KING_OF_SAND
New member
This was created by me for my English class. The goal was to convince someone or some group of something. In my essay I convince the anti gaming community (mainly parents) that video games are not harmful but helpful to children, young adults, and adults.
ENJOY
Playing sports has moved from the field to the controller and the virtual world. I am talking about Major leaguegaming (MLG), the sport that allows you to virtually kill people and a way for a gamer to make a true living playing video games, sometimes making $50,000+ in a single competition. That said, why do those opposed to video gaming believe that people who play them are wasting time, will never be successful, will be desensitized,or socially isolated? Much of the opposition believes that video games cause nothing but harm in either mental forms or in life. We as gamers however must be responsible for examining the data and making known the actual facts.
Parents,educators, and some scientists believe that video games can desensitize a person, lead to mental health issues, or rob you of your normal life. But what they do not see, is the ups of video games, and even more importantly, they do not know what a gamer is. The basic conception of a gamer is a person who spends hours in front of a monitor and accomplishes nothing of value. A gamer is someone whose hobby is playing video games. While the conception of gamers spending hours in front of a monitor is true, the idea they accomplish nothingis a fallacy. Granted there are some who do nothing, but that assumption can be applied to any obsessive personality. Talented gamers can become successful in going professional with their hobby making good money. Others expand their hobby by going to college and receiving an applicable degree. An education like this can land a gamer a job in one of the most profitable segments of the entertainment industry.
The opposition to gamers likes to make video games look like the bad guys by scaring parents and educators. They say that children who play them for too long lose their perception of life or become desensitized and violent. RowellHuesmann, a professor of communications and psychology states, "A number of studies have shown that watching a lot of violence on television or playing violent video games such as Grand Theft Auto and Manhunt produces aggressive tendencies in kids." While violent video games could theoretically make a person violent, it is inconclusive to say that violent games make people violent without examining the subjects' history. What Huesmann does not address is that some subjects may already have violent tendencies. This is a big part of the scare. Educators and psychologists distort, or omit information from, studies and conduct studies without knowledge of the subjects past. There is no solid evidence demonstrating that violent games can produce a violent child. PBS.com's research of video games and the effect on children says:
Claims like this [Video game violence] are based on the work of researchers who represent one relatively narrow school of research, "media effects." This research includes some 300 studies of media violence. But most of those studies are inconclusive and many have been criticized on methodological grounds. In these studies, media images are removed from any narrative context. Subjects are asked to engage with content that they would not normally consume and may not understand.
PBS spells out what gamers have been shouting for years. That is there is no conclusive or reliable evidence that demonstrates video game violence has a major negative impact on the brain, if any effect at all.
Socially isolated is yet another phrase applied to those in the gaming community. What the opposition defines associal isolation is correct in terms of the precise definition of the phrase, but incorrect as to its implementation. Social isolation according to dictionary.com is: "A state or process in which persons, groups, or cultures lose or do not have communication or cooperation with one another." The way the opposition uses the term is illustrated by their threshold question with regard to gamers: "what is the first thing that comes to mind when you think of a gamer?" Their typical response is someone spending hours in front of a TV and having little to no interaction with the outside world. What the opposition does not see is how much socializing there is in the gaming community.
Ever since the invention of multiplayer video gaming, family and friends have gathered in front of thetelevision socializing with each other while playing. And now gaming over theinternet has become one of the main social outlets in today's community. Studies by a PBS research group on video games shows that "Much video game playis social. Almost 60 percent of frequent gamers play with friends. Thirty-three percent play with siblings and 25 percent play with spouses or parents. Even games designed for single players are often played socially, with one person giving advice to another holding a joystick." While it is true that many gamers are inside a house playing games that does not necessarily mean they are not socially interacting with others. If anything, the invention of video games has brought friends and family together and play. The invention of one of the biggest family friendly machines, the wii by Nintendo was huge in bringing friends and families together selling over 85 million units. According toPBS.com
Sociologist Talmadge Wright has logged many hours observing online communities interact with and react to violent video games, concluding that meta-gaming (conversation about game content) provides a context for thinking about rules and rule-breaking. In this way there are really two games taking place simultaneously: one, the explicit conflict and combat on the screen; the other, the implicit cooperation and comradeship between the players. Two players may be fighting to death on screen and growing closer as friends off screen.
WhatTalmadge is basically saying is that video games can actually lead to more friends, even if the other player is hundreds of miles away. Video games have proven to just be another social media outlet just like many of the social websites, but involving more stimulation. Logically, it is incorrect to say that a "gamer" is socially isolated, since the involvement of a huge number of gamers involves online outlets in which social interaction is present. Outlets such as Xbox Live (XBL), Playstation Network (PSN), and STEAM all use some sort of person to person interaction such as voice chat, type chat, and more importantly, playing together. These are three of some the largest online communities with the amount of gamers online at any given time ranging into the tens of millions!
If anything video games prove to be for the better, not for the worse. Video games already have been used successfully in treating depression. Additionally, research is currently underway examining the positive effects of video games on ADHD and ADD. Video games are even being used professionally through Major League Gaming (MLG). Making thousands of dollars and making a living through the enjoyment of video games, going to competitions and meeting new people from all over the world to attend these events.
Ed Zimney, MD, and reviewer at everydayhealth.com says "Thereis no research that playing video games damages brain function. However, there is some evidence that certain types of video game activities can actually improve working memory, attention span and problem solving." The opposition has nothing to combat this argument. What they do have is a lot of claims, but very little proof in support of them. Medical research is constantly seeking new and improved ways to help people with ADD/ADHD and other related disorders without the use of powerful medications and because video games are such an abundant source of mental stimulation, it is easy to see why researchers want to find ways of using video games as a tool. Even though there are some who want to believe video games are, on balance a negative, there is little or no evidence to substantiate their beliefs.
Millions sufferfrom depression, but it seems as though video games can be a sigh of relief. The Washington Post found a 49 year old woman who claims her stress is relived by playing a game called Bejeweled 2. According to the article "Nichols said she discovered the mental health benefits of video games some years ago during a particularly bad spell of depression." In the interview Nichols said, "In the day, you can find someone to talk to, games are a big help in getting through to the next morning." (washingtonpost.com). This is only one of many examples of depression being relieved with video games or other video stimulation. Because the opposition has no real evidence to back claims that video games can harm a person mentally, and because there is substantial evidence to the contrary, it seems like it would be a great idea to try gaming if you suffer from ADD, ADHD, or depression.
Another bright spot in video gaming is Major League Gaming (MLG), the sport that uses a controller, thumbs, and electronics. This is the sport were the so called "socially isolated" come to gather and talk video games and play them for money and even sponsorships from major computer companies. Many people attend these events all over the world to compete in some of the most violent video games, both modern and old school. Major League Gaming is surprisingly big, "The investment [from Legion Enterprises] will bring MLG's total funding raised to$52.5 million." (majorleaguegaming.com). The article continues:
MLG enables a large and growing community of fans and a roster of top sponsors to connect with and celebrate the approximately 40 million consumers in North America who have a passion for playing video games as a competitive social activity. Over 95% of these viewers are male and under 30, making MLG's live tournament broadcasts three to six times larger in the 12-34 male demographic than nearly every primetime cable property including national broadcasts of traditional, regular season sports.
MLG is still growing and becoming a new American past time. If it is true that video games can desensitize a person, then a good chunk of North America alone is in trouble just by looking at how many people attend these events and play video games. But MLG is not the only gaming expo out there. Even bigger expo's like E3, Comic-Con, and the Game Developers Conference (GDC) bring in even more millions of gamers.
"With that said, why does the opposition believe that people who play video games are wasting time, will not be successful, will be desensitized, or socially isolated?" By looking at the hard statistics it looks as though they just do it to scare you. The fact that video games make you violent is a sham demonstrated as overwhelmingly by the data. Further, the opposition thinking that gamers are socially isolated is also far off. HUGE events all over the world bring in millions of gamers who all enjoy one thing, gaming. Online communities are virtual playgrounds in which kids and adults can enjoy doing what they like to do. There is also the possibility of improving brain function and helping with depression.
Video gaming is a hobby, and for some a profession. Video gaming has become a new part of not only American society, but also most of the developed world, bringing families and friends together to either kill each other or enjoy a simple virtual game such as BUZZ. The enjoyment of video games is nearly endless, as companies are constantly coming up with more innovative ways to immerse you in a virtual world. For better or worse video games are here to stay. Perhaps the best plan is to focus on, and develop the positive aspects and stop fabricating the negative.
ENJOY

Playing sports has moved from the field to the controller and the virtual world. I am talking about Major leaguegaming (MLG), the sport that allows you to virtually kill people and a way for a gamer to make a true living playing video games, sometimes making $50,000+ in a single competition. That said, why do those opposed to video gaming believe that people who play them are wasting time, will never be successful, will be desensitized,or socially isolated? Much of the opposition believes that video games cause nothing but harm in either mental forms or in life. We as gamers however must be responsible for examining the data and making known the actual facts.
Parents,educators, and some scientists believe that video games can desensitize a person, lead to mental health issues, or rob you of your normal life. But what they do not see, is the ups of video games, and even more importantly, they do not know what a gamer is. The basic conception of a gamer is a person who spends hours in front of a monitor and accomplishes nothing of value. A gamer is someone whose hobby is playing video games. While the conception of gamers spending hours in front of a monitor is true, the idea they accomplish nothingis a fallacy. Granted there are some who do nothing, but that assumption can be applied to any obsessive personality. Talented gamers can become successful in going professional with their hobby making good money. Others expand their hobby by going to college and receiving an applicable degree. An education like this can land a gamer a job in one of the most profitable segments of the entertainment industry.
The opposition to gamers likes to make video games look like the bad guys by scaring parents and educators. They say that children who play them for too long lose their perception of life or become desensitized and violent. RowellHuesmann, a professor of communications and psychology states, "A number of studies have shown that watching a lot of violence on television or playing violent video games such as Grand Theft Auto and Manhunt produces aggressive tendencies in kids." While violent video games could theoretically make a person violent, it is inconclusive to say that violent games make people violent without examining the subjects' history. What Huesmann does not address is that some subjects may already have violent tendencies. This is a big part of the scare. Educators and psychologists distort, or omit information from, studies and conduct studies without knowledge of the subjects past. There is no solid evidence demonstrating that violent games can produce a violent child. PBS.com's research of video games and the effect on children says:
Claims like this [Video game violence] are based on the work of researchers who represent one relatively narrow school of research, "media effects." This research includes some 300 studies of media violence. But most of those studies are inconclusive and many have been criticized on methodological grounds. In these studies, media images are removed from any narrative context. Subjects are asked to engage with content that they would not normally consume and may not understand.
PBS spells out what gamers have been shouting for years. That is there is no conclusive or reliable evidence that demonstrates video game violence has a major negative impact on the brain, if any effect at all.
Socially isolated is yet another phrase applied to those in the gaming community. What the opposition defines associal isolation is correct in terms of the precise definition of the phrase, but incorrect as to its implementation. Social isolation according to dictionary.com is: "A state or process in which persons, groups, or cultures lose or do not have communication or cooperation with one another." The way the opposition uses the term is illustrated by their threshold question with regard to gamers: "what is the first thing that comes to mind when you think of a gamer?" Their typical response is someone spending hours in front of a TV and having little to no interaction with the outside world. What the opposition does not see is how much socializing there is in the gaming community.
Ever since the invention of multiplayer video gaming, family and friends have gathered in front of thetelevision socializing with each other while playing. And now gaming over theinternet has become one of the main social outlets in today's community. Studies by a PBS research group on video games shows that "Much video game playis social. Almost 60 percent of frequent gamers play with friends. Thirty-three percent play with siblings and 25 percent play with spouses or parents. Even games designed for single players are often played socially, with one person giving advice to another holding a joystick." While it is true that many gamers are inside a house playing games that does not necessarily mean they are not socially interacting with others. If anything, the invention of video games has brought friends and family together and play. The invention of one of the biggest family friendly machines, the wii by Nintendo was huge in bringing friends and families together selling over 85 million units. According toPBS.com
Sociologist Talmadge Wright has logged many hours observing online communities interact with and react to violent video games, concluding that meta-gaming (conversation about game content) provides a context for thinking about rules and rule-breaking. In this way there are really two games taking place simultaneously: one, the explicit conflict and combat on the screen; the other, the implicit cooperation and comradeship between the players. Two players may be fighting to death on screen and growing closer as friends off screen.
WhatTalmadge is basically saying is that video games can actually lead to more friends, even if the other player is hundreds of miles away. Video games have proven to just be another social media outlet just like many of the social websites, but involving more stimulation. Logically, it is incorrect to say that a "gamer" is socially isolated, since the involvement of a huge number of gamers involves online outlets in which social interaction is present. Outlets such as Xbox Live (XBL), Playstation Network (PSN), and STEAM all use some sort of person to person interaction such as voice chat, type chat, and more importantly, playing together. These are three of some the largest online communities with the amount of gamers online at any given time ranging into the tens of millions!
If anything video games prove to be for the better, not for the worse. Video games already have been used successfully in treating depression. Additionally, research is currently underway examining the positive effects of video games on ADHD and ADD. Video games are even being used professionally through Major League Gaming (MLG). Making thousands of dollars and making a living through the enjoyment of video games, going to competitions and meeting new people from all over the world to attend these events.
Ed Zimney, MD, and reviewer at everydayhealth.com says "Thereis no research that playing video games damages brain function. However, there is some evidence that certain types of video game activities can actually improve working memory, attention span and problem solving." The opposition has nothing to combat this argument. What they do have is a lot of claims, but very little proof in support of them. Medical research is constantly seeking new and improved ways to help people with ADD/ADHD and other related disorders without the use of powerful medications and because video games are such an abundant source of mental stimulation, it is easy to see why researchers want to find ways of using video games as a tool. Even though there are some who want to believe video games are, on balance a negative, there is little or no evidence to substantiate their beliefs.
Millions sufferfrom depression, but it seems as though video games can be a sigh of relief. The Washington Post found a 49 year old woman who claims her stress is relived by playing a game called Bejeweled 2. According to the article "Nichols said she discovered the mental health benefits of video games some years ago during a particularly bad spell of depression." In the interview Nichols said, "In the day, you can find someone to talk to, games are a big help in getting through to the next morning." (washingtonpost.com). This is only one of many examples of depression being relieved with video games or other video stimulation. Because the opposition has no real evidence to back claims that video games can harm a person mentally, and because there is substantial evidence to the contrary, it seems like it would be a great idea to try gaming if you suffer from ADD, ADHD, or depression.
Another bright spot in video gaming is Major League Gaming (MLG), the sport that uses a controller, thumbs, and electronics. This is the sport were the so called "socially isolated" come to gather and talk video games and play them for money and even sponsorships from major computer companies. Many people attend these events all over the world to compete in some of the most violent video games, both modern and old school. Major League Gaming is surprisingly big, "The investment [from Legion Enterprises] will bring MLG's total funding raised to$52.5 million." (majorleaguegaming.com). The article continues:
MLG enables a large and growing community of fans and a roster of top sponsors to connect with and celebrate the approximately 40 million consumers in North America who have a passion for playing video games as a competitive social activity. Over 95% of these viewers are male and under 30, making MLG's live tournament broadcasts three to six times larger in the 12-34 male demographic than nearly every primetime cable property including national broadcasts of traditional, regular season sports.
MLG is still growing and becoming a new American past time. If it is true that video games can desensitize a person, then a good chunk of North America alone is in trouble just by looking at how many people attend these events and play video games. But MLG is not the only gaming expo out there. Even bigger expo's like E3, Comic-Con, and the Game Developers Conference (GDC) bring in even more millions of gamers.
"With that said, why does the opposition believe that people who play video games are wasting time, will not be successful, will be desensitized, or socially isolated?" By looking at the hard statistics it looks as though they just do it to scare you. The fact that video games make you violent is a sham demonstrated as overwhelmingly by the data. Further, the opposition thinking that gamers are socially isolated is also far off. HUGE events all over the world bring in millions of gamers who all enjoy one thing, gaming. Online communities are virtual playgrounds in which kids and adults can enjoy doing what they like to do. There is also the possibility of improving brain function and helping with depression.
Video gaming is a hobby, and for some a profession. Video gaming has become a new part of not only American society, but also most of the developed world, bringing families and friends together to either kill each other or enjoy a simple virtual game such as BUZZ. The enjoyment of video games is nearly endless, as companies are constantly coming up with more innovative ways to immerse you in a virtual world. For better or worse video games are here to stay. Perhaps the best plan is to focus on, and develop the positive aspects and stop fabricating the negative.