with hobbies that have been shown to increase intelligence, such as reading or playing a musical instrument. 10 Admittedly, most people do not game primarily for the intellectual stimulation. One major reason for gaming s popularity is that it provides a venue for interacting with friends and associating with other people. 11 This 9 Summarizing the counter argument. Apt here, because it was a long paragraph. Be careful of sounding redundant. 10 Here, the author could have chosen to prove that these things increase intelligence. However, that would detract the reader from the point of this paragraph: that the benefits of videogames are not valid. 11 Another argument from the side of the audience. claim was developed rather recently, since gamers are often stereotyped as an aloof, nonsocial bunch. However, many gamers actually identify closely with the gaming community, and for some, gaming is a highly social activity. Multiplayer games are extremely popular, and these certainly help facilitate social interaction, creating opportunities for individuals to just hang out with friends, relax and destress (Lynn 4). 12 However, while 12 Expanding on their side with evidence 13 Counterargument starts here. video games may improve people s ability to communicate online, they do not necessarily improve real life communication skills. 13 Gaming does not help people improve recognizing physical cues such as gestures, facial expressions, body language, or other communication techniques that are used in nonverbal interactions (Grgurich 6). 14 Moreover, studies have 14 Countering evidence: scientific research. 15 Possibly briefly explaining the design of these scientific research may grant more validity to the counter-arguing evidence. found that exposure to vulgar language used in some popular video games chat rooms increases one s use of profanity in real life conversations, and thus inhibits one s ability to communicate respectfully with people outside of the video game milieu (Gilani 10). 15 These studies demonstrate that the

3 social skills which gamers develop online may not be transferred to the real world. Instead of gaming, there are many alternatives that provide all the benefits of gaming (and more), with less of the negative aspects. 16 For example, playing sports with friends can not only bring the same sort of enjoyment, but can also improve fitness and teach valuable lessons such as sportsmanship, rendering athletic events a far more productive social 16 Providing a solution. This is a common strategy after you show your audience the problem of something you are arguing against. 17 Specific examples are helpful. Helps reader understand and consider adapting this solution. activity than video gaming. 17 Of course socializing is not the principal reason video games are popular whether or not gamers admit it, the primary reason most people play is simply because video games are enjoyable. 18 However, this fun may actually be the most pernicious quality of video games. 19 Video game designers work tirelessly to create a product that provides instant gratification, entices the gamer to continue playing for months and lure gamers to purchase additional add-ons, upgrades and other games. In order 18 Good transition sentence; Talks about the principal reason of playing games; this paragraph will be the strongest counterargument yet. Shorter common ground with audience. 19 Important use of diction: pernicious. Calls videogames bad without losing the objectivity of the tone. to accomplish these goals, game designers use concepts from behavioral psychology to condition players to become addicted to the games. For example, the wildly popular game League of Legends is designed to have no endgame; gamers simply play individual rounds, and a win or loss in a round affects the player s overall record (Srivastava 6). 20 Designing a game with an unpredictable cycle of wins and losses utilizes the variable ratio reward system, the same type of system used in slot machines and 20 Specific gaming example to illustrate the addictiveness of video games. Argument of Example and Induction to draw general conclusions about other video games from this game. roulettes the gamer anticipates a reward (in this case, a win), but he or she does not know when this reward will occur (Gade 8). 21 Multiple psychological studies have shown that this system yields a consistent high 21 Variable ratio reward system : use of psychology to explain why these kinds of games are addictive. rate of response, meaning that the gamer tends to continue playing until he

4 or she has won ( What Makes Video Games Addictive 5). However, the sense of accomplishment brought about by victory provides an incentive for the gamer to continue playing, thus beginning the vicious cycle anew. 22 This design, coupled with League of Legends lack of a definite conclusion, baits gamers into investing significant amounts of time and money on games that can, at most, provide some short-term satisfaction. 23 The aforementioned sense of accomplishment that one experiences is also a latent cost of gaming, because gaming creates feelings 22 Argument of motives: reasons that because gamer likes the sense of accomplishment, he will continue to play. 23 Short-term? Pro league players may argue. But does not have to be addressed, because the audience of this paper is not pro league players. 24 No common ground as the starting sentence this time; reaching the climax of paper. of euphoria and fulfillment in an artificial manner. 24 Although a gamer may feel that he or she achieved a significant amount after some successful hours of exploring mystical CGI worlds or slaying faceless online foes, these achievements simply do not amount to anything substantial in the real world. However, as these accomplishments pile up, the gamer becomes more and more out of touch with reality, creating a pernicious cycle that erects a barrier between the gamer and reality, and traps him or her within the confines of the game. The addictive quality of these games appears to be insidious; the more gamers play, the more they become more accustomed to the rote mechanical aspects of the game, meaning that they can play for an extended period of time without becoming tired. As a result, people can easily spend multiple hours on a game without even 25 Argument of Results implied; if video games clearly decrease productivity, don t play videogames. realizing it. These highly popular video games clearly decrease productivity, thus minimizing time and capacity for performing more meaningful tasks. 25 Now, it is true that most people need some means to relax and escape reality from time to time, and gaming has become a popular 26 Starting with the audience s side again.

5 method for doing so. 26 Video games, like books and art, can transport us from our current world into a different reality, enamoring us with possibilities of discovery and allowing us to temporarily forget about our 27 Simile: comparison like books and of art. video This helps games non-video to more gamers productive methods of escapism. understand that video games have a similar quality of escapism as books and arts. troubles. 27 However, most hobbies, for one reason or another, tend to lose this escapist quality after a while books have an ending, and one can only appreciate a painting for so long. In contrast, video games are so effective at creating a virtual reality that they can become insatiable, making gamers completely oblivious to the real world around them. It is possible for video gamers to fully immerse themselves in a game possibly leading them to shirk their responsibilities, ignore people around them, and even forget about their own physical needs. 28 In Korea and Taiwan, two countries where gaming is particularly popular, there are tragic This is the line between video games and arts and books. and arts can do this too. 28 Audience may argue that books 29 This thought is addressed by these extreme examples: there are no stories of someone reading a book until they die. Maybe another point to address for stronger argument: It s possible for books or arts to make people do this too. stories about adults who are so addicted to gaming that they neglect their children, illegally obtain money to feed their gaming obsession, and even ignore their bodily needs to the point of death ( S Korean Man Dies After Games Session 1). 29 Obviously, these are extreme examples; however, even the most casual gamer has probably experienced a time when video games caused one to become negligent of his or her duties. Therefore, those who see video games as a form of escape may risk becoming subject to a powerful addiction that can be avoided simply by choosing other hobbies Solution: other hobbies Finally, the age-old argument that video games, particularly ones that involve combat and graphic images, are de-sensitizing individuals to violent imagery remains a point of contention that gamers have never adequately addressed. Video game enthusiasts may claim that there are several studies that show minimal correlation between violent video games 31 Showing audience s argument again to argue against it later; this has been the main strategy of this paper.

6 and criminal behavior (Sifferlin 2) 31 ; however, these studies are limited because they compare a large group of people (gamers) to a relatively 32 Counterargument; expose fallacy of misinterpretation of statistical data. smaller group (violent criminals). 32 Although violent crimes are regularly broadcasted in the media, they are actually extremely rare, so the fact that most gamers are not criminals does not necessarily indicate that video games are not de-sensitizing people to violence. In fact, a recent review published by the APA suggests that violent video games are linked to more aggressive behavior (Gentile et al. 2004). This phenomenon can be explained by Albert Bandura s famous Bobo doll experiment, which revealed that humans have a tendency to learn by example when faced with 33 Age-old argument by itself is weak; but it is well supported by psychological experiment. an unfamiliar situation (Gade 12). 33 While there are currently many social institutions that teach nonviolent solutions to problems, as video games become increasingly popular, they may begin to surpass some of these institutions in teaching people how to act. Although 99.9% of gamers will likely not become criminals, there are a few notable cases that demonstrate the deleterious effects of video games on violent behavior. For example, some psychologists believe that video games influenced the Columbine and 34 Argument from example: illustrates that video games, although not most of the time, affect criminal behavior. Newport shooters to commit heinous acts of violence ( The Positive and Negative Effects of Video Games 28). 34 Although there were many triggers that caused these shooters to commit unspeakable crimes, the gaming culture s glorification of violence likely played some role in their decision to carry out a mass shooting. Upon a detailed examination, it can be concluded that gaming distracts people from reality, frequently exposes gamers to violent scenes or ideas, and ultimately has a detrimental effect on society. 35 For most gamers, 35 Conclusion should not be just a summary of the points that you made; it should contain a call-toaction or a solution to the problem.

7 perhaps the most important thing to remember is that we only have 24 hours in a day while personal entertainment time is important, gaming often takes up much more time than other entertainment activities. Replacing gaming with a more productive and less addictive hobby could free up a significant amount of time for more meaningful activities and help one become a more academically and socially successful person Providing a solution to the harmful of gaming. There is an underlying assumption that everyone wants to be a more academically and socially successful person. <Annotations Continued: How the Essay Works Overall> This interdisciplinary essay takes a lot of the arguments that the audience may use to defend playing video games and crushes these arguments by scientific research evidence in psychology, statistics, and other disciplines. Through this paper, the positive points about gaming is debunked and the negative points are emphasized. The paper is well structured. For example, each paragraph begins with the audience s opposing view and sometimes expands on the view with examples, establishing that the author understands the audience. Then, the paper brings a counterargument and ends the argument by presenting a solution of having an alternative hobby. The tone remains objective throughout the whole piece. It is better to be objective when speaking to an audience against your argument, so that your audience may be persuaded by the objectivity and intelligent arguments of your paper.

8 Works Cited: Gade, Christopher. "Psychology 1: General Psychology." Lecture 9. UC Berkeley, Berkeley. 5 Oct Lecture. Gentile, Douglas A., Paul J. Lynch, Jennifer R. Lynder, and David A. Walsh. "The Effects of Violent Video Game Habits on Adolescent Hostility, Aggressive Behaviors, and School Performance." Journal of Adolesence 27.1 (2004): ScienceDirect. Web. 10 Oct Gilani, Nadia. "Bad Language in Video Games and on TV Linked to Aggression in Teenagers." Daily Mail. Associated Newspapers Ltd., 17 Oct Web. 05 Oct Grgurich, John. "Yes, Video Games Really Are Ruining Your Kids' Social Skills." The Fiscal Times. The Fiscal Times, 12 Sept Web. 5 Oct Klein, Sarah. "Study: Too Many Video Games May Sap Attention Span." CNN. Cable News Network, 05 July Web. 10 Oct Lynn, Andrea. "Some Online Video Games Promote 'Sociability,' Researchers Say." Some Online Video Games Found to Promote 'sociability,' Researchers Say. University of Illinois, 16 Aug Web. 5 Oct "The Positive and Negative Effects of Video Games." Raise Smart Kid. Raise Smart Kid, 09 Aug Web. 10 Oct Richmond, Shane. "Video Gaming Children 'more Creative'" The Telegraph. Telegraph Media Group, 04 Nov Web. 5 Oct "S Korean Man Dies After Game Session." BBC News. BBC, 10 Aug Web. 10 Oct Sifferlin, Alexandra. "Violent Video Games Are Linked to Aggression, Study Says." Time. Time, 17 Aug Web. 10 Oct Srivastava, Prakhar M. "Why Is League of Legends so Popular." Quora. Quora, 16 May Web. 10 Oct "What Makes Video Games Addictive?" The Economist. The Economist Newspaper, 18 Feb Web. 10 Oct

9 Critical Information: Statement of Intent: Gaming should not be done, Because it has a detrimental effect on society. because gaming distracts people from more productive activities, and because gaming is addictive and because gaming frequently exposes gamers to violent scenes or ideas. Target Audience: My target audience is mostly directed towards high school or college level students who spend between 2-4 hours a day on gaming. I feel that most of these people, in spite of spending a significant amount of time on gaming, have not actually spent a great deal of time evaluating the pros and cons of gaming. Strategy Explanation: My goal is to present some of the negative consequences of gaming, while addressing any opposing views they may have heard. As mentioned above, I feel that most gamers have not given much thought to why they play, although most have perhaps done some cursory research and have a vague ideas of why gaming is good. I structured my argument according to how I believe gamers, if given the chance, will structure a pro-gaming argument. For an example, I started out by addressing the counterargument that gaming helps improve intelligence although improving intelligence is not the main reason people play video games, it is often the first point that gamers bring up because of its intellectual nature. Similarly, I addressed the video games are fun objection last, because most people would likely not bring this up in a serious argument, even though it is probably the primary reason people play. By structuring my paper this way, I hope to begin by disproving the opposing side s intellectual arguments and leave them with a lasting argument against the primary reason they play video games.

10 Writer s Reflection: The hardest part of writing this paper was deciding how to organize my arguments. As someone who does not play video games, I don t fully understand why gamers are sometimes so addicted to gaming, making it difficult for me to order my arguments in order of importance. In this regard, the imagine your audience exercise we did in class helped tremendously, because I was able to give a face to my audience. Although I still don t have a complete grasp of why video games are so important for some people, I feel that I was able to better think from my audience s perspective, which helped me craft a better argument.

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