The Impact Of Video Games On Adolescents

1113 words - 4 pages

“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 argument. The argument contains sufficient pathos creating a stir of emotions.
In this Norcia argues using logos, however uses outdated information. She recalls the “(2000)” study where, “a majority of teens admitted that their parents do not impose a time limit on the numbers of hours they are allowed to play video games”, worrying researchers because of the negative effects of prolonged time in a violent environment.(Norcia) Although using outdated information the author of this editorial sounds trustworthy because of her use of ethos.
More so, the author of this editorial achieves her goal to convince the reader violent video games have a negative effect on the youth and young adults. As well as revealing the correlation not only to aggression but rage. Norcia uses just enough information so the reader understands the concept and objective of the piece however does not feel berated by 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 violent video games cause violent behavior. He speaks to a curious audience of all ages. The article uses logos throughout creating a set opinion on the topic.
In the editorial “Video Games Pro Con”, author Steven Markoff gives a compelling argument and uses many ethos and logos. The information he uses helps his argument and his information is current. Using the “(2008) study Grand Theft Childhood”, Markoff reveals “60% of middle school boys who played at least one Mature-rated game hit or beat up someone, compared to 39% of boys that did not play Mature-rated games.”(Markoff) exposing the truth of how even little time around rewarded violence dangerously effects the behavior of adolescents.
In this editorial the reader lacks pathos creating a piece which does not appeal to an emotional standpoint. Therefore the argument seems distant and the reader has no connection to the argument. So, although full of information this article does not reach a large enough audience because of the lack in pathos and does not depict the authors argument accurately.
“The Unbiased Truth About Video Games”
In the 2013 editorial “The Unbiased Truth About Video Games”, author Twana Davisson focuses on the every day effects of playing videogames. Twana writes to the other side of the argument who believe video games do not affect adolescents. This editorial uses logos however needs more pathos to appeal to a larger audience.
In the editorial, “The Unbiased Truth About Video Games”, author Twana Davisson uses logos which help the argument and pathos, creating an environment where you care about the effects of violent video games...

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