Rogerian Argument for Video Games

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Over the last few years, there have many advances in technology, and video games have become a staple as far as entertainment for children and adults alike. There are many studies that show that the average age range for “gamers” is eight years old to forty (ESRB). As each year passes, the technology that makes video game possible grows and expands.

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The technology that also creates the graphics or the videos games grows and advances as well. This has made the realism of the video games extraordinary. This realism has caused the video game line of business to become a multibillion dollar enterprise. While all the technological advancements have catapulted the video game industry, there are some negative effects that have come along with this jump in video game sales and usage in our society. Violent video games, and other video games labeled “mature”, do bring some issue to the table. When first introduced, there was much controversy over the possibility of these violent video games producing violent behaviors in their users. This is still a large debate even today. Video games have the potential to develop coordination, creativity, and even increase motor skills.

When did video games break onto the scene? Back in the late 1940’s the first “video” game was introduced. Basically, it was a missile stimulator and its name was Cathode Ray Tube. The Cathode Ray Tube utilized WWII radar displays. Since its release, video games have grown and advanced to become more life-like, worldly, and refines. Nowadays, video games involve in-depth and sophisticated story lines. These tory-lines help players escape their average, everyday life. A great deal of violent video games are well known around the globe. These titles include: Call of Duty, Halo, and Grand Theft Auto, just to name a few. The characters of these games are also well known. Today, video games have found their way into everyday life and are even topic on popular family game shows and even in sports. The video game industry has a tremendous influence on the young people of today.

With all the technological advances of late, gamer can actually feel like they are in the game. There is an issue that comes along with these technological advances and that that the player may want and try to act out what they see or what they do in the game. There have been studies in the past that have focused on mental health problems such as depression, as well as aggression. In these studies, the participants were mainly preadolescent. One specific study collected data from approximately 5,146 fifth grade students, as well as their caregivers. The study discovered that those students which reported that they played high violence video games for less than two hours each day had a much higher rate of depressive symptoms than those students who reported playing low or non-violence video games less than two hours each day (Tortolero).

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