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Essay / The Impact of Video Games on Teenagers - 990
“The Impact of Video Games” In the 2013 editorial The Impact of Video Games, Adrea Norcia exposes the negative effects of violent video games on adolescents . Norcia writes to an audience interested in the effects of violent video games, while including both sides of the debate. The argument contains enough pathos to create emotion. Norcia argues there using logos, but uses outdated information. She recalls the study "(2000)" where "a majority of adolescents admitted that their parents do not impose a time limit on the number of hours during which they are authorized to play video games", worrying the researchers due to the negative effects of a prolonged period. in a violent environment. (Norcia) Although using outdated information, the author of this editorial appears trustworthy due to his use of ethos. Additionally, the author of this editorial achieves his goal of convincing the reader that violent video games have a negative effect on youth and young adults. As well as revealing the correlation not only with aggression but also with rage. Norcia uses just enough information so that the reader understands the concept and purpose of the article, but does not feel chastised by the information. “Do violent video games contribute to youth violence? » In the 2014 editorial, “Do violent video games contribute to youth violence? ", Steven Markoff supports the claim that violent video games cause violent behavior. It is aimed at a curious audience of all ages. The article uses logos throughout to create a strong opinion on the subject. In the “Video Games Pro Con” editorial, author Steven Markoff makes a compelling argument and uses many philosophies and logos. The information he uses supports his argument and his information is current. Use the study "(2008) Grand Theft Childhoo...... middle of paper......one of the only arguments explaining why video games help young people. (Markoff) However, the logos are an important part of this editorial. The pathos hardly detracts from the article because the reader feels no connection with the subject. The editorial does not accurately portray the author's argument due to lack of ethics. The author does not seem trustworthy, so the supporting evidence is lost in uncertainty. Works Cited Carey, Benedict. “Shooting in the Dark.” The New York Times. The New York Times, February 11, 2013. Web. May 27, 2014. Davisson, Twana. “The Unbiased Truth About Violent Video Games.” RSS. Np, March 2, 2013. Web. May 27, 2014. Markoff, Steven. “ProCon.org Video Games.” ProConorg Titles. Np, and Web. May 26, 2014. Norcia, Andrea. “The impact of video games.” Doctors, patient care, health education, medical research. Np, August 2013. Web. May 26 2014.