Speech Outline
Title: Violent Video Games
General purpose: For persuasion
Purpose of Speech: After listening to my speech, audience members will take a few simple steps to help alleviate the negative impacts of Violent Video Games.
Thesis Statement: There is need for both adults and children to keep off watching violent video games as their impacts are very dangerous to daily lives.
INTRODUCTION
- Attention-Getter: Majority of children that watch or play violent video games end up
S being rude and ruthless
- Thesis statement
- Preview of main points
TOPIC ANALYSIS
- Watching and playing of violent video games is dangerous.
- Violent video games have a negative psychological impact.
- It affects children most.
- Violent video games are addictive
- The persons watching them would want to do it repeatedly.
- Failure to playing the games would make one feel that they are lacking something
- Loss of sense of humanity among those that watch the video games
- Emulation of character by children
- They take life with less respect
- They would do an act that has serious consequences but with a lot of ease and
lack of fear.
- Connection to drugs and drug addiction
- Many characters are drug traffickers and abusers.
- Drug traffickers and abusers act in manner to depict that these are good
activities.
- Increase in mischievous activities
- Children become bullies.
- Joining of wrong peer groups.
III. Frequent playing of violent video games by children likely to result in luck of respect to
Parents.
- Video games become the epitome of character development
- Parents are given second priority after the characters in the games
- Children would try to put wah5t they see in the video games into reality
- Keep close watch on whatever children watch and do
- No time for parental guidance hence no parental control
- Less time spent with parents
- Video games make children to listen more to peers than parents
- Avoid aggressive driving.
- Compromise of future parental guidance
- Temperamental parents
- Wrong model to children
CONCLUSION
- Review of main points
- Final remarks: “ There is need for the society to shun playing and watching of violent video games as they generally have a negative impact to the society as a whole”
Violent Video Games
Introduction
The world today has undergone great changes that have seen the media taken a greater place in the lives of mankind. Since the invention of the computer and television, particularly the colored one, more and more people in the society have been addicts to the programs provided by it. However, what raises allot of questions as concerns this issue is the impact of violent video games to the lives of individuals. I believe that through this speech, you will be able to initiate change in the society in as far as violent video games are concerned. In order to deal with this issue, I would discuss how violent video games have negatively impacted on the lives of viewers and the need for both adults and children to keep off watching violent video games as their impacts are very dangerous to daily lives.
Addictiveness
I do believe that each one of you at some point has happened to play or watch these violent video games. One of the major results of violent video games is that they are very addictive. Researchers have indicated that the first, second and the third time that the viewer would be first watching the violent video games might never be very entertaining. However, as the person goes further to the fourth time, they end up being addicted to them. They would have been socialized to acknowledge that violence in the games is part and parcel of entertainment. Addictiveness to the violent video games has seen many children neglecting other aspects of life. They would do anything to just get all their time spent on computers playing these games. This makes these games to be part and parcel of their lives and would do anything to have time for such. This ends up raking the lives of the people involved as they don’t have other priorities that would positively affect their lives (Kutner & Olson, 2008).
Emulation of the Characters
Children are probably the most affected persons whenever they watch these violent video games. This is attributed to the less developed brains and character in them. The fact that they are still young, chances of taking up a character trait of behavior that they see is so high. This is wya6t makes them vulnerable to acts of violence they are exposed to in the video games.
Emulation of character on violent video games is boosted by many factors. However, the most critical factor that boosts this behavior is the failure of getting guidance from parents. Apparently, parents would wish that their children grow and develop to be good people in the society. However, much of what is required for them to facilitate this type of development does not come forth. The twenty first century parents are very busy that they have left the media such as these violent video games to be the tools of learning. As such, with no guidance, children would believe that whatever is happening in the violent video games is a replica of an ideal situation in real life. Being one of the people living in this century, I believe you have experienced or seen this trend taking roots in the society.
Loss of humanity
We must acknowledge that human beings are born with some level of humanity. This is what tells you not to kill you neighbor or shoot at him. This is what makes one to offer a helping hand when a friend or neighbor is in problems. There is a very close relationship between loss of humanity and addictiveness to violent video games. As children and even adults get addicted to such games, they end up unknowingly having their perception about violence changed completely. This has a greater impact on children than on adults. In children such video games may end up having children get horror dreams. In such dreams children end up getting to dream of violent activities that in one way or the other affects their growth (Kutner & Olson, 2008).
Two thirds of muggers and robbers in the United States have a history of playing violent video games. According to this figure, it is very apparent that video games usually result in the loss of humanity in people. Through these violent video games, viewers are made to be live that hitting somebody is not anything to worry about. This is why many criminals that were used to these games would easily assassinate or murder somebody and never have any guilt. They would look at human life with a lot of simplicity and fail to give it the respect it deserves (Kirsh, 2006).
Drugs and drugs addiction
You will find a very close connection between the violent video games and use of drugs in the society today. In a three quarters of the violent video games, characters act in a manner to depict that they are drug takers of traffickers. Sometimes the video games would at the end of the game depict these actors as heroes and heroines. This has devastating effects on views and especially children who may have a wrong interpretation of the video games. Children might assume that whatever they see on the screen is right and should be supported. This in the end may influence such children to accept and acknowledge that drugs are not a bad stuff and would very willingly accept to be part of the partakers of the same (Vorderer & Bryant, 2006).
Everybody would acknowledge that our society faces the risk of disintegrating in the hands of drugs. It is very definite that drugs and drug abuse has serious negative consequences that should be avoided at all costs. However, this can only be possible if the environment is conducive for the course. Violent video games would always depict a positive aspect of drugs and drug trafficking. Without proper guidance, a person may end up emulating the characters in the game and end up being spoilt by such wrong perception (Kirsh, 2006). However, what you should not is the fact that you watch or play or have previously played violent video games does not guarantee you into drugs. It only increases the chances of you getting into drugs than a person that does participate in such games.
Lack of respect to parents
You will all acknowledge the impact the family plays in terms of learning and acquisition of knowledge. Violent video games have partly changed the learning environment in the society today. As far as learning is concerned, the family is the basic unit of organization and is meant to have the greatest impact in an individual as they learn. However, this role is being changed as many parents have left their children in the hands of the media making them have the media influence them the greatest. It is no wonder that children in our society are ready to emulate and copy anything they find attractive in their eyes from the media.
I believe at one time you have lived with or come across children that are addicted to violent video games. You would definitely see the difference between them and other children in terms of handling various issues. It is today common to see a child beating up their own father or mother. While blame game is put on the society, parents should recognize that they too have failed in their roles on guiding their children on what to do and what not to do. They needed to advise them on what to watch and what not to. This would help avoid having this children taking the wrong path and later coming up with blame games. Allowing children to watch and play these games is giving them a clear ticket to development of bad character (Kutner & Olson, 2008).
Solutions
Violent video games are not good for the growth and development of children. They are either not safe for the grownups. This means that such violent games are not good for viewing as they end up generating more of negative than positive impacts. In order to avoid the negative impacts of the games viewing by children and adults should be discouraged. This would help reduce the many negative impacts that come with these video games. I want to urge parents to take an up a front role in have influencing whatever stuff their children watch as they develop. As far as parents may be busy, they should also set aside time to be with their children so that they may advise them accordingly on what is good and what is bad. This would help- make children avoid watching or playing these violent video games as they end up negatively affecting them.
References
Kutner L., Olson C. K. (2008). Grand theft childhood: the surprising truth about violent video games and what parents can do, Vancouver: Simon and Schuster
Vorderer P., Bryant J. (2006). Playing video games: motives, responses, and consequences, New York City: Publisher Routledge
Kirsh S. J. (2006). Children, adolescents, and media violence: a critical look at the research, Chicago: SAGE Publishers
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