Project #2: Part 1
- Introduction
- Attention statement/ Briefly state the problem:
- Hello and thank you for joining us as we discuss on the dangers associated with extensive watching of video games, especially among children.
- Briefly state the problem: Research published in the Proceedings of the National Academy of Sciences of the United States of America reveals that extensive exposure to violent video games has highly linked to the development of aggressive behavior and cognition (Prescott, Sargent and Hull, 2018). The adverse impact of video games on children calls for a need to act to reduce its negative consequences.
- It is for this reason that I propose the proper and more stringent regulation of watching video games, specifically for children.
- Significance
- Harm 1: Allowing children and adolescents to watch violent video games promotes aggressive behavior
- Children’s are going through a fast development during this stage, and this development is likely influenced by their environments
- They are likely to internalize things that they are extensively exposed to, and this is supported in a study which validates that children’s exposure to violent video games are more likely to be less moral compared to their fellows that play other types of games (Rothmund et al., 2015).
- Harm 2: Exposure to violent video games promotes emotional disturbance and likelihood of poor academic performance.
- Video games are fast-paced and are designed to offer rewards to the players. However, this is a factor that contributes to the likelihood of hyperactivity and inattention (Lobel, Engels, Stone, Burk, W., and Granic, 2017)
- Reports revealed that extensive watching of video games is associated with depression, conduct disorder, emotional disturbance, hyperactivity and stress (Sugaya et al., 2019).
- Addiction to video games is known to interfere with daily living, and this includes school work activities
- About 47% of video gamers manifest disorganized attachment
- Video game addiction may lead to adverse social issues, as children and adolescents who engage in this activity are at risk of developing undesirable behaviors.
III. Inherency
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- The use of video games among children and adolescents is often associated with the fact that they are no longer encouraged to read books. Many parents used video games as a form of entertainment for their children. That is, many parents are too engage with their work that they do not have enough time to spend with their children.
- This problem is not likely to go away soon because of the high our high dependence on technology and the lack of policies to address the issue.
- Present Plan text
- Define the Agency: The State of California
- Define the Mandates:
- The state legislators will pass a bill that regulates the video games, which includes game censorship
- Information dissemination is necessary to ensure that parents are aware of the negative impact of letting their children watch violent video games
- Parents are encouraged to learn and determine video game content that are appropriate for their children.
- Passing of laws that ban the distribution of violent video games, especially to minors.
- Examine the possibility of creating a licensing agency to ensure that violent game developers comply with measures imposed by the legislators.
- Enforcement
- The enforcement of the legislation calls for a need to regulate online gaming, and this is not only among children, but for everyone. That is, reasonable regulations are to be imposed to ensure that adults are aware of the adverse impact of video games to children.
- Penalty are to be imposed on video game developers who insist on the distribution of violent video games to young people.
- Licensing is needed to ensure that video game developers are aware of the implications of violent videos, not only to children, but to the society as a whole.
- Funding and Staffing: Funding will be sourced from the state government funds.
- Timeline: After reconsideration of other factors, such as the response of parents and video game developers. The reason for this is that the possibility of constitutionality, such that the many sides of the issue is to be examined to address various concerns associated with it.
- Solvency
- Harm 1: Regulations will deter the risk of children developing aggressive behavior.
- The idea is to restore values among children by protecting them from extensive exposure to violent video games that encourage aggressive thinking and behavior. While video games have turned into an integral part of the lives of many children, there is a need to advance the imposition of regulator measures. This is base on the findings that 85% of video games contain violence, which is a public concern taking into consideration that violent video games are contributors of criminality.
- By having a mandate that regulates the development and distribution of violent games, there is a higher likelihood of reducing its adverse impact on children and adolescents.
- The mandate may also result in the development of strategies to inform and educate parents about the dangers of video games
- Access to literature will help in the faster dissemination of relevant information to parents, students and other stakeholders.
- Harm 2: Gain an understanding that violent video games promote emotional disturbance and likelihood of poor academic performance
- The policy makers, educators and parents are to engage in awareness programs and education as a means to disseminate the findings about the adverse impact of video games.
2.This should be endorsed by the different authorities to ensure compliance by the public and concerned entities
- The refinement of the Entertainment Software Rating Board system can greatly help in regulating the distribution of inappropriate and violent video games.
- Advantages: Beyond solving the main problems identified previously, the adoption of this plan has other advantages, which includes the following:
- Regulated distribution of violent games will protect children, and they are likely to engage in more productive and positive activities
- Because violent video game distribution is regulated, there is an increased family time and bonding between the parents and their children.
- Children will engage in physical exercise and activities that will make them healthier
VII. Conclusion
- The proposal of imposing a more stringent policy to regulate the distribution of video games is beneficial, given the advantages presented.
- While there are those who favor the distribution of violent video games, and defended it as a form of modern entertainment, it is important to regulate because children’s welfare comes first.
References
Boxer, P., Docherty, M., Groves, C (2015) Video games do indeed influence children and adolescents’ aggression, prosocial behavior, and academic performance: A clearer reading of Ferguson. Perspectives on Psychological Science, 10(5)
Lobel, A., Engels, R., Stone, L., Burk, W., Granic, I (2017) Video gaming and children’s psychosocial wellbeing: A longitudinal study. Journal of Youth and Adolescence, 46
Prescott, A., Sargent, J., and Hull, J (2018) Metaanalysis of the relationship between violent video game play and physical aggression over time. Proceedings of the National Academy of Sciences of the United States of America, 115(40)
Rothmund, T., Bender, J., Nauroth, P., and Gollwitzer, M (2015) Public concerns about violent video games are moral concerns-How moral threat can make pacifists susceptible to scientific and political claims against violent video games. European Journal of Social Psychology, 45(6)
Sugaya, N., Shirasaka, T., Takahashi, K., and Kanda, H (2019) Bio-psychosocial factors of children and adolescents with internet gaming disorder: A systematic review. BioPsychoSocial Medicine, 13(3)
Rhetorical Appeals Discussion